early steps toward support for persistent caching of dlight shadows
[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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 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"};
37 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"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 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" };
57 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" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 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)"};
81
82 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"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 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)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 /*
93 =====================
94 CL_ClearState
95
96 =====================
97 */
98 void CL_VM_ShutDown (void);
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104         CL_VM_ShutDown();
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114         cl.sensitivityscale = 1.0f;
115
116         // enable rendering of the world and such
117         cl.csqc_vidvars.drawworld = true;
118         cl.csqc_vidvars.drawenginesbar = true;
119         cl.csqc_vidvars.drawcrosshair = true;
120
121         // set up the float version of the stats array for easier access to float stats
122         cl.statsf = (float *)cl.stats;
123
124         cl.num_entities = 0;
125         cl.num_static_entities = 0;
126         cl.num_brushmodel_entities = 0;
127
128         // tweak these if the game runs out
129         cl.max_entities = 256;
130         cl.max_static_entities = 256;
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 = 8192; // grows dynamically
137         cl.max_decals = 2048; // grows dynamically
138         cl.max_showlmps = 0;
139
140         cl.num_dlights = 0;
141         cl.num_effects = 0;
142         cl.num_beams = 0;
143
144         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
154         cl.showlmps = NULL;
155
156         // LordHavoc: have to set up the baseline info for alpha and other stuff
157         for (i = 0;i < cl.max_entities;i++)
158         {
159                 cl.entities[i].state_baseline = defaultstate;
160                 cl.entities[i].state_previous = defaultstate;
161                 cl.entities[i].state_current = defaultstate;
162         }
163
164         if (gamemode == GAME_NEXUIZ)
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
170         }
171         else
172         {
173                 VectorSet(cl.playerstandmins, -16, -16, -24);
174                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175                 VectorSet(cl.playercrouchmins, -16, -16, -24);
176                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
177         }
178
179         // disable until we get textures for it
180         R_ResetSkyBox();
181
182         ent = &cl.entities[0];
183         // entire entity array was cleared, so just fill in a few fields
184         ent->state_current.active = true;
185         ent->render.model = cl.worldmodel = NULL; // no world model yet
186         ent->render.alpha = 1;
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         CL_UpdateRenderEntity(&ent->render);
190
191         // noclip is turned off at start
192         noclip_anglehack = false;
193
194         // mark all frames invalid for delta
195         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
196
197         // set bestweapon data back to Quake data
198         IN_BestWeapon_ResetData();
199
200         CL_Screen_NewMap();
201 }
202
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
204 {
205         int i;
206         qboolean fail = false;
207         if (!allowstarkey && key[0] == '*')
208                 fail = true;
209         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
210                 fail = true;
211         for (i = 0;key[i];i++)
212                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
213                         fail = true;
214         for (i = 0;value[i];i++)
215                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
216                         fail = true;
217         if (fail)
218         {
219                 if (!quiet)
220                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
221                 return;
222         }
223         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224         if (cls.state == ca_connected && cls.netcon)
225         {
226                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
227                 {
228                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
230                 }
231                 else if (!strcasecmp(key, "name"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playermodel"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "playerskin"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "topcolor"))
247                 {
248                         // don't send anything, the combined color code will be updated manually
249                 }
250                 else if (!strcasecmp(key, "bottomcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "rate"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
258                 }
259         }
260 }
261
262 void CL_ExpandEntities(int num)
263 {
264         int i, oldmaxentities;
265         entity_t *oldentities;
266         if (num >= cl.max_entities)
267         {
268                 if (!cl.entities)
269                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270                 if (num >= MAX_EDICTS)
271                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272                 oldmaxentities = cl.max_entities;
273                 oldentities = cl.entities;
274                 cl.max_entities = (num & ~255) + 256;
275                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277                 Mem_Free(oldentities);
278                 for (i = oldmaxentities;i < cl.max_entities;i++)
279                 {
280                         cl.entities[i].state_baseline = defaultstate;
281                         cl.entities[i].state_previous = defaultstate;
282                         cl.entities[i].state_current = defaultstate;
283                 }
284         }
285 }
286
287 /*
288 =====================
289 CL_Disconnect
290
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
294 */
295 void CL_Disconnect(void)
296 {
297         if (cls.state == ca_dedicated)
298                 return;
299
300         if (COM_CheckParm("-profilegameonly"))
301                 Sys_AllowProfiling(false);
302
303         Curl_Clear_forthismap();
304
305         Con_DPrintf("CL_Disconnect\n");
306
307     Cvar_SetValueQuick(&csqc_progcrc, -1);
308         Cvar_SetValueQuick(&csqc_progsize, -1);
309         CL_VM_ShutDown();
310 // stop sounds (especially looping!)
311         S_StopAllSounds ();
312
313         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
314
315         // clear contents blends
316         cl.cshifts[0].percent = 0;
317         cl.cshifts[1].percent = 0;
318         cl.cshifts[2].percent = 0;
319         cl.cshifts[3].percent = 0;
320
321         cl.worldmodel = NULL;
322
323         CL_Parse_ErrorCleanUp();
324
325         if (cls.demoplayback)
326                 CL_StopPlayback();
327         else if (cls.netcon)
328         {
329                 sizebuf_t buf;
330                 unsigned char bufdata[8];
331                 if (cls.demorecording)
332                         CL_Stop_f();
333
334                 // send disconnect message 3 times to improve chances of server
335                 // receiving it (but it still fails sometimes)
336                 memset(&buf, 0, sizeof(buf));
337                 buf.data = bufdata;
338                 buf.maxsize = sizeof(bufdata);
339                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
340                 {
341                         Con_DPrint("Sending drop command\n");
342                         MSG_WriteByte(&buf, qw_clc_stringcmd);
343                         MSG_WriteString(&buf, "drop");
344                 }
345                 else
346                 {
347                         Con_DPrint("Sending clc_disconnect\n");
348                         MSG_WriteByte(&buf, clc_disconnect);
349                 }
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_Close(cls.netcon);
354                 cls.netcon = NULL;
355         }
356         cls.state = ca_disconnected;
357
358         cls.demoplayback = cls.timedemo = false;
359         cls.signon = 0;
360 }
361
362 void CL_Disconnect_f(void)
363 {
364         CL_Disconnect ();
365         if (sv.active)
366                 Host_ShutdownServer ();
367 }
368
369
370
371
372 /*
373 =====================
374 CL_EstablishConnection
375
376 Host should be either "local" or a net address
377 =====================
378 */
379 void CL_EstablishConnection(const char *host)
380 {
381         if (cls.state == ca_dedicated)
382                 return;
383
384         // clear menu's connect error message
385         M_Update_Return_Reason("");
386         cls.demonum = -1;
387
388         // stop demo loop in case this fails
389         if (cls.demoplayback)
390                 CL_StopPlayback();
391
392         // if downloads are running, cancel their finishing action
393         Curl_Clear_forthismap();
394
395         // make sure the client ports are open before attempting to connect
396         NetConn_UpdateSockets();
397
398         // run a network frame
399         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400
401         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
402         {
403                 cls.connect_trying = true;
404                 cls.connect_remainingtries = 3;
405                 cls.connect_nextsendtime = 0;
406                 M_Update_Return_Reason("Trying to connect...");
407                 // run several network frames to jump into the game quickly
408                 //if (sv.active)
409                 //{
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //}
415         }
416         else
417         {
418                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419                 M_Update_Return_Reason("No network");
420         }
421 }
422
423 /*
424 ==============
425 CL_PrintEntities_f
426 ==============
427 */
428 static void CL_PrintEntities_f(void)
429 {
430         entity_t *ent;
431         int i;
432
433         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
434         {
435                 const char* modelname;
436
437                 if (!ent->state_current.active)
438                         continue;
439
440                 if (ent->render.model)
441                         modelname = ent->render.model->name;
442                 else
443                         modelname = "--no model--";
444                 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);
445         }
446 }
447
448 /*
449 ===============
450 CL_ModelIndexList_f
451
452 List information on all models in the client modelindex
453 ===============
