added DP_EF_NOSELFSHADOW extension
[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 (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                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
754                         }
755                 }
756         }
757
758 // light animations
759 // 'm' is normal light, 'a' is no light, 'z' is double bright
760         f = cl.time * 10;
761         i = (int)floor(f);
762         frac = f - i;
763         for (j = 0;j < cl.max_lightstyle;j++)
764         {
765                 if (!cl.lightstyle || !cl.lightstyle[j].length)
766                 {
767                         r_refdef.scene.rtlightstylevalue[j] = 1;
768                         r_refdef.scene.lightstylevalue[j] = 256;
769                         continue;
770                 }
771                 k = i % cl.lightstyle[j].length;
772                 l = (i-1) % cl.lightstyle[j].length;
773                 k = cl.lightstyle[j].map[k] - 'a';
774                 l = cl.lightstyle[j].map[l] - 'a';
775                 // rtlightstylevalue is always interpolated because it has no bad
776                 // consequences for performance
777                 // lightstylevalue is subject to a cvar for performance reasons;
778                 // skipping lightmap updates on most rendered frames substantially
779                 // improves framerates (but makes light fades look bad)
780                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
781                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
782         }
783 }
784
785 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
786 {
787         float f;
788         entity_render_t *flagrender;
789         matrix4x4_t flagmatrix;
790
791         // this code taken from QuakeWorld
792         f = 14;
793         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
794         {
795                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
796                 { //axpain
797                         if      (player->render.frame2 == 29) f = f + 2;
798                         else if (player->render.frame2 == 30) f = f + 8;
799                         else if (player->render.frame2 == 31) f = f + 12;
800                         else if (player->render.frame2 == 32) f = f + 11;
801                         else if (player->render.frame2 == 33) f = f + 10;
802                         else if (player->render.frame2 == 34) f = f + 4;
803                 }
804                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
805                 { // pain
806                         if      (player->render.frame2 == 35) f = f + 2;
807                         else if (player->render.frame2 == 36) f = f + 10;
808                         else if (player->render.frame2 == 37) f = f + 10;
809                         else if (player->render.frame2 == 38) f = f + 8;
810                         else if (player->render.frame2 == 39) f = f + 4;
811                         else if (player->render.frame2 == 40) f = f + 2;
812                 }
813         }
814         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
815         {
816                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
817                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
818                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
819                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
820         }
821         // end of code taken from QuakeWorld
822
823         flagrender = CL_NewTempEntity();
824         if (!flagrender)
825                 return;
826
827         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
828         flagrender->skinnum = skin;
829         flagrender->alpha = 1;
830         VectorSet(flagrender->colormod, 1, 1, 1);
831         // attach the flag to the player matrix
832         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
833         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
834         CL_UpdateRenderEntity(flagrender);
835 }
836
837 matrix4x4_t viewmodelmatrix;
838
839 static const vec3_t muzzleflashorigin = {18, 0, 0};
840
841 extern void V_DriftPitch(void);
842 extern void V_FadeViewFlashs(void);
843 extern void V_CalcViewBlend(void);
844 extern void V_CalcRefdef(void);
845
846 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
847 {
848         const unsigned char *cbcolor;
849         if (colormap >= 0)
850         {
851                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
852                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
853                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
854                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
855         }
856         else
857         {
858                 VectorClear(ent->colormap_pantscolor);
859                 VectorClear(ent->colormap_shirtcolor);
860         }
861 }
862
863 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
864 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
865 {
866         const matrix4x4_t *matrix;
867         matrix4x4_t blendmatrix, tempmatrix, matrix2;
868         int j, k, l, frame;
869         float origin[3], angles[3], delta[3], lerp, d;
870         entity_t *t;
871         dp_model_t *model;
872         //entity_persistent_t *p = &e->persistent;
873         //entity_render_t *r = &e->render;
874         // skip inactive entities and world
