QW support getting closer
[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
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
53
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
59
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
62
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
66
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
68
69 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)"};
70
71 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"};
72
73 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
74
75 vec3_t cl_playerstandmins;
76 vec3_t cl_playerstandmaxs;
77 vec3_t cl_playercrouchmins;
78 vec3_t cl_playercrouchmaxs;
79
80 mempool_t *cl_mempool;
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 int cl_max_entities;
86 int cl_max_csqcentities;
87 int cl_max_static_entities;
88 int cl_max_temp_entities;
89 int cl_max_effects;
90 int cl_max_beams;
91 int cl_max_dlights;
92 int cl_max_lightstyle;
93 int cl_max_brushmodel_entities;
94 int cl_activedlights;
95
96 entity_t *cl_entities;
97 entity_t *cl_csqcentities;      //[515]: csqc
98 unsigned char *cl_entities_active;
99 unsigned char *cl_csqcentities_active;  //[515]: csqc
100 entity_t *cl_static_entities;
101 entity_t *cl_temp_entities;
102 cl_effect_t *cl_effects;
103 beam_t *cl_beams;
104 dlight_t *cl_dlights;
105 lightstyle_t *cl_lightstyle;
106 int *cl_brushmodel_entities;
107
108 int cl_num_entities;
109 int cl_num_csqcentities;        //[515]: csqc
110 int cl_num_static_entities;
111 int cl_num_temp_entities;
112 int cl_num_brushmodel_entities;
113
114 // keep track of quake entities because they need to be killed if they get stale
115 extern int cl_lastquakeentity;
116 extern unsigned char cl_isquakeentity[MAX_EDICTS];
117
118 /*
119 =====================
120 CL_ClearState
121
122 =====================
123 */
124 void CL_ClearState(void)
125 {
126         int i;
127
128         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
129         if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
130         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
131         if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
132         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
133         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
134         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
135         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
136         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
137         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
138         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
139         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
140         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
141         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
142
143         if (!sv.active)
144                 Host_ClearMemory ();
145
146 // wipe the entire cl structure
147         memset (&cl, 0, sizeof(cl));
148         // reset the view zoom interpolation
149         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
150
151         cl_num_entities = 0;
152         cl_num_csqcentities = 0;        //[515]: csqc
153         cl_num_static_entities = 0;
154         cl_num_temp_entities = 0;
155         cl_num_brushmodel_entities = 0;
156
157         // tweak these if the game runs out
158         cl_max_entities = 256;
159         cl_max_csqcentities = 256;      //[515]: csqc
160         cl_max_static_entities = 256;
161         cl_max_temp_entities = 512;
162         cl_max_effects = 256;
163         cl_max_beams = 256;
164         cl_max_dlights = MAX_DLIGHTS;
165         cl_max_lightstyle = MAX_LIGHTSTYLES;
166         cl_max_brushmodel_entities = MAX_EDICTS;
167         cl_activedlights = 0;
168
169         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
170         cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
171         cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
172         cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
173         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
174         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
175         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
176         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
177         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
178         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
179         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
180
181         cl_lastquakeentity = 0;
182         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
183
184         // LordHavoc: have to set up the baseline info for alpha and other stuff
185         for (i = 0;i < cl_max_entities;i++)
186         {
187                 cl_entities[i].state_baseline = defaultstate;
188                 cl_entities[i].state_previous = defaultstate;
189                 cl_entities[i].state_current = defaultstate;
190         }
191
192         for (i = 0;i < cl_max_csqcentities;i++)
193         {
194                 cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
195                 cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
196                 cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
197                 cl_csqcentities[i].csqc = true;
198                 cl_csqcentities[i].state_current.number = -i;
199         }
200
201         if (gamemode == GAME_NEXUIZ)
202         {
203                 VectorSet(cl_playerstandmins, -16, -16, -24);
204                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
205                 VectorSet(cl_playercrouchmins, -16, -16, -24);
206                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
207         }
208         else
209         {
210                 VectorSet(cl_playerstandmins, -16, -16, -24);
211                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
212                 VectorSet(cl_playercrouchmins, -16, -16, -24);
213                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
214         }
215
216         CL_Screen_NewMap();
217         CL_Particles_Clear();
218         CL_CGVM_Clear();
219 }
220
221 void CL_ExpandEntities(int num)
222 {
223         int i, oldmaxentities;
224         entity_t *oldentities;
225         if (num >= cl_max_entities)
226         {
227                 if (!cl_entities)
228                         Sys_Error("CL_ExpandEntities: cl_entities not initialized");
229                 if (num >= MAX_EDICTS)
230                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
231                 oldmaxentities = cl_max_entities;
232                 oldentities = cl_entities;
233                 cl_max_entities = (num & ~255) + 256;
234                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
235                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
236                 Mem_Free(oldentities);
237                 for (i = oldmaxentities;i < cl_max_entities;i++)
238                 {
239                         cl_entities[i].state_baseline = defaultstate;
240                         cl_entities[i].state_previous = defaultstate;
241                         cl_entities[i].state_current = defaultstate;
242                 }
243         }
244 }
245
246 void CL_ExpandCSQCEntities(int num)
247 {
248         int i, oldmaxentities;
249         entity_t *oldentities;
250         if (num >= cl_max_csqcentities)
251         {
252                 if (!cl_csqcentities)
253                         Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
254                 if (num >= MAX_EDICTS)
255                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
256                 oldmaxentities = cl_max_csqcentities;
257                 oldentities = cl_csqcentities;
258                 cl_max_csqcentities = (num & ~255) + 256;
259                 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
260                 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
261                 Mem_Free(oldentities);
262                 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
263                 {
264                         cl_csqcentities[i].state_baseline = defaultstate;
265                         cl_csqcentities[i].state_previous = defaultstate;
266                         cl_csqcentities[i].state_current = defaultstate;
267                         cl_csqcentities[i].csqc = true;
268                         cl_csqcentities[i].state_current.number = -i;
269                 }
270         }
271 }
272
273 void CL_VM_ShutDown (void);
274 /*
275 =====================
276 CL_Disconnect
277
278 Sends a disconnect message to the server
279 This is also called on Host_Error, so it shouldn't cause any errors
280 =====================
281 */
282 void CL_Disconnect(void)
283 {
284         if (cls.state == ca_dedicated)
285                 return;
286
287         Con_DPrintf("CL_Disconnect\n");
288
289         CL_VM_ShutDown();
290 // stop sounds (especially looping!)