454 */
455 static void CL_ModelIndexList_f(void)
456 {
457         int i = 1;
458
459         // Print Header
460         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
461
462         while(cl.model_precache[i] && i != MAX_MODELS)
463         { // Valid Model
464                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465                         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);
466                 else
467                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
468                 i++;
469         }
470 }
471
472 /*
473 ===============
474 CL_SoundIndexList_f
475
476 List all sounds in the client soundindex
477 ===============
478 */
479 static void CL_SoundIndexList_f(void)
480 {
481         int i = 1;
482
483         while(cl.sound_precache[i] && i != MAX_SOUNDS)
484         { // Valid Sound
485                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
486                 i++;
487         }
488 }
489
490 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
491 {
492         vec3_t tempdiffusenormal;
493
494         // fetch the lighting from the worldmodel data
495         VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
496         VectorClear(ent->modellight_diffuse);
497         VectorClear(tempdiffusenormal);
498         if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
499         {
500                 vec3_t org;
501                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
502                 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
503         }
504         else // highly rare
505                 VectorSet(ent->modellight_ambient, 1, 1, 1);
506
507         // move the light direction into modelspace coordinates for lighting code
508         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
509         if(VectorLength2(ent->modellight_lightdir) <= 0)
510                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
511         VectorNormalize(ent->modellight_lightdir);
512 }
513
514 //static const vec3_t nomodelmins = {-16, -16, -16};
515 //static const vec3_t nomodelmaxs = {16, 16, 16};
516 void CL_UpdateRenderEntity(entity_render_t *ent)
517 {
518         vec3_t org;
519         vec_t scale;
520         dp_model_t *model = ent->model;
521         // update the inverse matrix for the renderer
522         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
523         // update the animation blend state
524         R_LerpAnimation(ent);
525         // we need the matrix origin to center the box
526         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
527         // update entity->render.scale because the renderer needs it
528         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
529         if (model)
530         {
531                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
532 #ifdef MATRIX4x4_OPENGLORIENTATION
533                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
534 #else
535                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
536 #endif
537                 {
538                         // pitch or roll
539                         VectorMA(org, scale, model->rotatedmins, ent->mins);
540                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
541                 }
542 #ifdef MATRIX4x4_OPENGLORIENTATION
543                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
544 #else
545                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
546 #endif
547                 {
548                         // yaw
549                         VectorMA(org, scale, model->yawmins, ent->mins);
550                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
551                 }
552                 else
553                 {
554                         VectorMA(org, scale, model->normalmins, ent->mins);
555                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
556                 }
557         }
558         else
559         {
560                 ent->mins[0] = org[0] - 16;
561                 ent->mins[1] = org[1] - 16;
562                 ent->mins[2] = org[2] - 16;
563                 ent->maxs[0] = org[0] + 16;
564                 ent->maxs[1] = org[1] + 16;
565                 ent->maxs[2] = org[2] + 16;
566         }
567         CL_UpdateRenderEntity_Lighting(ent);
568 }
569
570 /*
571 ===============
572 CL_LerpPoint
573
574 Determines the fraction between the last two messages that the objects
575 should be put at.
576 ===============
577 */
578 static float CL_LerpPoint(void)
579 {
580         float f;
581
582         if (cl_nettimesyncboundmode.integer == 1)
583                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
584
585         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
586         if (cl.mtime[0] <= cl.mtime[1])
587         {
588                 cl.time = cl.mtime[0];
589                 return 1;
590         }
591
592         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
593         return bound(0, f, 1);
594 }
595
596 void CL_ClearTempEntities (void)
597 {
598         r_refdef.scene.numtempentities = 0;
599 }
600
601 entity_render_t *CL_NewTempEntity(void)
602 {
603         entity_render_t *render;
604
605         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
606                 return NULL;
607         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
608                 return NULL;
609         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
610         memset (render, 0, sizeof(*render));
611         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
612
613         render->alpha = 1;
614         VectorSet(render->colormod, 1, 1, 1);
615         return render;
616 }
617
618 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
619 {
620         int i;
621         cl_effect_t *e;
622         if (!modelindex) // sanity check
623                 return;
624         if (framerate < 1)
625         {
626                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
627                 return;
628         }
629         if (framecount < 1)
630         {
631                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
632                 return;
633         }
634         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
635         {
636                 if (e->active)
637                         continue;
638                 e->active = true;
639                 VectorCopy(org, e->origin);
640                 e->modelindex = modelindex;
641                 e->starttime = cl.time;
642                 e->startframe = startframe;
643                 e->endframe = startframe + framecount;
644                 e->framerate = framerate;
645
646                 e->frame = 0;
647                 e->frame1time = cl.time;
648                 e->frame2time = cl.time;
649                 cl.num_effects = max(cl.num_effects, i + 1);
650                 break;
651         }
652 }
653
654 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)
655 {
656         int i;
657         dlight_t *dl;
658
659 // then look for anything else
660         dl = cl.dlights;
661         for (i = 0;i < cl.max_dlights;i++, dl++)
662                 if (!dl->radius)
663                         break;
664
665         // unable to find one
666         if (i == cl.max_dlights)
667                 return;
668
669         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
670         memset (dl, 0, sizeof(*dl));
671         cl.num_dlights = max(cl.num_dlights, i + 1);
672         Matrix4x4_Normalize(&dl->matrix, matrix);
673         dl->ent = ent;
674         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
675         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
676         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
677         dl->radius = radius;
678         dl->color[0] = red;
679         dl->color[1] = green;
680         dl->color[2] = blue;
681         dl->initialradius = radius;
682         dl->initialcolor[0] = red;
683         dl->initialcolor[1] = green;
684         dl->initialcolor[2] = blue;
685         dl->decay = decay / radius; // changed decay to be a percentage decrease
686         dl->intensity = 1; // this is what gets decayed
687         if (lifetime)
688                 dl->die = cl.time + lifetime;
689         else
690                 dl->die = 0;
691         if (cubemapnum > 0)
692                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
693         else
694                 dl->cubemapname[0] = 0;
695         dl->style = style;
696         dl->shadow = shadowenable;
697         dl->corona = corona;
698         dl->flags = flags;
699         dl->coronasizescale = coronasizescale;
700         dl->ambientscale = ambientscale;
701         dl->diffusescale = diffusescale;
702         dl->specularscale = specularscale;
703 }
704
705 void CL_DecayLightFlashes(void)
706 {
707         int i, oldmax;
708         dlight_t *dl;
709         float time;
710
711         time = bound(0, cl.time - cl.oldtime, 0.1);
712         oldmax = cl.num_dlights;
713         cl.num_dlights = 0;
714         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
715         {
716                 if (dl->radius)
717                 {
718                         dl->intensity -= time * dl->decay;
719                         if (cl.time < dl->die && dl->intensity > 0)
720                         {
721                                 if (cl_dlights_decayradius.integer)
722                                         dl->radius = dl->initialradius * dl->intensity;
723                                 else
724                                         dl->radius = dl->initialradius;
725                                 if (cl_dlights_decaybrightness.integer)
726                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
727                                 else
728                                         VectorCopy(dl->initialcolor, dl->color);
729                                 cl.num_dlights = i + 1;
730                         }
731                         else
732                                 dl->radius = 0;
733                 }
734         }
735 }
736
737 // called before entity relinking
738 void CL_RelinkLightFlashes(void)
739 {
740         int i, j, k, l;
741         dlight_t *dl;
742         float frac, f;
743         matrix4x4_t tempmatrix;
744
745         if (r_dynamic.integer)
746         {
747                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
748                 {
749                         if (dl->radius)
750                         {
751                                 tempmatrix = dl->matrix;
752                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
753                                 // we need the corona fading to be persistent
754                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
755                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
756                         }
757                 }
758         }
759
760 // light animations
761 // 'm' is normal light, 'a' is no light, 'z' is double bright
762         f = cl.time * 10;