875         if (!e->state_current.active || e == cl.entities)
876                 return;
877         if (recursionlimit < 1)
878                 return;
879         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
880         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
881         e->render.flags = e->state_current.flags;
882         e->render.effects = e->state_current.effects;
883         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
884         if(e >= cl.entities && e < cl.entities + cl.num_entities)
885                 e->render.entitynumber = e - cl.entities;
886         else
887                 e->render.entitynumber = 0;
888         if (e->state_current.flags & RENDER_COLORMAPPED)
889                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
890         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
891                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
892         else
893                 CL_SetEntityColormapColors(&e->render, -1);
894         e->render.skinnum = e->state_current.skin;
895         if (e->state_current.tagentity)
896         {
897                 // attached entity (gun held in player model's hand, etc)
898                 // if the tag entity is currently impossible, skip it
899                 if (e->state_current.tagentity >= cl.num_entities)
900                         return;
901                 t = cl.entities + e->state_current.tagentity;
902                 // if the tag entity is inactive, skip it
903                 if (!t->state_current.active)
904                         return;
905                 // update the parent first
906                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
907                 // make relative to the entity
908                 matrix = &t->render.matrix;
909                 // some properties of the tag entity carry over
910                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
911                 // if a valid tagindex is used, make it relative to that tag instead
912                 // FIXME: use a model function to get tag info (need to handle skeletal)
913                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
914                 {
915                         // blend the matrices
916                         memset(&blendmatrix, 0, sizeof(blendmatrix));
917                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
918                         {
919                                 matrix4x4_t tagmatrix;
920                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
921                                 d = t->render.frameblend[j].lerp;
922                                 for (l = 0;l < 4;l++)
923                                         for (k = 0;k < 4;k++)
924                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
925                         }
926                         // concat the tag matrices onto the entity matrix
927                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
928                         // use the constructed tag matrix
929                         matrix = &tempmatrix;
930                 }
931         }
932         else if (e->render.flags & RENDER_VIEWMODEL)
933         {
934                 // view-relative entity (guns and such)
935                 if (e->render.effects & EF_NOGUNBOB)
936                         matrix = &r_refdef.view.matrix; // really attached to view
937                 else
938                         matrix = &viewmodelmatrix; // attached to gun bob matrix
939         }
940         else
941         {
942                 // world-relative entity (the normal kind)
943                 matrix = &identitymatrix;
944         }
945
946         // movement lerp
947         // if it's the predicted player entity, update according to client movement
948         // but don't lerp if going through a teleporter as it causes a bad lerp
949         // also don't use the predicted location if fixangle was set on both of
950         // the most recent server messages, as that cause means you are spectating
951         // someone or watching a cutscene of some sort
952         if (cl_nolerp.integer || cls.timedemo)
953                 interpolate = false;
954         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
955         {
956                 VectorCopy(cl.movement_origin, origin);
957                 VectorSet(angles, 0, cl.viewangles[1], 0);
958         }
959         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
960         {
961                 // interpolate the origin and angles
962                 lerp = max(0, lerp);
963                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
964                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
965                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
966                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
967                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
968                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
969         }
970         else
971         {
972                 // no interpolation
973                 VectorCopy(e->persistent.neworigin, origin);
974                 VectorCopy(e->persistent.newangles, angles);
975         }
976
977         // model setup and some modelflags
978         frame = e->state_current.frame;