291         S_StopAllSounds ();
292
293         // clear contents blends
294         cl.cshifts[0].percent = 0;
295         cl.cshifts[1].percent = 0;
296         cl.cshifts[2].percent = 0;
297         cl.cshifts[3].percent = 0;
298
299         cl.worldmodel = NULL;
300
301         if (cls.demoplayback)
302                 CL_StopPlayback();
303         else if (cls.netcon)
304         {
305                 sizebuf_t buf;
306                 unsigned char bufdata[8];
307                 if (cls.demorecording)
308                         CL_Stop_f();
309
310                 // send clc_disconnect 3 times to improve chances of server receiving
311                 // it (but it still fails sometimes)
312                 Con_DPrint("Sending clc_disconnect\n");
313                 memset(&buf, 0, sizeof(buf));
314                 buf.data = bufdata;
315                 buf.maxsize = sizeof(bufdata);
316                 MSG_WriteByte(&buf, clc_disconnect);
317                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
318                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
319                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
320                 NetConn_Close(cls.netcon);
321                 cls.netcon = NULL;
322         }
323         cls.state = ca_disconnected;
324
325         cls.demoplayback = cls.timedemo = false;
326         cls.signon = 0;
327 }
328
329 void CL_Disconnect_f(void)
330 {
331         CL_Disconnect ();
332         if (sv.active)
333                 Host_ShutdownServer ();
334 }
335
336
337
338
339 /*
340 =====================
341 CL_EstablishConnection
342
343 Host should be either "local" or a net address
344 =====================
345 */
346 void CL_EstablishConnection(const char *host)
347 {
348         if (cls.state == ca_dedicated)
349                 return;
350
351         // clear menu's connect error message
352         M_Update_Return_Reason("");
353         cls.demonum = -1;
354
355         // stop demo loop in case this fails
356         CL_Disconnect();
357
358         // make sure the client ports are open before attempting to connect
359         NetConn_UpdateSockets();
360
361         // run a network frame
362         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
363
364         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
365         {
366                 cls.connect_trying = true;
367                 cls.connect_remainingtries = 3;
368                 cls.connect_nextsendtime = 0;
369                 M_Update_Return_Reason("Trying to connect...");
370                 // run several network frames to jump into the game quickly
371                 //if (sv.active)
372                 //{
373                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
374                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
375                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
376                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
377                 //}
378         }
379         else
380         {
381                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
382                 M_Update_Return_Reason("No network");
383         }
384 }
385
386 /*
387 ==============
388 CL_PrintEntities_f
389 ==============
390 */
391 static void CL_PrintEntities_f(void)
392 {
393         entity_t *ent;
394         int i, j;
395         char name[32];
396
397         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
398         {
399                 if (!ent->state_current.active)
400                         continue;
401
402                 if (ent->render.model)
403                         strlcpy (name, ent->render.model->name, 25);
404                 else
405                         strcpy(name, "--no model--");
406                 for (j = (int)strlen(name);j < 25;j++)
407                         name[j] = ' ';
408                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
409         }
410 }
411
412 //static const vec3_t nomodelmins = {-16, -16, -16};
413 //static const vec3_t nomodelmaxs = {16, 16, 16};
414 void CL_BoundingBoxForEntity(entity_render_t *ent)
415 {
416         if (ent->model)
417         {
418                 //if (ent->angles[0] || ent->angles[2])
419                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
420                 {
421                         // pitch or roll
422                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
423                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
424                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
425                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
426                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
427                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
428                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
429                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
430                 }
431                 //else if (ent->angles[1])
432                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
433                 {
434                         // yaw
435                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
436                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
437                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
438                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
439                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
440                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
441                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
442                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
443                 }
444                 else
445                 {
446                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
447                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
448                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
449                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
450                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
451                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
452                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
453                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
454                 }
455         }
456         else
457         {
458                 ent->mins[0] = ent->matrix.m[0][3] - 16;
459                 ent->mins[1] = ent->matrix.m[1][3] - 16;
460                 ent->mins[2] = ent->matrix.m[2][3] - 16;
461                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
462                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
463                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
464                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
465                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
466         }
467 }
468
469 /*
470 ===============
471 CL_LerpPoint
472
473 Determines the fraction between the last two messages that the objects
474 should be put at.
475 ===============
476 */
477 static float CL_LerpPoint(void)
478 {
479         float f;
480
481         // dropped packet, or start of demo
482         if (cl.mtime[1] < cl.mtime[0] - 0.1)
483                 cl.mtime[1] = cl.mtime[0] - 0.1;
484
485         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
486
487         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
488         f = cl.mtime[0] - cl.mtime[1];
489         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
490         {
491                 cl.time = cl.mtime[0];
492                 return 1;
493         }
494
495         f = (cl.time - cl.mtime[1]) / f;
496         return bound(0, f, 1);
497 }
498
499 void CL_ClearTempEntities (void)
500 {
501         cl_num_temp_entities = 0;
502 }
503
504 entity_t *CL_NewTempEntity(void)
505 {
506         entity_t *ent;
507
508         if (r_refdef.numentities >= r_refdef.maxentities)
509                 return NULL;
510         if (cl_num_temp_entities >= cl_max_temp_entities)
511                 return NULL;
512         ent = &cl_temp_entities[cl_num_temp_entities++];
513         memset (ent, 0, sizeof(*ent));
514         r_refdef.entities[r_refdef.numentities++] = &ent->render;
515
516         ent->render.colormap = -1; // no special coloring
517         ent->render.scale = 1;
518         ent->render.alpha = 1;
519         VectorSet(ent->render.colormod, 1, 1, 1);
520         return ent;
521 }
522
523 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
524 {
525         int i;
526         cl_effect_t *e;
527         if (!modelindex) // sanity check
528                 return;
529         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
530         {
531                 if (e->active)
532                         continue;
533                 e->active = true;
534                 VectorCopy(org, e->origin);
535                 e->modelindex = modelindex;
536                 e->starttime = cl.time;
537                 e->startframe = startframe;
538                 e->endframe = startframe + framecount;
539                 e->framerate = framerate;
540
541                 e->frame = 0;
542                 e->frame1time = cl.time;
543                 e->frame2time = cl.time;
544                 break;
545         }
546 }
547
548 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