763         i = (int)floor(f);
764         frac = f - i;
765         for (j = 0;j < cl.max_lightstyle;j++)
766         {
767                 if (!cl.lightstyle || !cl.lightstyle[j].length)
768                 {
769                         r_refdef.scene.rtlightstylevalue[j] = 1;
770                         r_refdef.scene.lightstylevalue[j] = 256;
771                         continue;
772                 }
773                 k = i % cl.lightstyle[j].length;
774                 l = (i-1) % cl.lightstyle[j].length;
775                 k = cl.lightstyle[j].map[k] - 'a';
776                 l = cl.lightstyle[j].map[l] - 'a';
777                 // rtlightstylevalue is always interpolated because it has no bad
778                 // consequences for performance
779                 // lightstylevalue is subject to a cvar for performance reasons;
780                 // skipping lightmap updates on most rendered frames substantially
781                 // improves framerates (but makes light fades look bad)
782                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
783                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
784         }
785 }
786
787 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
788 {
789         float f;
790         entity_render_t *flagrender;
791         matrix4x4_t flagmatrix;
792
793         // this code taken from QuakeWorld
794         f = 14;
795         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
796         {
797                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
798                 { //axpain
799                         if      (player->render.frame2 == 29) f = f + 2;
800                         else if (player->render.frame2 == 30) f = f + 8;
801                         else if (player->render.frame2 == 31) f = f + 12;
802                         else if (player->render.frame2 == 32) f = f + 11;
803                         else if (player->render.frame2 == 33) f = f + 10;
804                         else if (player->render.frame2 == 34) f = f + 4;
805                 }
806                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
807                 { // pain
808                         if      (player->render.frame2 == 35) f = f + 2;
809                         else if (player->render.frame2 == 36) f = f + 10;
810                         else if (player->render.frame2 == 37) f = f + 10;
811                         else if (player->render.frame2 == 38) f = f + 8;
812                         else if (player->render.frame2 == 39) f = f + 4;
813                         else if (player->render.frame2 == 40) f = f + 2;
814                 }
815         }
816         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
817         {
818                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
819                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
820                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
821                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
822         }
823         // end of code taken from QuakeWorld
824
825         flagrender = CL_NewTempEntity();
826         if (!flagrender)
827                 return;
828
829         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
830         flagrender->skinnum = skin;
831         flagrender->alpha = 1;
832         VectorSet(flagrender->colormod, 1, 1, 1);
833         // attach the flag to the player matrix
834         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
835         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
836         CL_UpdateRenderEntity(flagrender);
837 }
838
839 matrix4x4_t viewmodelmatrix;
840
841 static const vec3_t muzzleflashorigin = {18, 0, 0};
842
843 extern void V_DriftPitch(void);
844 extern void V_FadeViewFlashs(void);
845 extern void V_CalcViewBlend(void);
846 extern void V_CalcRefdef(void);
847
848 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
849 {
850         const unsigned char *cbcolor;
851         if (colormap >= 0)
852         {
853                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
854                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
855                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
856                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
857         }
858         else
859         {
860                 VectorClear(ent->colormap_pantscolor);
861                 VectorClear(ent->colormap_shirtcolor);
862         }
863 }
864
865 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
866 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
867 {
868         const matrix4x4_t *matrix;
869         matrix4x4_t blendmatrix, tempmatrix, matrix2;
870         int j, k, l, frame;
871         float origin[3], angles[3], delta[3], lerp, d;
872         entity_t *t;
873         dp_model_t *model;
874         //entity_persistent_t *p = &e->persistent;
875         //entity_render_t *r = &e->render;
876         // skip inactive entities and world
877         if (!e->state_current.active || e == cl.entities)
878                 return;
879         if (recursionlimit < 1)
880                 return;
881         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
882         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
883         e->render.flags = e->state_current.flags;
884         e->render.effects = e->state_current.effects;
885         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
886         if(e >= cl.entities && e < cl.entities + cl.num_entities)
887                 e->render.entitynumber = e - cl.entities;
888         else
889                 e->render.entitynumber = 0;
890         if (e->state_current.flags & RENDER_COLORMAPPED)
891                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
892         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
893                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
894         else
895                 CL_SetEntityColormapColors(&e->render, -1);
896         e->render.skinnum = e->state_current.skin;
897         if (e->state_current.tagentity)
898         {
899                 // attached entity (gun held in player model's hand, etc)
900                 // if the tag entity is currently impossible, skip it
901                 if (e->state_current.tagentity >= cl.num_entities)
902                         return;
903                 t = cl.entities + e->state_current.tagentity;
904                 // if the tag entity is inactive, skip it
905                 if (!t->state_current.active)
906                         return;
907                 // update the parent first
908                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
909                 // make relative to the entity
910                 matrix = &t->render.matrix;
911                 // some properties of the tag entity carry over
912                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
913                 // if a valid tagindex is used, make it relative to that tag instead
914                 // FIXME: use a model function to get tag info (need to handle skeletal)
915                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
916                 {
917                         // blend the matrices
918                         memset(&blendmatrix, 0, sizeof(blendmatrix));
919                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
920                         {
921                                 matrix4x4_t tagmatrix;
922                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
923                                 d = t->render.frameblend[j].lerp;
924                                 for (l = 0;l < 4;l++)
925                                         for (k = 0;k < 4;k++)
926                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
927                         }
928                         // concat the tag matrices onto the entity matrix
929                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
930                         // use the constructed tag matrix
931                         matrix = &tempmatrix;
932                 }
933         }
934         else if (e->render.flags & RENDER_VIEWMODEL)
935         {
936                 // view-relative entity (guns and such)
937                 if (e->render.effects & EF_NOGUNBOB)
938                         matrix = &r_refdef.view.matrix; // really attached to view
939                 else
940                         matrix = &viewmodelmatrix; // attached to gun bob matrix
941         }
942         else
943         {
944                 // world-relative entity (the normal kind)
945                 matrix = &identitymatrix;
946         }
947
948         // movement lerp
949         // if it's the predicted player entity, update according to client movement
950         // but don't lerp if going through a teleporter as it causes a bad lerp
951         // also don't use the predicted location if fixangle was set on both of
952         // the most recent server messages, as that cause means you are spectating
953         // someone or watching a cutscene of some sort
954         if (cl_nolerp.integer || cls.timedemo)
955                 interpolate = false;
956         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
957         {
958                 VectorCopy(cl.movement_origin, origin);
959                 VectorSet(angles, 0, cl.viewangles[1], 0);
960         }
961         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
962         {
963                 // interpolate the origin and angles
964                 lerp = max(0, lerp);
965                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
966                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
967                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
968                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
969                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
970                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
971         }
972         else
973         {
974                 // no interpolation
975                 VectorCopy(e->persistent.neworigin, origin);
976                 VectorCopy(e->persistent.newangles, angles);
977         }
978
979         // model setup and some modelflags
980         frame = e->state_current.frame;
981         if (e->state_current.modelindex < MAX_MODELS)
982                 e->render.model = cl.model_precache[e->state_current.modelindex];
983         else
984                 e->render.model = NULL;
985         if (e->render.model)
986         {
987                 if (e->render.skinnum >= e->render.model->numskins)
988                         e->render.skinnum = 0;
989                 if (frame >= e->render.model->numframes)
990                         frame = 0;
991                 // models can set flags such as EF_ROCKET
992                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
993                 if (!(e->render.effects & 0xFF800000))
994                         e->render.effects |= e->render.model->effects;