979         if (e->state_current.modelindex < MAX_MODELS)
980                 e->render.model = cl.model_precache[e->state_current.modelindex];
981         else
982                 e->render.model = NULL;
983         if (e->render.model)
984         {
985                 if (e->render.skinnum >= e->render.model->numskins)
986                         e->render.skinnum = 0;
987                 if (frame >= e->render.model->numframes)
988                         frame = 0;
989                 // models can set flags such as EF_ROCKET
990                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
991                 if (!(e->render.effects & 0xFF800000))
992                         e->render.effects |= e->render.model->effects;
993                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
994                 if (e->render.model->type == mod_alias)
995                         angles[0] = -angles[0];
996                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
997                         VectorScale(e->render.colormod, 2, e->render.colormod);
998         }
999         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1000         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1001                 angles[0] = -angles[0];
1002
1003         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1004         {
1005                 angles[1] = ANGLEMOD(100*cl.time);
1006                 if (cl_itembobheight.value)
1007                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1008         }
1009
1010         // animation lerp
1011         if (e->render.frame2 == frame)
1012         {
1013                 // update frame lerp fraction
1014                 e->render.framelerp = 1;
1015                 if (e->render.frame2time > e->render.frame1time)
1016                 {
1017                         // make sure frame lerp won't last longer than 100ms
1018                         // (this mainly helps with models that use framegroups and
1019                         // switch between them infrequently)
1020                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1021                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1022                 }
1023         }
1024         else
1025         {
1026                 // begin a new frame lerp
1027                 e->render.frame1 = e->render.frame2;
1028                 e->render.frame1time = e->render.frame2time;
1029                 e->render.frame2 = frame;
1030                 e->render.frame2time = cl.time;
1031                 e->render.framelerp = 0;
1032         }
1033
1034         // set up the render matrix
1035         if (matrix)
1036         {
1037                 // attached entity, this requires a matrix multiply (concat)
1038                 // FIXME: e->render.scale should go away
1039                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1040                 // concat the matrices to make the entity relative to its tag
1041                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1042                 // get the origin from the new matrix
1043                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1044         }
1045         else
1046         {
1047                 // unattached entities are faster to process
1048                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1049         }
1050
1051         // tenebrae's sprites are all additive mode (weird)
1052         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1053                 e->render.effects |= EF_ADDITIVE;
1054         // player model is only shown with chase_active on
1055         if (e->state_current.number == cl.viewentity)
1056                 e->render.flags |= RENDER_EXTERIORMODEL;
1057         // either fullbright or lit
1058         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1059                 e->render.flags |= RENDER_LIGHT;
1060         // hide player shadow during intermission or nehahra movie
1061         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1062          && (e->render.alpha >= 1)
1063          && !(e->render.flags & RENDER_VIEWMODEL)
1064          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1065                 e->render.flags |= RENDER_SHADOW;
1066         if (e->render.flags & RENDER_VIEWMODEL)
1067                 e->render.flags |= RENDER_NOSELFSHADOW;
1068         if (e->render.effects & EF_NOSELFSHADOW)
1069                 e->render.flags |= RENDER_NOSELFSHADOW;
1070
1071         // make the other useful stuff
1072         CL_UpdateRenderEntity(&e->render);
1073 }
1074
1075 // creates light and trails from an entity
1076 void CL_UpdateNetworkEntityTrail(entity_t *e)
1077 {
1078         effectnameindex_t trailtype;
1079         vec3_t origin;
1080
1081         // bmodels are treated specially since their origin is usually '0 0 0' and
1082         // their actual geometry is far from '0 0 0'
1083         if (e->render.model && e->render.model->soundfromcenter)
1084         {
1085                 vec3_t o;
1086                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1087                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1088         }
1089         else
1090                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1091
1092         // handle particle trails and such effects now that we know where this
1093         // entity is in the world...