549 {
550         int i;
551         dlight_t *dl;
552
553         /*
554 // first look for an exact key match
555         if (ent)
556         {
557                 dl = cl_dlights;
558                 for (i = 0;i < cl_activedlights;i++, dl++)
559                         if (dl->ent == ent)
560                                 goto dlightsetup;
561         }
562         */
563
564 // then look for anything else
565         dl = cl_dlights;
566         for (i = 0;i < cl_activedlights;i++, dl++)
567                 if (!dl->radius)
568                         goto dlightsetup;
569         // if we hit the end of the active dlights and found no gaps, add a new one
570         if (i < MAX_DLIGHTS)
571         {
572                 cl_activedlights = i + 1;
573                 goto dlightsetup;
574         }
575
576         // unable to find one
577         return;
578
579 dlightsetup:
580         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
581         memset (dl, 0, sizeof(*dl));
582         Matrix4x4_Normalize(&dl->matrix, matrix);
583         dl->ent = ent;
584         dl->origin[0] = dl->matrix.m[0][3];
585         dl->origin[1] = dl->matrix.m[1][3];
586         dl->origin[2] = dl->matrix.m[2][3];
587         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
588         dl->matrix.m[0][3] = dl->origin[0];
589         dl->matrix.m[1][3] = dl->origin[1];
590         dl->matrix.m[2][3] = dl->origin[2];
591         dl->radius = radius;
592         dl->color[0] = red;
593         dl->color[1] = green;
594         dl->color[2] = blue;
595         dl->decay = decay;
596         if (lifetime)
597                 dl->die = cl.time + lifetime;
598         else
599                 dl->die = 0;
600         dl->cubemapnum = cubemapnum;
601         dl->style = style;
602         dl->shadow = shadowenable;
603         dl->corona = corona;
604         dl->flags = flags;
605         dl->coronasizescale = coronasizescale;
606         dl->ambientscale = ambientscale;
607         dl->diffusescale = diffusescale;
608         dl->specularscale = specularscale;
609 }
610
611 // called before entity relinking
612 void CL_DecayLights(void)
613 {
614         int i, oldmax;
615         dlight_t *dl;
616         float time, f;
617
618         time = cl.time - cl.oldtime;
619         oldmax = cl_activedlights;
620         cl_activedlights = 0;
621         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
622         {
623                 if (dl->radius)
624                 {
625                         f = dl->radius - time * dl->decay;
626                         if (cl.time < dl->die && f > 0)
627                         {
628                                 dl->radius = dl->radius - time * dl->decay;
629                                 cl_activedlights = i + 1;
630                         }
631                         else
632                                 dl->radius = 0;
633                 }
634         }
635 }
636
637 // called after entity relinking
638 void CL_UpdateLights(void)
639 {
640         int i, j, k, l;
641         dlight_t *dl;
642         float frac, f;
643
644         r_refdef.numlights = 0;
645         if (r_dynamic.integer)
646         {
647                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
648                 {
649                         if (dl->radius)
650                         {
651                                 R_RTLight_Update(dl, false);
652                                 r_refdef.lights[r_refdef.numlights++] = dl;
653                         }
654                 }
655         }
656
657 // light animations
658 // 'm' is normal light, 'a' is no light, 'z' is double bright
659         f = cl.time * 10;
660         i = (int)floor(f);
661         frac = f - i;
662         for (j = 0;j < cl_max_lightstyle;j++)
663         {
664                 if (!cl_lightstyle || !cl_lightstyle[j].length)
665                 {
666                         r_refdef.lightstylevalue[j] = 256;
667                         continue;
668                 }
669                 k = i % cl_lightstyle[j].length;
670                 l = (i-1) % cl_lightstyle[j].length;
671                 k = cl_lightstyle[j].map[k] - 'a';
672                 l = cl_lightstyle[j].map[l] - 'a';
673                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
674         }
675 }
676
677 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
678 {
679         float f;
680         entity_t *flag;
681         matrix4x4_t flagmatrix;
682
683         // this code taken from QuakeWorld
684         f = 14;
685         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
686         {
687                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
688                 { //axpain
689                         if      (player->render.frame2 == 29) f = f + 2;
690                         else if (player->render.frame2 == 30) f = f + 8;
691                         else if (player->render.frame2 == 31) f = f + 12;
692                         else if (player->render.frame2 == 32) f = f + 11;
693                         else if (player->render.frame2 == 33) f = f + 10;
694                         else if (player->render.frame2 == 34) f = f + 4;
695                 }
696                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
697                 { // pain
698                         if      (player->render.frame2 == 35) f = f + 2;
699                         else if (player->render.frame2 == 36) f = f + 10;
700                         else if (player->render.frame2 == 37) f = f + 10;
701                         else if (player->render.frame2 == 38) f = f + 8;
702                         else if (player->render.frame2 == 39) f = f + 4;
703                         else if (player->render.frame2 == 40) f = f + 2;
704                 }
705         }
706         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
707         {
708                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
709                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
710                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
711                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
712         }
713         // end of code taken from QuakeWorld
714
715         flag = CL_NewTempEntity();
716         if (!flag)
717                 return;
718
719         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
720         flag->render.skinnum = skin;
721         flag->render.colormap = -1; // no special coloring
722         flag->render.alpha = 1;
723         VectorSet(flag->render.colormod, 1, 1, 1);
724         // attach the flag to the player matrix
725         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
726         Matrix4x4_Concat(&flag->render.matrix, &flagmatrix, &player->render.matrix);
727         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
728         R_LerpAnimation(&flag->render);
729         CL_BoundingBoxForEntity(&flag->render);
730 }
731
732 #define MAXVIEWMODELS 32
733 entity_t *viewmodels[MAXVIEWMODELS];
734 int numviewmodels;
735
736 matrix4x4_t viewmodelmatrix;
737
738 static int entitylinkframenumber;
739
740 static const vec3_t muzzleflashorigin = {18, 0, 0};
741
742 extern void V_DriftPitch(void);
743 extern void V_FadeViewFlashs(void);
744 extern void V_CalcViewBlend(void);
745
746 extern void V_CalcRefdef(void);
747 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
748 void CL_LinkNetworkEntity(entity_t *e)
749 {
750         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
751         //matrix4x4_t dlightmatrix;
752         int j, k, l, trailtype, temp;
753         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
754         entity_t *t;
755         model_t *model;
756         trace_t trace;
757         //entity_persistent_t *p = &e->persistent;
758         //entity_render_t *r = &e->render;
759         if (e->persistent.linkframe != entitylinkframenumber)
760         {
761                 e->persistent.linkframe = entitylinkframenumber;
762                 // skip inactive entities and world
763                 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
764                         return;
765                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
766                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
767                 e->render.flags = e->state_current.flags;
768                 e->render.effects = e->state_current.effects;
769                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
770                 if (e->state_current.flags & RENDER_COLORMAPPED)
771                 {
772                         int cb;
773                         unsigned char *cbcolor;
774                         e->render.colormap = e->state_current.colormap;
775                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
776                         cbcolor = (unsigned char *) (&palette_complete[cb]);
777                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
778                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
779                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
780                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
781                         cbcolor = (unsigned char *) (&palette_complete[cb]);
782                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
783                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
784                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