995                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
996                 if (e->render.model->type == mod_alias)
997                         angles[0] = -angles[0];
998                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
999                         VectorScale(e->render.colormod, 2, e->render.colormod);
1000         }
1001         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1002         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1003                 angles[0] = -angles[0];
1004
1005         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1006         {
1007                 angles[1] = ANGLEMOD(100*cl.time);
1008                 if (cl_itembobheight.value)
1009                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1010         }
1011
1012         // animation lerp
1013         if (e->render.frame2 == frame)
1014         {
1015                 // update frame lerp fraction
1016                 e->render.framelerp = 1;
1017                 if (e->render.frame2time > e->render.frame1time)
1018                 {
1019                         // make sure frame lerp won't last longer than 100ms
1020                         // (this mainly helps with models that use framegroups and
1021                         // switch between them infrequently)
1022                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1023                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1024                 }
1025         }
1026         else
1027         {
1028                 // begin a new frame lerp
1029                 e->render.frame1 = e->render.frame2;
1030                 e->render.frame1time = e->render.frame2time;
1031                 e->render.frame2 = frame;
1032                 e->render.frame2time = cl.time;
1033                 e->render.framelerp = 0;
1034         }
1035
1036         // set up the render matrix
1037         if (matrix)
1038         {
1039                 // attached entity, this requires a matrix multiply (concat)
1040                 // FIXME: e->render.scale should go away
1041                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1042                 // concat the matrices to make the entity relative to its tag
1043                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1044                 // get the origin from the new matrix
1045                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1046         }
1047         else
1048         {
1049                 // unattached entities are faster to process
1050                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1051         }
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         if (e->render.effects & EF_NOSELFSHADOW)
1071                 e->render.flags |= RENDER_NOSELFSHADOW;
1072
1073         // make the other useful stuff
1074         CL_UpdateRenderEntity(&e->render);
1075 }
1076
1077 // creates light and trails from an entity
1078 void CL_UpdateNetworkEntityTrail(entity_t *e)
1079 {
1080         effectnameindex_t trailtype;
1081         vec3_t origin;
1082
1083         // bmodels are treated specially since their origin is usually '0 0 0' and
1084         // their actual geometry is far from '0 0 0'
1085         if (e->render.model && e->render.model->soundfromcenter)
1086         {
1087                 vec3_t o;
1088                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1089                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1090         }
1091         else
1092                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1093
1094         // handle particle trails and such effects now that we know where this
1095         // entity is in the world...
1096         trailtype = EFFECT_NONE;
1097         // LordHavoc: if the entity has no effects, don't check each
1098         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1099         {
1100                 if (e->render.effects & EF_BRIGHTFIELD)
1101                 {
1102                         if (gamemode == GAME_NEXUIZ)
1103                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1104                         else
1105                                 CL_EntityParticles(e);
1106                 }
1107                 if (e->render.effects & EF_FLAME)
1108                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109                 if (e->render.effects & EF_STARDUST)
1110                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1111         }
1112         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1113         {
1114                 // these are only set on player entities
1115                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1116         }
1117         // muzzleflash fades over time
1118         if (e->persistent.muzzleflash > 0)
1119                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1120         // LordHavoc: if the entity has no effects, don't check each
1121         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1122         {
1123                 if (e->render.effects & EF_GIB)
1124                         trailtype = EFFECT_TR_BLOOD;
1125                 else if (e->render.effects & EF_ZOMGIB)
1126                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1127                 else if (e->render.effects & EF_TRACER)
1128                         trailtype = EFFECT_TR_WIZSPIKE;
1129                 else if (e->render.effects & EF_TRACER2)
1130                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1131                 else if (e->render.effects & EF_ROCKET)
1132                         trailtype = EFFECT_TR_ROCKET;
1133                 else if (e->render.effects & EF_GRENADE)
1134                 {
1135                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1136                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1137                 }
1138                 else if (e->render.effects & EF_TRACER3)
1139                         trailtype = EFFECT_TR_VORESPIKE;
1140         }
1141         // do trails
1142         if (e->render.flags & RENDER_GLOWTRAIL)
1143                 trailtype = EFFECT_TR_GLOWTRAIL;
1144         // check if a trail is allowed (it is not after a teleport for example)
1145         if (trailtype && e->persistent.trail_allowed)
1146         {
1147                 float len;
1148                 vec3_t vel;
1149                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1150                 len = e->state_current.time - e->state_previous.time;
1151                 if (len > 0)
1152                         len = 1.0f / len;
1153                 VectorScale(vel, len, vel);
1154                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1155         }
1156         // now that the entity has survived one trail update it is allowed to
1157         // leave a real trail on later frames
1158         e->persistent.trail_allowed = true;
1159         VectorCopy(origin, e->persistent.trail_origin);
1160 }
1161
1162
1163 /*
1164 ===============
1165 CL_UpdateViewEntities
1166 ===============
1167 */
1168 void CL_UpdateViewEntities(void)
1169 {
1170         int i;
1171         // update any RENDER_VIEWMODEL entities to use the new view matrix
1172         for (i = 1;i < cl.num_entities;i++)
1173         {
1174                 if (cl.entities_active[i])
1175                 {
1176                         entity_t *ent = cl.entities + i;
1177                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1178                                 CL_UpdateNetworkEntity(ent, 32, true);
1179                 }
1180         }
1181         // and of course the engine viewmodel needs updating as well
1182         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1183 }
1184
1185 /*
1186 ===============
1187 CL_UpdateNetworkCollisionEntities
1188 ===============
1189 */
1190 void CL_UpdateNetworkCollisionEntities(void)
1191 {
1192         entity_t *ent;
1193         int i;
1194
1195         // start on the entity after the world
1196         cl.num_brushmodel_entities = 0;
1197         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1198         {
1199                 if (cl.entities_active[i])
1200                 {
1201                         ent = cl.entities + i;
1202                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1203                         {
1204                                 // do not interpolate the bmodels for this
1205                                 CL_UpdateNetworkEntity(ent, 32, false);
1206                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1207                         }
1208                 }
1209         }
1210 }
1211
1212 /*
1213 ===============
1214 CL_UpdateNetworkEntities
1215 ===============
1216 */
1217 void CL_UpdateNetworkEntities(void)
1218 {
1219         entity_t *ent;
1220         int i;
1221
1222         // start on the entity after the world
1223         for (i = 1;i < cl.num_entities;i++)
1224         {
1225                 if (cl.entities_active[i])
1226                 {
1227                         ent = cl.entities + i;
1228                         if (ent->state_current.active)
1229                         {
1230                                 CL_UpdateNetworkEntity(ent, 32, true);
1231                                 // view models should never create light/trails
1232                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1233                                         CL_UpdateNetworkEntityTrail(ent);
1234                         }
1235                         else
1236                                 cl.entities_active[i] = false;
1237                 }
1238         }
1239 }
1240
1241 void CL_UpdateViewModel(void)
1242 {
1243         entity_t *ent;
1244         ent = &cl.viewent;
1245         ent->state_previous = ent->state_current;
1246         ent->state_current = defaultstate;
1247         ent->state_current.time = cl.time;
1248         ent->state_current.number = -1;
1249         ent->state_current.active = true;
1250         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1251         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1252         ent->state_current.flags = RENDER_VIEWMODEL;
1253         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1254                 ent->state_current.modelindex = 0;
1255         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1256         {
1257                 if (gamemode == GAME_TRANSFUSION)
1258                         ent->state_current.alpha = 128;
1259                 else
1260                         ent->state_current.modelindex = 0;
1261         }
1262         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1263         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1264
1265         // reset animation interpolation on weaponmodel if model changed
1266         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1267         {
1268                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1269                 ent->render.frame1time = ent->render.frame2time = cl.time;
1270                 ent->render.framelerp = 1;
1271         }
1272         CL_UpdateNetworkEntity(ent, 32, true);
1273 }
1274
1275 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1276 void CL_LinkNetworkEntity(entity_t *e)
1277 {
1278         effectnameindex_t trailtype;
1279         vec3_t origin;
1280         vec3_t dlightcolor;
1281         vec_t dlightradius;
1282
1283         // skip inactive entities and world
1284         if (!e->state_current.active || e == cl.entities)
1285                 return;
1286         if (e->state_current.tagentity)
1287         {
1288                 // if the tag entity is currently impossible, skip it
1289                 if (e->state_current.tagentity >= cl.num_entities)
1290                         return;
1291                 // if the tag entity is inactive, skip it
1292                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1293                         return;
1294         }
1295
1296         // create entity dlights associated with this entity
1297         if (e->render.model && e->render.model->soundfromcenter)
1298         {
1299                 // bmodels are treated specially since their origin is usually '0 0 0'
1300                 vec3_t o;
1301                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1302                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1303         }
1304         else
1305                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1306         trailtype = EFFECT_NONE;
1307         dlightradius = 0;
1308         dlightcolor[0] = 0;
1309         dlightcolor[1] = 0;
1310         dlightcolor[2] = 0;
1311         // LordHavoc: if the entity has no effects, don't check each
1312         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1313         {
1314                 if (e->render.effects & EF_BRIGHTFIELD)
1315                 {
1316                         if (gamemode == GAME_NEXUIZ)
1317                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1318                 }
1319                 if (e->render.effects & EF_DIMLIGHT)
1320                 {
1321                         dlightradius = max(dlightradius, 200);
1322                         dlightcolor[0] += 1.50f;
1323                         dlightcolor[1] += 1.50f;
1324                         dlightcolor[2] += 1.50f;
1325                 }
1326                 if (e->render.effects & EF_BRIGHTLIGHT)
1327                 {
1328                         dlightradius = max(dlightradius, 400);
1329                         dlightcolor[0] += 3.00f;
1330                         dlightcolor[1] += 3.00f;
1331                         dlightcolor[2] += 3.00f;
1332                 }
1333                 // LordHavoc: more effects
1334                 if (e->render.effects & EF_RED) // red
1335                 {
1336                         dlightradius = max(dlightradius, 200);
1337                         dlightcolor[0] += 1.50f;
1338                         dlightcolor[1] += 0.15f;
1339                         dlightcolor[2] += 0.15f;
1340                 }
1341                 if (e->render.effects & EF_BLUE) // blue
1342                 {
1343                         dlightradius = max(dlightradius, 200);
1344                         dlightcolor[0] += 0.15f;
1345                         dlightcolor[1] += 0.15f;
1346                         dlightcolor[2] += 1.50f;
1347                 }
1348                 if (e->render.effects & EF_FLAME)
1349                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350                 if (e->render.effects & EF_STARDUST)
1351                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1352         }
1353         // muzzleflash fades over time, and is offset a bit
1354         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1355         {
1356                 vec3_t v2;
1357                 vec3_t color;
1358                 trace_t trace;
1359                 matrix4x4_t tempmatrix;
1360                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1361                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1362                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1363                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1364                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1365                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1366                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1367                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1368         }
1369         // LordHavoc: if the model has no flags, don't check each
1370         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1371         {
1372                 if (e->render.effects & EF_GIB)
1373                         trailtype = EFFECT_TR_BLOOD;
1374                 else if (e->render.effects & EF_ZOMGIB)
1375                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1376                 else if (e->render.effects & EF_TRACER)
1377                         trailtype = EFFECT_TR_WIZSPIKE;
1378                 else if (e->render.effects & EF_TRACER2)
1379                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1380                 else if (e->render.effects & EF_ROCKET)
1381                         trailtype = EFFECT_TR_ROCKET;
1382                 else if (e->render.effects & EF_GRENADE)
1383                 {
1384                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1385                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1386                 }
1387                 else if (e->render.effects & EF_TRACER3)
1388                         trailtype = EFFECT_TR_VORESPIKE;
1389         }
1390         // LordHavoc: customizable glow
1391         if (e->state_current.glowsize)
1392         {
1393                 // * 4 for the expansion from 0-255 to 0-1023 range,
1394                 // / 255 to scale down byte colors
1395                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1396                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1397         }
1398         // custom rtlight
1399         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1400         {
1401                 matrix4x4_t dlightmatrix;
1402                 float light[4];
1403                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1404                 light[3] = e->state_current.light[3];
1405                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1406                         VectorSet(light, 1, 1, 1);
1407                 if (light[3] == 0)
1408                         light[3] = 350;
1409                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1410                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1411                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1412                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.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);
1413                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1414         }
1415         // make the glow dlight
1416         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1417         {
1418                 matrix4x4_t dlightmatrix;
1419                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1420                 // hack to make glowing player light shine on their gun
1421                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1422                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1423                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1424                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1425                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1426         }
1427         // do trail light
1428         if (e->render.flags & RENDER_GLOWTRAIL)
1429                 trailtype = EFFECT_TR_GLOWTRAIL;
1430         if (trailtype)
1431                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1432
1433         // don't show viewmodels in certain situations
1434         if (e->render.flags & RENDER_VIEWMODEL)
1435                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1436                         return;
1437         // don't show entities with no modelindex (note: this still shows
1438         // entities which have a modelindex that resolved to a NULL model)
1439         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1440                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1441         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1442         //      Matrix4x4_Print(&e->render.matrix);
1443 }
1444
1445 void CL_RelinkWorld(void)
1446 {
1447         entity_t *ent = &cl.entities[0];
1448         // FIXME: this should be done at load
1449         ent->render.matrix = identitymatrix;
1450         ent->render.flags = RENDER_SHADOW;
1451         if (!r_fullbright.integer)
1452                 ent->render.flags |= RENDER_LIGHT;
1453         VectorSet(ent->render.colormod, 1, 1, 1);
1454         CL_UpdateRenderEntity(&ent->render);
1455         r_refdef.scene.worldentity = &ent->render;
1456         r_refdef.scene.worldmodel = cl.worldmodel;
1457 }
1458
1459 static void CL_RelinkStaticEntities(void)
1460 {
1461         int i;
1462         entity_t *e;
1463         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1464         {
1465                 e->render.flags = 0;
1466                 // if the model was not loaded when the static entity was created we
1467                 // need to re-fetch the model pointer
1468                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1469                 // either fullbright or lit
1470                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1471                         e->render.flags |= RENDER_LIGHT;
1472                 // hide player shadow during intermission or nehahra movie
1473                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1474                         e->render.flags |= RENDER_SHADOW;
1475                 VectorSet(e->render.colormod, 1, 1, 1);
1476                 R_LerpAnimation(&e->render);
1477                 CL_UpdateRenderEntity(&e->render);
1478                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1479         }
1480 }
1481
1482 /*
1483 ===============
1484 CL_RelinkEntities
1485 ===============
1486 */
1487 static void CL_RelinkNetworkEntities(void)
1488 {
1489         entity_t *ent;
1490         int i;
1491
1492         // start on the entity after the world
1493         for (i = 1;i < cl.num_entities;i++)
1494         {
1495                 if (cl.entities_active[i])
1496                 {
1497                         ent = cl.entities + i;
1498                         if (ent->state_current.active)
1499                                 CL_LinkNetworkEntity(ent);
1500                         else
1501                                 cl.entities_active[i] = false;
1502                 }
1503         }
1504 }
1505
1506 static void CL_RelinkEffects(void)
1507 {
1508         int i, intframe;
1509         cl_effect_t *e;