785                 }
786                 else if (e->state_current.colormap && cl.scores != NULL)
787                 {
788                         int cb;
789                         unsigned char *cbcolor;
790                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
791                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
792                         cbcolor = (unsigned char *) (&palette_complete[cb]);
793                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
794                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
795                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
796                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
797                         cbcolor = (unsigned char *) (&palette_complete[cb]);
798                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
799                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
800                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
801                 }
802                 else
803                 {
804                         e->render.colormap = -1; // no special coloring
805                         VectorClear(e->render.colormap_pantscolor);
806                         VectorClear(e->render.colormap_shirtcolor);
807                 }
808                 e->render.skinnum = e->state_current.skin;
809                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
810                 {
811                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
812                                 return;
813                         if (!e->csqc)
814                         {
815                                 if (cl.viewentity)
816                                         CL_LinkNetworkEntity(cl_entities + cl.viewentity);
817                                 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
818                                 {
819                                         e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
820                                         e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
821                                 }
822                         }
823                         matrix = &viewmodelmatrix;
824                 }
825                 else
826                 {
827                         // if the tag entity is currently impossible, skip it
828                         if (!e->csqc)
829                         {
830                                 if (e->state_current.tagentity >= cl_num_entities)
831                                         return;
832                                 t = cl_entities + e->state_current.tagentity;
833                         }
834                         else
835                         {
836                                 if (e->state_current.tagentity >= cl_num_csqcentities)
837                                         return;
838                                 t = cl_csqcentities + e->state_current.tagentity;
839                         }
840                         // if the tag entity is inactive, skip it
841                         if (!t->state_current.active)
842                                 return;
843                         // note: this can link to world
844                         CL_LinkNetworkEntity(t);
845                         // make relative to the entity
846                         matrix = &t->render.matrix;
847                         // some properties of the tag entity carry over
848                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
849                         // if a valid tagindex is used, make it relative to that tag instead
850                         // FIXME: use a model function to get tag info (need to handle skeletal)
851                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
852                         {
853                                 // blend the matrices
854                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
855                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
856                                 {
857                                         matrix4x4_t tagmatrix;
858                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
859                                         d = t->render.frameblend[j].lerp;
860                                         for (l = 0;l < 4;l++)
861                                                 for (k = 0;k < 4;k++)
862                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
863                                 }
864                                 // concat the tag matrices onto the entity matrix
865                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
866                                 // use the constructed tag matrix
867                                 matrix = &tempmatrix;
868                         }
869                 }
870
871                 // movement lerp
872                 // if it's the player entity, update according to client movement
873                 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
874                 {
875                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
876                         lerp = bound(0, lerp, 1);
877                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
878                         VectorSet(angles, 0, cl.viewangles[1], 0);
879                 }
880                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
881                 {
882                         // interpolate the origin and angles
883                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
884                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
885                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
886                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
887                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
888                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
889                 }
890                 else
891                 {
892                         // no interpolation
893                         VectorCopy(e->persistent.neworigin, origin);
894                         VectorCopy(e->persistent.newangles, angles);
895                 }
896
897                 // model setup and some modelflags
898                 if(e->state_current.modelindex < MAX_MODELS)
899                         e->render.model = cl.model_precache[e->state_current.modelindex];
900                 else
901                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
902                 if (e->render.model)
903                 {
904                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
905                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
906                                 angles[0] = -angles[0];
907                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
908                         {
909                                 angles[1] = ANGLEMOD(100*cl.time);
910                                 if (cl_itembobheight.value)
911                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
912                         }
913                         // transfer certain model flags to effects
914                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
915                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
916                                 VectorScale(e->render.colormod, 2, e->render.colormod);
917                 }
918
919                 // animation lerp
920                 if (e->render.frame2 == e->state_current.frame)
921                 {
922                         // update frame lerp fraction
923                         e->render.framelerp = 1;
924                         if (e->render.frame2time > e->render.frame1time)
925                         {
926                                 // make sure frame lerp won't last longer than 100ms
927                                 // (this mainly helps with models that use framegroups and
928                                 // switch between them infrequently)
929                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
930                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
931                         }
932                 }
933                 else
934                 {
935                         // begin a new frame lerp
936                         e->render.frame1 = e->render.frame2;
937                         e->render.frame1time = e->render.frame2time;
938                         e->render.frame = e->render.frame2 = e->state_current.frame;
939                         e->render.frame2time = cl.time;
940                         e->render.framelerp = 0;
941                 }
942                 R_LerpAnimation(&e->render);
943
944                 // set up the render matrix
945                 // FIXME: e->render.scale should go away
946                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
947                 // concat the matrices to make the entity relative to its tag
948                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
949                 // make the other useful stuff
950                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
951                 CL_BoundingBoxForEntity(&e->render);
952
953                 // handle effects now that we know where this entity is in the world...