1510         entity_render_t *entrender;
1511         float frame;
1512
1513         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1514         {
1515                 if (e->active)
1516                 {
1517                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1518                         intframe = (int)frame;
1519                         if (intframe < 0 || intframe >= e->endframe)
1520                         {
1521                                 memset(e, 0, sizeof(*e));
1522                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1523                                         cl.num_effects--;
1524                                 continue;
1525                         }
1526
1527                         if (intframe != e->frame)
1528                         {
1529                                 e->frame = intframe;
1530                                 e->frame1time = e->frame2time;
1531                                 e->frame2time = cl.time;
1532                         }
1533
1534                         // if we're drawing effects, get a new temp entity
1535                         // (NewTempEntity adds it to the render entities list for us)
1536                         if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1537                         {
1538                                 // interpolation stuff
1539                                 entrender->frame1 = intframe;
1540                                 entrender->frame2 = intframe + 1;
1541                                 if (entrender->frame2 >= e->endframe)
1542                                         entrender->frame2 = -1; // disappear
1543                                 entrender->framelerp = frame - intframe;
1544                                 entrender->frame1time = e->frame1time;
1545                                 entrender->frame2time = e->frame2time;
1546
1547                                 // normal stuff
1548                                 if(e->modelindex < MAX_MODELS)
1549                                         entrender->model = cl.model_precache[e->modelindex];
1550                                 else
1551                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1552                                 entrender->alpha = 1;
1553                                 VectorSet(entrender->colormod, 1, 1, 1);
1554
1555                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1556                                 CL_UpdateRenderEntity(entrender);
1557                         }
1558                 }
1559         }
1560 }
1561
1562 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1563 {
1564         VectorCopy(b->start, start);
1565         VectorCopy(b->end, end);
1566
1567         // if coming from the player, update the start position
1568         if (b->entity == cl.viewentity)
1569         {
1570                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1571                 {
1572                         // LordHavoc: this is a stupid hack from Quake that makes your
1573                         // lightning appear to come from your waist and cover less of your
1574                         // view
1575                         // in Quake this hack was applied to all players (causing the
1576                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1577                         // only applies to your own lightning, and only in first person
1578                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1579                 }
1580                 if (cl_beams_instantaimhack.integer)
1581                 {
1582                         vec3_t dir, localend;
1583                         vec_t len;
1584                         // LordHavoc: this updates the beam direction to match your
1585                         // viewangles
1586                         VectorSubtract(end, start, dir);
1587                         len = VectorLength(dir);
1588                         VectorNormalize(dir);
1589                         VectorSet(localend, len, 0, 0);
1590                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1591                 }
1592         }
1593 }
1594
1595 void CL_RelinkBeams(void)
1596 {
1597         int i;
1598         beam_t *b;
1599         vec3_t dist, org, start, end;
1600         float d;
1601         entity_render_t *entrender;
1602         double yaw, pitch;
1603         float forward;
1604         matrix4x4_t tempmatrix;
1605
1606         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1607         {
1608                 if (!b->model)
1609                         continue;
1610                 if (b->endtime < cl.time)
1611                 {
1612                         b->model = NULL;
1613                         continue;
1614                 }
1615
1616                 CL_Beam_CalculatePositions(b, start, end);
1617
1618                 if (b->lightning)
1619                 {
1620                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1621                         {
1622                                 // FIXME: create a matrix from the beam start/end orientation
1623                                 vec3_t dlightcolor;
1624                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1625                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1626                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1627                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1628                         }
1629                         if (cl_beams_polygons.integer)
1630                                 continue;
1631                 }
1632
1633                 // calculate pitch and yaw
1634                 // (this is similar to the QuakeC builtin function vectoangles)
1635                 VectorSubtract(end, start, dist);
1636                 if (dist[1] == 0 && dist[0] == 0)
1637                 {
1638                         yaw = 0;
1639                         if (dist[2] > 0)
1640                                 pitch = 90;
1641                         else
1642                                 pitch = 270;
1643                 }
1644                 else
1645                 {
1646                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1647                         if (yaw < 0)
1648                                 yaw += 360;
1649
1650                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1651                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1652                         if (pitch < 0)
1653                                 pitch += 360;
1654                 }
1655
1656                 // add new entities for the lightning
1657                 VectorCopy (start, org);
1658                 d = VectorNormalizeLength(dist);
1659                 while (d > 0)
1660                 {
1661                         entrender = CL_NewTempEntity ();
1662                         if (!entrender)
1663                                 return;
1664                         //VectorCopy (org, ent->render.origin);
1665                         entrender->model = b->model;
1666                         //ent->render.effects = EF_FULLBRIGHT;
1667                         //ent->render.angles[0] = pitch;
1668                         //ent->render.angles[1] = yaw;
1669                         //ent->render.angles[2] = rand()%360;
1670                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1671                         CL_UpdateRenderEntity(entrender);
1672                         VectorMA(org, 30, dist, org);
1673                         d -= 30;
1674                 }
1675         }
1676
1677         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1678                 cl.num_beams--;
1679 }
1680
1681 static void CL_RelinkQWNails(void)
1682 {
1683         int i;
1684         vec_t *v;
1685         entity_render_t *entrender;
1686
1687         for (i = 0;i < cl.qw_num_nails;i++)
1688         {
1689                 v = cl.qw_nails[i];
1690
1691                 // if we're drawing effects, get a new temp entity
1692                 // (NewTempEntity adds it to the render entities list for us)
1693                 if (!(entrender = CL_NewTempEntity()))
1694                         continue;
1695
1696                 // normal stuff
1697                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1698                 entrender->alpha = 1;
1699                 VectorSet(entrender->colormod, 1, 1, 1);
1700
1701                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1702                 CL_UpdateRenderEntity(entrender);
1703         }
1704 }
1705
1706 void CL_LerpPlayer(float frac)
1707 {
1708         int i;
1709
1710         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1711         for (i = 0;i < 3;i++)
1712         {
1713                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1714                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1715                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1716         }
1717
1718         // interpolate the angles if playing a demo or spectating someone
1719         if (cls.demoplayback || cl.fixangle[0])
1720         {
1721                 for (i = 0;i < 3;i++)
1722                 {
1723                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1724                         if (d > 180)
1725                                 d -= 360;
1726                         else if (d < -180)
1727                                 d += 360;
1728                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1729                 }
1730         }
1731 }
1732
1733 void CSQC_RelinkAllEntities (int drawmask)
1734 {
1735         // link stuff
1736         CL_RelinkWorld();
1737         CL_RelinkStaticEntities();
1738         CL_RelinkBeams();
1739         CL_RelinkEffects();
1740
1741         // link stuff
1742         if (drawmask & ENTMASK_ENGINE)
1743         {
1744                 CL_RelinkNetworkEntities();
1745                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1746                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1747                 CL_RelinkQWNails();
1748         }
1749
1750         // update view blend
1751         V_CalcViewBlend();
1752 }
1753
1754 /*
1755 ===============
1756 CL_UpdateWorld
1757
1758 Update client game world for a new frame
1759 ===============
1760 */
1761 void CL_UpdateWorld(void)
1762 {
1763         r_refdef.scene.extraupdate = !r_speeds.integer;
1764         r_refdef.scene.numentities = 0;
1765         r_refdef.scene.numlights = 0;
1766         r_refdef.view.matrix = identitymatrix;
1767         r_refdef.view.quality = 1;
1768
1769         cl.num_brushmodel_entities = 0;
1770
1771         if (cls.state == ca_connected && cls.signon == SIGNONS)
1772         {
1773                 // prepare for a new frame
1774                 CL_LerpPlayer(CL_LerpPoint());
1775                 CL_DecayLightFlashes();
1776                 CL_ClearTempEntities();
1777                 V_DriftPitch();
1778                 V_FadeViewFlashs();
1779
1780                 // if prediction is enabled we have to update all the collidable
1781                 // network entities before the prediction code can be run
1782                 CL_UpdateNetworkCollisionEntities();
1783
1784                 // now update the player prediction
1785                 CL_ClientMovement_Replay();
1786
1787                 // update the player entity (which may be predicted)
1788                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1789
1790                 // now update the view (which depends on that player entity)
1791                 V_CalcRefdef();
1792
1793                 // now update all the network entities and create particle trails
1794                 // (some entities may depend on the view)
1795                 CL_UpdateNetworkEntities();
1796
1797                 // update the engine-based viewmodel
1798                 CL_UpdateViewModel();
1799
1800                 CL_RelinkLightFlashes();
1801                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1802
1803                 // decals, particles, and explosions will be updated during rneder
1804         }
1805
1806         r_refdef.scene.time = cl.time;
1807 }
1808
1809 // LordHavoc: pausedemo command
1810 static void CL_PauseDemo_f (void)
1811 {
1812         cls.demopaused = !cls.demopaused;
1813         if (cls.demopaused)
1814                 Con_Print("Demo paused\n");
1815         else
1816                 Con_Print("Demo unpaused\n");
1817 }
1818
1819 /*
1820 ======================
1821 CL_Fog_f
1822 ======================
1823 */
1824 static void CL_Fog_f (void)
1825 {
1826         if (Cmd_Argc () == 1)
1827         {
1828                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1829                 return;
1830         }
1831         r_refdef.fog_start = 0;
1832         r_refdef.fog_end = 16384;
1833         r_refdef.fog_alpha = 1;
1834         if(Cmd_Argc() > 1)
1835                 r_refdef.fog_density = atof(Cmd_Argv(1));
1836         if(Cmd_Argc() > 2)
1837                 r_refdef.fog_red = atof(Cmd_Argv(2));
1838         if(Cmd_Argc() > 3)
1839                 r_refdef.fog_green = atof(Cmd_Argv(3));
1840         if(Cmd_Argc() > 4)
1841                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1842         if(Cmd_Argc() > 5)
1843                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1844         if(Cmd_Argc() > 6)
1845                 r_refdef.fog_start = atof(Cmd_Argv(6));
1846         if(Cmd_Argc() > 7)
1847                 r_refdef.fog_end = atof(Cmd_Argv(7));
1848 }
1849
1850 /*
1851 ====================
1852 CL_TimeRefresh_f
1853
1854 For program optimization
1855 ====================
1856 */
1857 static void CL_TimeRefresh_f (void)
1858 {
1859         int i;
1860         float timestart, timedelta;
1861
1862         r_refdef.scene.extraupdate = false;
1863
1864         timestart = Sys_DoubleTime();
1865         for (i = 0;i < 128;i++)
1866         {
1867                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1868                 r_refdef.view.quality = 1;
1869                 CL_UpdateScreen();
1870         }
1871         timedelta = Sys_DoubleTime() - timestart;
1872
1873         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1874 }
1875
1876 void CL_AreaStats_f(void)
1877 {
1878         World_PrintAreaStats(&cl.world, "client");
1879 }
1880
1881 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1882 {
1883         int i;
1884         cl_locnode_t *loc;
1885         cl_locnode_t *best;
1886         vec3_t nearestpoint;
1887         vec_t dist, bestdist;
1888         best = NULL;
1889         bestdist = 0;
1890         for (loc = cl.locnodes;loc;loc = loc->next)
1891         {
1892                 for (i = 0;i < 3;i++)
1893                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1894                 dist = VectorDistance2(nearestpoint, point);
1895                 if (bestdist > dist || !best)
1896                 {
1897                         bestdist = dist;
1898                         best = loc;
1899                         if (bestdist < 1)
1900                                 break;
1901                 }
1902         }
1903         return best;
1904 }
1905
1906 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1907 {
1908         cl_locnode_t *loc;
1909         loc = CL_Locs_FindNearest(point);
1910         if (loc)
1911                 strlcpy(buffer, loc->name, buffersize);
1912         else
1913                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1914 }
1915
1916 void CL_Locs_FreeNode(cl_locnode_t *node)
1917 {
1918         cl_locnode_t **pointer, **next;
1919         for (pointer = &cl.locnodes;*pointer;pointer = next)
1920         {
1921                 next = &(*pointer)->next;
1922                 if (*pointer == node)
1923                 {
1924                         *pointer = node->next;
1925                         Mem_Free(node);
1926                 }
1927         }
1928         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1929 }
1930
1931 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1932 {
1933         cl_locnode_t *node, **pointer;
1934         int namelen;
1935         if (!name)
1936                 name = "";
1937         namelen = strlen(name);
1938         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1939         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1940         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1941         node->name = (char *)(node + 1);
1942         memcpy(node->name, name, namelen);
1943         node->name[namelen] = 0;
1944         // link it into the tail of the list to preserve the order
1945         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1946                 ;
1947         *pointer = node;
1948 }
1949
1950 void CL_Locs_Add_f(void)
1951 {
1952         vec3_t mins, maxs;
1953         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1954         {
1955                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1956                 return;
1957         }
1958         mins[0] = atof(Cmd_Argv(1));
1959         mins[1] = atof(Cmd_Argv(2));
1960         mins[2] = atof(Cmd_Argv(3));
1961         if (Cmd_Argc() == 8)
1962         {
1963                 maxs[0] = atof(Cmd_Argv(4));
1964                 maxs[1] = atof(Cmd_Argv(5));
1965                 maxs[2] = atof(Cmd_Argv(6));
1966                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1967         }
1968         else
1969                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1970 }
1971
1972 void CL_Locs_RemoveNearest_f(void)
1973 {
1974         cl_locnode_t *loc;
1975         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1976         if (loc)
1977                 CL_Locs_FreeNode(loc);
1978         else
1979                 Con_Printf("no loc point or box found for your location\n");
1980 }
1981
1982 void CL_Locs_Clear_f(void)
1983 {
1984         while (cl.locnodes)
1985                 CL_Locs_FreeNode(cl.locnodes);
1986 }
1987
1988 void CL_Locs_Save_f(void)
1989 {
1990         cl_locnode_t *loc;
1991         qfile_t *outfile;
1992         char locfilename[MAX_QPATH];
1993         if (!cl.locnodes)
1994         {
1995                 Con_Printf("No loc points/boxes exist!\n");
1996                 return;
1997         }
1998         if (cls.state != ca_connected || !cl.worldmodel)
1999         {
2000                 Con_Printf("No level loaded!\n");
2001                 return;
2002         }
2003         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2004         strlcat(locfilename, ".loc", sizeof(locfilename));
2005
2006         outfile = FS_OpenRealFile(locfilename, "w", false);
2007         if (!outfile)
2008                 return;
2009         // if any boxes are used then this is a proquake-format loc file, which
2010         // allows comments, so add some relevant information at the start
2011         for (loc = cl.locnodes;loc;loc = loc->next)
2012                 if (!VectorCompare(loc->mins, loc->maxs))
2013                         break;
2014         if (loc)
2015         {
2016                 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);
2017                 for (loc = cl.locnodes;loc;loc = loc->next)
2018                         if (VectorCompare(loc->mins, loc->maxs))
2019                                 break;
2020                 if (loc)
2021                         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");
2022         }
2023         for (loc = cl.locnodes;loc;loc = loc->next)
2024         {
2025                 if (VectorCompare(loc->mins, loc->maxs))
2026                 {
2027                         int len;
2028                         const char *s;
2029                         const char *in = loc->name;
2030                         char name[MAX_INPUTLINE];
2031                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2032                         {
2033                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2034                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2035                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2036                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2037                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2038                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2039                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2040                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2041                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2042                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2043                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2044                                 else s = NULL;
2045                                 if (s)
2046                                 {
2047                                         while (len < (int)sizeof(name) - 1 && *s)
2048                                                 name[len++] = *s++;
2049                                         continue;
2050                                 }
2051                                 name[len++] = *in++;
2052                         }
2053                         name[len] = 0;
2054                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2055                 }
2056                 else
2057                         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);
2058         }
2059         FS_Close(outfile);
2060 }
2061
2062 void CL_Locs_Reload_f(void)
2063 {
2064         int i, linenumber, limit, len;
2065         const char *s;
2066         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2067         fs_offset_t filesize;
2068         vec3_t mins, maxs;
2069         char locfilename[MAX_QPATH];
2070         char name[MAX_INPUTLINE];
2071
2072         if (cls.state != ca_connected || !cl.worldmodel)
2073         {
2074                 Con_Printf("No level loaded!\n");
2075                 return;
2076         }
2077
2078         CL_Locs_Clear_f();
2079
2080         // try maps/something.loc first (LordHavoc: where I think they should be)