954                 if (e->render.model && e->render.model->soundfromcenter)
955                 {
956                         // bmodels are treated specially since their origin is usually '0 0 0'
957                         vec3_t o;
958                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
959                         Matrix4x4_Transform(&e->render.matrix, o, origin);
960                 }
961                 else
962                 {
963                         origin[0] = e->render.matrix.m[0][3];
964                         origin[1] = e->render.matrix.m[1][3];
965                         origin[2] = e->render.matrix.m[2][3];
966                 }
967                 trailtype = -1;
968                 dlightradius = 0;
969                 dlightcolor[0] = 0;
970                 dlightcolor[1] = 0;
971                 dlightcolor[2] = 0;
972                 // LordHavoc: if the entity has no effects, don't check each
973                 if (e->render.effects)
974                 {
975                         if (e->render.effects & EF_BRIGHTFIELD)
976                         {
977                                 if (gamemode == GAME_NEXUIZ)
978                                 {
979                                         dlightradius = max(dlightradius, 200);
980                                         dlightcolor[0] += 0.75f;
981                                         dlightcolor[1] += 1.50f;
982                                         dlightcolor[2] += 3.00f;
983                                         trailtype = 8;
984                                 }
985                                 else
986                                         CL_EntityParticles(e);
987                         }
988                         if (e->render.effects & EF_MUZZLEFLASH)
989                                 e->persistent.muzzleflash = 1.0f;
990                         if (e->render.effects & EF_DIMLIGHT)
991                         {
992                                 dlightradius = max(dlightradius, 200);
993                                 dlightcolor[0] += 1.50f;
994                                 dlightcolor[1] += 1.50f;
995                                 dlightcolor[2] += 1.50f;
996                         }
997                         if (e->render.effects & EF_BRIGHTLIGHT)
998                         {
999                                 dlightradius = max(dlightradius, 400);
1000                                 dlightcolor[0] += 3.00f;
1001                                 dlightcolor[1] += 3.00f;
1002                                 dlightcolor[2] += 3.00f;
1003                         }
1004                         // LordHavoc: more effects
1005                         if (e->render.effects & EF_RED) // red
1006                         {
1007                                 dlightradius = max(dlightradius, 200);
1008                                 dlightcolor[0] += 1.50f;
1009                                 dlightcolor[1] += 0.15f;
1010                                 dlightcolor[2] += 0.15f;
1011                         }
1012                         if (e->render.effects & EF_BLUE) // blue
1013                         {
1014                                 dlightradius = max(dlightradius, 200);
1015                                 dlightcolor[0] += 0.15f;
1016                                 dlightcolor[1] += 0.15f;
1017                                 dlightcolor[2] += 1.50f;
1018                         }
1019                         if (e->render.effects & EF_FLAME)
1020                         {
1021                                 mins[0] = origin[0] - 16.0f;
1022                                 mins[1] = origin[1] - 16.0f;
1023                                 mins[2] = origin[2] - 16.0f;
1024                                 maxs[0] = origin[0] + 16.0f;
1025                                 maxs[1] = origin[1] + 16.0f;
1026                                 maxs[2] = origin[2] + 16.0f;
1027                                 // how many flames to make
1028                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1029                                 CL_FlameCube(mins, maxs, temp);
1030                                 d = lhrandom(0.75f, 1);
1031                                 dlightradius = max(dlightradius, 200);
1032                                 dlightcolor[0] += d * 2.0f;
1033                                 dlightcolor[1] += d * 1.5f;
1034                                 dlightcolor[2] += d * 0.5f;
1035                         }
1036                         if (e->render.effects & EF_STARDUST)
1037                         {
1038                                 mins[0] = origin[0] - 16.0f;
1039                                 mins[1] = origin[1] - 16.0f;
1040                                 mins[2] = origin[2] - 16.0f;
1041                                 maxs[0] = origin[0] + 16.0f;
1042                                 maxs[1] = origin[1] + 16.0f;
1043                                 maxs[2] = origin[2] + 16.0f;
1044                                 // how many particles to make
1045                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1046                                 CL_Stardust(mins, maxs, temp);
1047                                 dlightradius = max(dlightradius, 200);
1048                                 dlightcolor[0] += 1.0f;
1049                                 dlightcolor[1] += 0.7f;
1050                                 dlightcolor[2] += 0.3f;
1051                         }
1052                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1053                         {
1054                                 // these are only set on player entities
1055                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1056                         }
1057                 }
1058                 // muzzleflash fades over time, and is offset a bit
1059                 if (e->persistent.muzzleflash > 0)
1060                 {
1061                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1062                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1063                         tempmatrix = e->render.matrix;
1064                         tempmatrix.m[0][3] = trace.endpos[0];
1065                         tempmatrix.m[1][3] = trace.endpos[1];
1066                         tempmatrix.m[2][3] = trace.endpos[2];
1067                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1068                         e->persistent.muzzleflash -= cl.frametime * 10;
1069                 }
1070                 // LordHavoc: if the model has no flags, don't check each
1071                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1072                 {
1073                         if (e->render.model->flags & EF_GIB)
1074                                 trailtype = 2;
1075                         else if (e->render.model->flags & EF_ZOMGIB)
1076                                 trailtype = 4;
1077                         else if (e->render.model->flags & EF_TRACER)
1078                         {
1079                                 trailtype = 3;
1080                                 //dlightradius = max(dlightradius, 100);
1081                                 //dlightcolor[0] += 0.25f;
1082                                 //dlightcolor[1] += 1.00f;
1083                                 //dlightcolor[2] += 0.25f;
1084                         }
1085                         else if (e->render.model->flags & EF_TRACER2)
1086                         {
1087                                 trailtype = 5;
1088                                 //dlightradius = max(dlightradius, 100);
1089                                 //dlightcolor[0] += 1.00f;
1090                                 //dlightcolor[1] += 0.60f;
1091                                 //dlightcolor[2] += 0.20f;
1092                         }
1093                         else if (e->render.model->flags & EF_ROCKET)
1094                         {
1095                                 trailtype = 0;
1096                                 dlightradius = max(dlightradius, 200);
1097                                 dlightcolor[0] += 3.00f;
1098                                 dlightcolor[1] += 1.50f;
1099                                 dlightcolor[2] += 0.50f;
1100                         }
1101                         else if (e->render.model->flags & EF_GRENADE)
1102                         {
1103                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1104                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1105                         }
1106                         else if (e->render.model->flags & EF_TRACER3)
1107                         {
1108                                 trailtype = 6;
1109                                 if (gamemode == GAME_PRYDON)
1110                                 {
1111                                         dlightradius = max(dlightradius, 100);
1112                                         dlightcolor[0] += 0.30f;
1113                                         dlightcolor[1] += 0.60f;
1114                                         dlightcolor[2] += 1.20f;
1115                                 }
1116                                 else
1117                                 {
1118                                         dlightradius = max(dlightradius, 200);
1119                                         dlightcolor[0] += 1.20f;
1120                                         dlightcolor[1] += 0.50f;
1121                                         dlightcolor[2] += 1.00f;
1122                                 }
1123                         }
1124                 }
1125                 // LordHavoc: customizable glow
1126                 if (e->state_current.glowsize)
1127                 {
1128                         // * 4 for the expansion from 0-255 to 0-1023 range,
1129                         // / 255 to scale down byte colors
1130                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1131                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1132                 }
1133                 // make the glow dlight
1134                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1135                 {
1136                         //dlightmatrix = e->render.matrix;
1137                         // hack to make glowing player light shine on their gun
1138                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1139                         //      dlightmatrix.m[2][3] += 30;
1140                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1141                 }
1142                 // custom rtlight
1143                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1144                 {
1145                         float light[4];
1146                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1147                         light[3] = e->state_current.light[3];
1148                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1149                                 VectorSet(light, 1, 1, 1);
1150                         if (light[3] == 0)
1151                                 light[3] = 350;
1152                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1153                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1154                 }
1155                 // do trails
1156                 if (e->render.flags & RENDER_GLOWTRAIL)
1157                         trailtype = 9;
1158                 if (trailtype >= 0)
1159                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1160                 VectorCopy(origin, e->persistent.trail_origin);
1161                 // tenebrae's sprites are all additive mode (weird)
1162                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1163                         e->render.effects |= EF_ADDITIVE;
1164                 // player model is only shown with chase_active on
1165                 if (!e->csqc)
1166                 if (e->state_current.number == cl.viewentity)
1167                         e->render.flags |= RENDER_EXTERIORMODEL;
1168                 // transparent stuff can't be lit during the opaque stage
1169                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1170                         e->render.flags |= RENDER_TRANSPARENT;
1171                 // double sided rendering mode causes backfaces to be visible
1172                 // (mostly useful on transparent stuff)
1173                 if (e->render.effects & EF_DOUBLESIDED)
1174                         e->render.flags |= RENDER_NOCULLFACE;
1175                 // either fullbright or lit
1176                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1177                         e->render.flags |= RENDER_LIGHT;
1178                 // hide player shadow during intermission or nehahra movie
1179                 if (!(e->render.effects & EF_NOSHADOW)
1180                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1181                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1182                         e->render.flags |= RENDER_SHADOW;
1183                 // as soon as player is known we can call V_CalcRefDef
1184                 if (!csqc_loaded)
1185                 if (e->state_current.number == cl.viewentity)
1186                         V_CalcRefdef();
1187                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1188                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1189                 // don't show entities with no modelindex (note: this still shows
1190                 // entities which have a modelindex that resolved to a NULL model)
1191                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1192                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1193                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1194                 //      Matrix4x4_Print(&e->render.matrix);
1195         }
1196 }
1197
1198 void CL_RelinkWorld(void)
1199 {
1200         entity_t *ent = &cl_entities[0];
1201         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1202         // FIXME: this should be done at load
1203         Matrix4x4_CreateIdentity(&ent->render.matrix);
1204         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1205         R_LerpAnimation(&ent->render);
1206         CL_BoundingBoxForEntity(&ent->render);
1207         ent->render.flags = RENDER_SHADOW;
1208         if (!r_fullbright.integer)
1209                 ent->render.flags |= RENDER_LIGHT;
1210         VectorSet(ent->render.colormod, 1, 1, 1);
1211         r_refdef.worldentity = &ent->render;
1212         r_refdef.worldmodel = cl.worldmodel;
1213 }
1214
1215 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1216 {
1217         entity_t *ent = &cl_csqcentities[0];
1218         if(!csqc_loaded)
1219                 return;
1220 //      cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1221         // FIXME: this should be done at load
1222         Matrix4x4_CreateIdentity(&ent->render.matrix);
1223         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1224         R_LerpAnimation(&ent->render);
1225         CL_BoundingBoxForEntity(&ent->render);
1226         ent->render.flags = RENDER_SHADOW;
1227         if (!r_fullbright.integer)
1228                 ent->render.flags |= RENDER_LIGHT;
1229         VectorSet(ent->render.colormod, 1, 1, 1);
1230 //      r_refdef.worldentity = &ent->render;
1231 //      r_refdef.worldmodel = cl.worldmodel;
1232 }
1233
1234 static void CL_RelinkStaticEntities(void)
1235 {
1236         int i;
1237         entity_t *e;
1238         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1239         {
1240                 e->render.flags = 0;
1241                 // transparent stuff can't be lit during the opaque stage
1242                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1243                         e->render.flags |= RENDER_TRANSPARENT;
1244                 // either fullbright or lit
1245                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1246                         e->render.flags |= RENDER_LIGHT;
1247                 // hide player shadow during intermission or nehahra movie
1248                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1249                         e->render.flags |= RENDER_SHADOW;
1250                 VectorSet(e->render.colormod, 1, 1, 1);
1251                 R_LerpAnimation(&e->render);
1252                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1253         }
1254 }
1255
1256 /*
1257 ===============
1258 CL_RelinkEntities
1259 ===============
1260 */
1261 static void CL_RelinkNetworkEntities(int drawmask)
1262 {
1263         entity_t *ent;
1264         int i, k;
1265
1266         if(!csqc_loaded)
1267         {
1268                 ent = &cl.viewent;
1269                 ent->state_previous = ent->state_current;
1270                 ent->state_current = defaultstate;
1271                 ent->state_current.time = cl.time;
1272                 ent->state_current.number = -1;
1273                 ent->state_current.active = true;
1274                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1275                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1276                 ent->state_current.flags = RENDER_VIEWMODEL;
1277                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1278                         ent->state_current.modelindex = 0;
1279                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1280                 {
1281                         if (gamemode == GAME_TRANSFUSION)
1282                                 ent->state_current.alpha = 128;
1283                         else
1284                                 ent->state_current.modelindex = 0;
1285                 }
1286
1287                 // reset animation interpolation on weaponmodel if model changed
1288                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1289                 {
1290                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1291                         ent->render.frame1time = ent->render.frame2time = cl.time;
1292                         ent->render.framelerp = 1;
1293                 }
1294         }
1295
1296         // start on the entity after the world
1297         entitylinkframenumber++;
1298         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1299         {
1300                 for (i = 1;i < cl_num_entities;i++)
1301                 {
1302                         if (cl_entities_active[i])
1303                         {
1304                                 ent = cl_entities + i;
1305                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1306                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1307                                 {
1308                                         cl_entities_active[i] = false;
1309                                         continue;
1310                                 }
1311                                 if (ent->state_current.active)
1312                                         CL_LinkNetworkEntity(ent);
1313                                 else
1314                                         cl_entities_active[i] = false;
1315                         }
1316                 }
1317         }
1318
1319         //[515]: csqc
1320         if(csqc_loaded)
1321         {
1322                 for (i=1,k=cl_num_csqcentities;k;i++)
1323                 {
1324                         if (cl_csqcentities_active[i])
1325                         {
1326                                 --k;
1327                                 ent = cl_csqcentities + i;
1328                                 if (ent->state_current.active)
1329                                         CL_LinkNetworkEntity(ent);
1330                                 else
1331                                         cl_csqcentities_active[i] = false;
1332                         }
1333                 }
1334         }
1335         else
1336                 CL_LinkNetworkEntity(&cl.viewent);
1337 }
1338
1339 static void CL_RelinkEffects(void)
1340 {
1341         int i, intframe;
1342         cl_effect_t *e;
1343         entity_t *ent;
1344         float frame;