2081         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2082         strlcat(locfilename, ".loc", sizeof(locfilename));
2083         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2084         if (!filedata)
2085         {
2086                 // try proquake name as well (LordHavoc: I hate path mangling)
2087                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2088                 strlcat(locfilename, ".loc", sizeof(locfilename));
2089                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2090                 if (!filedata)
2091                         return;
2092         }
2093         text = filedata;
2094         textend = filedata + filesize;
2095         for (linenumber = 1;text < textend;linenumber++)
2096         {
2097                 linestart = text;
2098                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2099                         ;
2100                 lineend = text;
2101                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2102                         text++;
2103                 if (text < textend)
2104                         text++;
2105                 // trim trailing whitespace
2106                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2107                         lineend--;
2108                 // trim leading whitespace
2109                 while (linestart < lineend && ISWHITESPACE(*linestart))
2110                         linestart++;
2111                 // check if this is a comment
2112                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2113                         continue;
2114                 linetext = linestart;
2115                 limit = 3;
2116                 for (i = 0;i < limit;i++)
2117                 {
2118                         if (linetext >= lineend)
2119                                 break;
2120                         // note: a missing number is interpreted as 0
2121                         if (i < 3)
2122                                 mins[i] = atof(linetext);
2123                         else
2124                                 maxs[i - 3] = atof(linetext);
2125                         // now advance past the number
2126                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2127                                 linetext++;
2128                         // advance through whitespace
2129                         if (linetext < lineend)
2130                         {
2131                                 if (*linetext == ',')
2132                                 {
2133                                         linetext++;
2134                                         limit = 6;
2135                                         // note: comma can be followed by whitespace
2136                                 }
2137                                 if (ISWHITESPACE(*linetext))
2138                                 {
2139                                         // skip whitespace
2140                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2141                                                 linetext++;
2142                                 }
2143                         }
2144                 }
2145                 // if this is a quoted name, remove the quotes
2146                 if (i == 6)
2147                 {
2148                         if (linetext >= lineend || *linetext != '"')
2149                                 continue; // proquake location names are always quoted
2150                         lineend--;
2151                         linetext++;
2152                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2153                         memcpy(name, linetext, len);
2154                         name[len] = 0;
2155                         // add the box to the list
2156                         CL_Locs_AddNode(mins, maxs, name);
2157                 }
2158                 // if a point was parsed, it needs to be scaled down by 8 (since
2159                 // point-based loc files were invented by a proxy which dealt
2160                 // directly with quake protocol coordinates, which are *8), turn
2161                 // it into a box
2162                 else if (i == 3)
2163                 {
2164                         // interpret silly fuhquake macros
2165                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2166                         {
2167                                 if (*linetext == '$')
2168                                 {
2169                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2170                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2171                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2172                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2173                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2174                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2175                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2176                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2177                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2178                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2179                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2180                                         else s = NULL;
2181                                         if (s)
2182                                         {
2183                                                 while (len < (int)sizeof(name) - 1 && *s)
2184                                                         name[len++] = *s++;
2185                                                 continue;
2186                                         }
2187                                 }
2188                                 name[len++] = *linetext++;
2189                         }
2190                         name[len] = 0;
2191                         // add the point to the list
2192                         VectorScale(mins, (1.0 / 8.0), mins);
2193                         CL_Locs_AddNode(mins, mins, name);
2194                 }
2195                 else
2196                         continue;
2197         }
2198 }
2199
2200 /*
2201 ===========
2202 CL_Shutdown
2203 ===========
2204 */
2205 void CL_Shutdown (void)
2206 {
2207         CL_Screen_Shutdown();
2208         CL_Particles_Shutdown();
2209         CL_Parse_Shutdown();
2210
2211         Mem_FreePool (&cls.permanentmempool);
2212         Mem_FreePool (&cls.levelmempool);
2213 }
2214
2215 /*
2216 =================
2217 CL_Init
2218 =================
2219 */
2220 void CL_Init (void)
2221 {
2222         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2223         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2224
2225         memset(&r_refdef, 0, sizeof(r_refdef));
2226         // max entities sent to renderer per frame
2227         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2228         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2229
2230         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2231         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2232
2233         CL_InitInput ();
2234
2235 //
2236 // register our commands
2237 //
2238         Cvar_RegisterVariable (&cl_upspeed);
2239         Cvar_RegisterVariable (&cl_forwardspeed);
2240         Cvar_RegisterVariable (&cl_backspeed);
2241         Cvar_RegisterVariable (&cl_sidespeed);
2242         Cvar_RegisterVariable (&cl_movespeedkey);
2243         Cvar_RegisterVariable (&cl_yawspeed);
2244         Cvar_RegisterVariable (&cl_pitchspeed);
2245         Cvar_RegisterVariable (&cl_anglespeedkey);
2246         Cvar_RegisterVariable (&cl_shownet);
2247         Cvar_RegisterVariable (&cl_nolerp);
2248         Cvar_RegisterVariable (&lookspring);
2249         Cvar_RegisterVariable (&lookstrafe);
2250         Cvar_RegisterVariable (&sensitivity);
2251         Cvar_RegisterVariable (&freelook);
2252
2253         Cvar_RegisterVariable (&m_pitch);
2254         Cvar_RegisterVariable (&m_yaw);
2255         Cvar_RegisterVariable (&m_forward);
2256         Cvar_RegisterVariable (&m_side);
2257
2258         Cvar_RegisterVariable (&cl_itembobspeed);
2259         Cvar_RegisterVariable (&cl_itembobheight);
2260
2261         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2262         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2263         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2264         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2265         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2266         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2267
2268         // Support Client-side Model Index List
2269         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2270         // Support Client-side Sound Index List
2271         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2272
2273         Cvar_RegisterVariable (&cl_autodemo);
2274         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2275
2276         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2277
2278         // LordHavoc: added pausedemo
2279         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)");
2280
2281         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2282
2283         Cvar_RegisterVariable(&r_draweffects);
2284         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2285         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2286         Cvar_RegisterVariable(&cl_explosions_size_start);
2287         Cvar_RegisterVariable(&cl_explosions_size_end);
2288         Cvar_RegisterVariable(&cl_explosions_lifetime);
2289         Cvar_RegisterVariable(&cl_stainmaps);
2290         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2291         Cvar_RegisterVariable(&cl_beams_polygons);
2292         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2293         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2294         Cvar_RegisterVariable(&cl_beams_lightatend);
2295         Cvar_RegisterVariable(&cl_noplayershadow);
2296         Cvar_RegisterVariable(&cl_dlights_decayradius);
2297         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2298
2299         Cvar_RegisterVariable(&cl_prydoncursor);
2300
2301         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2302
2303         // for QW connections
2304         Cvar_RegisterVariable(&qport);
2305         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2306
2307         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2308
2309         Cvar_RegisterVariable(&cl_locs_enable);
2310         Cvar_RegisterVariable(&cl_locs_show);
2311         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)");
2312         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)");
2313         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2314         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2315         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2316
2317         CL_Parse_Init();
2318         CL_Particles_Init();
2319         CL_Screen_Init();
2320
2321         CL_Video_Init();
2322         CL_Gecko_Init();
2323 }
2324
2325
2326