1345
1346         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1347         {
1348                 if (e->active)
1349                 {
1350                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1351                         intframe = frame;
1352                         if (intframe < 0 || intframe >= e->endframe)
1353                         {
1354                                 memset(e, 0, sizeof(*e));
1355                                 continue;
1356                         }
1357
1358                         if (intframe != e->frame)
1359                         {
1360                                 e->frame = intframe;
1361                                 e->frame1time = e->frame2time;
1362                                 e->frame2time = cl.time;
1363                         }
1364
1365                         // if we're drawing effects, get a new temp entity
1366                         // (NewTempEntity adds it to the render entities list for us)
1367                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1368                         {
1369                                 // interpolation stuff
1370                                 ent->render.frame1 = intframe;
1371                                 ent->render.frame2 = intframe + 1;
1372                                 if (ent->render.frame2 >= e->endframe)
1373                                         ent->render.frame2 = -1; // disappear
1374                                 ent->render.framelerp = frame - intframe;
1375                                 ent->render.frame1time = e->frame1time;
1376                                 ent->render.frame2time = e->frame2time;
1377
1378                                 // normal stuff
1379                                 if(e->modelindex < MAX_MODELS)
1380                                         ent->render.model = cl.model_precache[e->modelindex];
1381                                 else
1382                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1383                                 ent->render.frame = ent->render.frame2;
1384                                 ent->render.colormap = -1; // no special coloring
1385                                 ent->render.alpha = 1;
1386                                 VectorSet(ent->render.colormod, 1, 1, 1);
1387
1388                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1389                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1390                                 R_LerpAnimation(&ent->render);
1391                                 CL_BoundingBoxForEntity(&ent->render);
1392                         }
1393                 }
1394         }
1395 }
1396
1397 void CL_RelinkBeams(void)
1398 {
1399         int i;
1400         beam_t *b;
1401         vec3_t dist, org;
1402         float d;
1403         entity_t *ent;
1404         float yaw, pitch;
1405         float forward;
1406         matrix4x4_t tempmatrix;
1407
1408         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1409         {
1410                 if (!b->model || b->endtime < cl.time)
1411                         continue;
1412
1413                 // if coming from the player, update the start position
1414                 //if (b->entity == cl.viewentity)
1415                 //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1416                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1417                 {
1418                         entity_render_t *r = &cl_entities[b->entity].render;
1419                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1420                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1421                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1422                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1423                 }
1424
1425                 if (b->lightning)
1426                 {
1427                         if (cl_beams_lightatend.integer)
1428                         {
1429                                 // FIXME: create a matrix from the beam start/end orientation
1430                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1431                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1432                         }
1433                         if (cl_beams_polygons.integer)
1434                                 continue;
1435                 }
1436
1437                 // calculate pitch and yaw
1438                 VectorSubtract (b->end, b->start, dist);
1439
1440                 if (dist[1] == 0 && dist[0] == 0)
1441                 {
1442                         yaw = 0;
1443                         if (dist[2] > 0)
1444                                 pitch = 90;
1445                         else
1446                                 pitch = 270;
1447                 }
1448                 else
1449                 {
1450                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1451                         if (yaw < 0)
1452                                 yaw += 360;
1453
1454                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1455                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1456                         if (pitch < 0)
1457                                 pitch += 360;
1458                 }
1459
1460                 // add new entities for the lightning
1461                 VectorCopy (b->start, org);
1462                 d = VectorNormalizeLength(dist);
1463                 while (d > 0)
1464                 {
1465                         ent = CL_NewTempEntity ();
1466                         if (!ent)
1467                                 return;
1468                         //VectorCopy (org, ent->render.origin);
1469                         ent->render.model = b->model;
1470                         //ent->render.effects = EF_FULLBRIGHT;
1471                         //ent->render.angles[0] = pitch;
1472                         //ent->render.angles[1] = yaw;
1473                         //ent->render.angles[2] = rand()%360;
1474                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1475                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1476                         R_LerpAnimation(&ent->render);
1477                         CL_BoundingBoxForEntity(&ent->render);
1478                         VectorMA(org, 30, dist, org);
1479                         d -= 30;
1480                 }
1481         }
1482 }
1483
1484 static void CL_RelinkQWNails(void)
1485 {
1486         int i;
1487         vec_t *v;
1488         entity_t *ent;
1489
1490         for (i = 0;i < cl.qw_num_nails;i++)
1491         {
1492                 v = cl.qw_nails[i];
1493
1494                 // if we're drawing effects, get a new temp entity
1495                 // (NewTempEntity adds it to the render entities list for us)
1496                 if (!(ent = CL_NewTempEntity()))
1497                         continue;
1498
1499                 // normal stuff
1500                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1501                 ent->render.colormap = -1; // no special coloring
1502                 ent->render.alpha = 1;
1503                 VectorSet(ent->render.colormod, 1, 1, 1);
1504
1505                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1506                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1507                 R_LerpAnimation(&ent->render);
1508                 CL_BoundingBoxForEntity(&ent->render);
1509         }
1510 }
1511
1512 void CL_LerpPlayer(float frac)
1513 {
1514         int i;
1515         float d;
1516
1517         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1518         for (i = 0;i < 3;i++)
1519         {
1520                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1521                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1522                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1523         }
1524
1525         if (cls.demoplayback)
1526         {
1527                 // interpolate the angles
1528                 for (i = 0;i < 3;i++)
1529                 {
1530                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1531                         if (d > 180)
1532                                 d -= 360;
1533                         else if (d < -180)
1534                                 d += 360;
1535                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1536                 }
1537         }
1538 }
1539
1540 void CSQC_RelinkAllEntities (int drawmask)
1541 {
1542         CL_RelinkNetworkEntities(drawmask);
1543         if(drawmask & ENTMASK_ENGINE)
1544         {
1545                 // move particles
1546                 CL_MoveParticles();
1547                 R_MoveExplosions();
1548         }
1549
1550         // link stuff
1551         CL_RelinkWorld();
1552         CL_RelinkCSQCWorld();   //[515]: csqc
1553         if(drawmask & ENTMASK_ENGINE)
1554         {
1555                 CL_RelinkStaticEntities();
1556                 CL_RelinkBeams();
1557                 CL_RelinkEffects();
1558                 CL_RelinkQWNails();
1559         }
1560 }
1561
1562 /*
1563 ===============
1564 CL_ReadFromServer
1565
1566 Read all incoming data from the server
1567 ===============
1568 */
1569 extern void CL_ClientMovement_Replay();
1570
1571 int CL_ReadFromServer(void)
1572 {
1573         CL_ReadDemoMessage();
1574         CL_SendMove();
1575
1576         r_refdef.time = cl.time;
1577         r_refdef.extraupdate = !r_speeds.integer;
1578         r_refdef.numentities = 0;
1579         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1580         cl_num_brushmodel_entities = 0;
1581
1582         if (cls.state == ca_connected && cls.signon == SIGNONS)
1583         {
1584                 // prepare for a new frame
1585                 CL_LerpPlayer(CL_LerpPoint());
1586                 CL_DecayLights();
1587                 CL_ClearTempEntities();
1588                 V_DriftPitch();
1589                 V_FadeViewFlashs();
1590
1591                 // relink network entities (note: this sets up the view!)
1592                 CL_ClientMovement_Replay();
1593                 if(!csqc_loaded)        //[515]: csqc
1594                 {
1595                         CL_RelinkNetworkEntities(65535);
1596
1597                         // move particles
1598                         CL_MoveParticles();
1599                         R_MoveExplosions();
1600
1601                         // link stuff
1602                         CL_RelinkWorld();
1603                         CL_RelinkCSQCWorld();   //[515]: csqc
1604                         CL_RelinkStaticEntities();
1605                         CL_RelinkBeams();
1606                         CL_RelinkEffects();
1607                 }
1608                 else
1609                         csqc_frame = true;
1610
1611                 // run cgame code (which can add more entities)
1612                 CL_CGVM_Frame();
1613
1614                 CL_UpdateLights();
1615
1616                 // update view blend
1617                 V_CalcViewBlend();
1618         }
1619
1620         return 0;
1621 }
1622
1623 // LordHavoc: pausedemo command
1624 static void CL_PauseDemo_f (void)
1625 {
1626         cls.demopaused = !cls.demopaused;
1627         if (cls.demopaused)
1628                 Con_Print("Demo paused\n");
1629         else
1630                 Con_Print("Demo unpaused\n");
1631 }
1632
1633 /*
1634 ======================
1635 CL_Fog_f
1636 ======================
1637 */
1638 static void CL_Fog_f (void)
1639 {
1640         if (Cmd_Argc () == 1)
1641         {
1642                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1643                 return;
1644         }
1645         fog_density = atof(Cmd_Argv(1));
1646         fog_red = atof(Cmd_Argv(2));
1647         fog_green = atof(Cmd_Argv(3));
1648         fog_blue = atof(Cmd_Argv(4));
1649 }
1650
1651 /*
1652 ====================
1653 CL_TimeRefresh_f
1654
1655 For program optimization
1656 ====================
1657 */
1658 static void CL_TimeRefresh_f (void)
1659 {
1660         int i;
1661         float timestart, timedelta, oldangles[3];
1662
1663         r_refdef.extraupdate = false;
1664         VectorCopy(cl.viewangles, oldangles);
1665         VectorClear(cl.viewangles);
1666
1667         timestart = Sys_DoubleTime();
1668         for (i = 0;i < 128;i++)
1669         {
1670                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1671                 CL_UpdateScreen();
1672         }
1673         timedelta = Sys_DoubleTime() - timestart;
1674
1675         VectorCopy(oldangles, cl.viewangles);
1676         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1677 }
1678
1679 /*
1680 ===========
1681 CL_Shutdown
1682 ===========
1683 */
1684 void CL_Shutdown (void)
1685 {
1686         CL_CGVM_Shutdown();
1687         CL_Particles_Shutdown();
1688         CL_Parse_Shutdown();
1689
1690         Mem_FreePool (&cl_mempool);
1691 }
1692
1693 /*
1694 =================
1695 CL_Init
1696 =================
1697 */
1698 void CL_Init (void)
1699 {
1700         cl_mempool = Mem_AllocPool("client", 0, NULL);
1701
1702         memset(&r_refdef, 0, sizeof(r_refdef));
1703         // max entities sent to renderer per frame
1704         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1705         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1706         // 256k drawqueue buffer
1707         // TODO: make dynamic
1708         r_refdef.maxdrawqueuesize = 256 * 1024;
1709         r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1710
1711         CL_InitInput ();
1712
1713 //
1714 // register our commands
1715 //
1716         Cvar_RegisterVariable (&csqc_progname);
1717         Cvar_RegisterVariable (&csqc_progcrc);
1718
1719         Cvar_RegisterVariable (&cl_upspeed);
1720         Cvar_RegisterVariable (&cl_forwardspeed);
1721         Cvar_RegisterVariable (&cl_backspeed);
1722         Cvar_RegisterVariable (&cl_sidespeed);
1723         Cvar_RegisterVariable (&cl_movespeedkey);
1724         Cvar_RegisterVariable (&cl_yawspeed);
1725         Cvar_RegisterVariable (&cl_pitchspeed);
1726         Cvar_RegisterVariable (&cl_anglespeedkey);
1727         Cvar_RegisterVariable (&cl_shownet);
1728         Cvar_RegisterVariable (&cl_nolerp);
1729         Cvar_RegisterVariable (&lookspring);
1730         Cvar_RegisterVariable (&lookstrafe);
1731         Cvar_RegisterVariable (&sensitivity);
1732         Cvar_RegisterVariable (&freelook);
1733
1734         Cvar_RegisterVariable (&m_pitch);
1735         Cvar_RegisterVariable (&m_yaw);
1736         Cvar_RegisterVariable (&m_forward);
1737         Cvar_RegisterVariable (&m_side);
1738
1739         Cvar_RegisterVariable (&cl_itembobspeed);
1740         Cvar_RegisterVariable (&cl_itembobheight);
1741
1742         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1743         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1744         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1745         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1746         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1747         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1748
1749         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1750
1751         // LordHavoc: added pausedemo
1752         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)");
1753
1754         Cvar_RegisterVariable(&r_draweffects);
1755         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1756         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1757         Cvar_RegisterVariable(&cl_explosions_size_start);
1758         Cvar_RegisterVariable(&cl_explosions_size_end);
1759         Cvar_RegisterVariable(&cl_explosions_lifetime);
1760         Cvar_RegisterVariable(&cl_stainmaps);
1761         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1762         Cvar_RegisterVariable(&cl_beams_polygons);
1763         Cvar_RegisterVariable(&cl_beams_relative);
1764         Cvar_RegisterVariable(&cl_beams_lightatend);
1765         Cvar_RegisterVariable(&cl_noplayershadow);
1766
1767         Cvar_RegisterVariable(&cl_prydoncursor);
1768
1769         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1770
1771         // for QW connections
1772         Cvar_RegisterVariable(&qport);
1773         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1774
1775         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1776
1777         CL_Parse_Init();
1778         CL_Particles_Init();
1779         CL_Screen_Init();
1780         CL_CGVM_Init();
1781
1782         CL_Video_Init();
1783 }
1784
1785
1786