1094         trailtype = EFFECT_NONE;
1095         // LordHavoc: if the entity has no effects, don't check each
1096         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1097         {
1098                 if (e->render.effects & EF_BRIGHTFIELD)
1099                 {
1100                         if (gamemode == GAME_NEXUIZ)
1101                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1102                         else
1103                                 CL_EntityParticles(e);
1104                 }
1105                 if (e->render.effects & EF_FLAME)
1106                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1107                 if (e->render.effects & EF_STARDUST)
1108                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109         }
1110         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1111         {
1112                 // these are only set on player entities
1113                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1114         }
1115         // muzzleflash fades over time
1116         if (e->persistent.muzzleflash > 0)
1117                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1118         // LordHavoc: if the entity has no effects, don't check each
1119         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1120         {
1121                 if (e->render.effects & EF_GIB)
1122                         trailtype = EFFECT_TR_BLOOD;
1123                 else if (e->render.effects & EF_ZOMGIB)
1124                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1125                 else if (e->render.effects & EF_TRACER)
1126                         trailtype = EFFECT_TR_WIZSPIKE;
1127                 else if (e->render.effects & EF_TRACER2)
1128                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1129                 else if (e->render.effects & EF_ROCKET)
1130                         trailtype = EFFECT_TR_ROCKET;
1131                 else if (e->render.effects & EF_GRENADE)
1132                 {
1133                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1134                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1135                 }
1136                 else if (e->render.effects & EF_TRACER3)
1137                         trailtype = EFFECT_TR_VORESPIKE;
1138         }
1139         // do trails
1140         if (e->render.flags & RENDER_GLOWTRAIL)
1141                 trailtype = EFFECT_TR_GLOWTRAIL;
1142         // check if a trail is allowed (it is not after a teleport for example)
1143         if (trailtype && e->persistent.trail_allowed)
1144         {
1145                 float len;
1146                 vec3_t vel;
1147                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1148                 len = e->state_current.time - e->state_previous.time;
1149                 if (len > 0)
1150                         len = 1.0f / len;
1151                 VectorScale(vel, len, vel);
1152                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1153         }
1154         // now that the entity has survived one trail update it is allowed to
1155         // leave a real trail on later frames
1156         e->persistent.trail_allowed = true;
1157         VectorCopy(origin, e->persistent.trail_origin);
1158 }
1159
1160
1161 /*
1162 ===============
1163 CL_UpdateViewEntities
1164 ===============
1165 */
1166 void CL_UpdateViewEntities(void)
1167 {
1168         int i;
1169         // update any RENDER_VIEWMODEL entities to use the new view matrix
1170         for (i = 1;i < cl.num_entities;i++)
1171         {
1172                 if (cl.entities_active[i])
1173                 {
1174                         entity_t *ent = cl.entities + i;
1175                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1176                                 CL_UpdateNetworkEntity(ent, 32, true);
1177                 }
1178         }
1179         // and of course the engine viewmodel needs updating as well
1180         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1181 }
1182
1183 /*
1184 ===============
1185 CL_UpdateNetworkCollisionEntities
1186 ===============
1187 */
1188 void CL_UpdateNetworkCollisionEntities(void)
1189 {
1190         entity_t *ent;
1191         int i;
1192
1193         // start on the entity after the world
1194         cl.num_brushmodel_entities = 0;
1195         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1196         {
1197                 if (cl.entities_active[i])
1198                 {
1199                         ent = cl.entities + i;
1200                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1201                         {
1202                                 // do not interpolate the bmodels for this
1203                                 CL_UpdateNetworkEntity(ent, 32, false);
1204                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1205                         }
1206                 }
1207         }
1208 }
1209
1210 /*
1211 ===============
1212 CL_UpdateNetworkEntities
1213 ===============
1214 */
1215 void CL_UpdateNetworkEntities(void)
1216 {
1217         entity_t *ent;
1218         int i;
1219
1220         // start on the entity after the world
1221         for (i = 1;i < cl.num_entities;i++)
1222         {
1223                 if (cl.entities_active[i])
1224                 {
1225                         ent = cl.entities + i;
1226                         if (ent->state_current.active)
1227                         {
1228                                 CL_UpdateNetworkEntity(ent, 32, true);
1229                                 // view models should never create light/trails
1230                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1231                                         CL_UpdateNetworkEntityTrail(ent);
1232                         }
1233                         else
1234                                 cl.entities_active[i] = false;
1235                 }
1236         }
1237 }
1238
1239 void CL_UpdateViewModel(void)
1240 {
1241         entity_t *ent;
1242         ent = &cl.viewent;
1243         ent->state_previous = ent->state_current;
1244         ent->state_current = defaultstate;
1245         ent->state_current.time = cl.time;
1246         ent->state_current.number = -1;
1247         ent->state_current.active = true;
1248         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1249         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1250         ent->state_current.flags = RENDER_VIEWMODEL;
1251         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1252                 ent->state_current.modelindex = 0;
1253         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1254         {
1255                 if (gamemode == GAME_TRANSFUSION)
1256                         ent->state_current.alpha = 128;
1257                 else
1258                         ent->state_current.modelindex = 0;
1259         }
1260         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1261         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1262
1263         // reset animation interpolation on weaponmodel if model changed
1264         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1265         {
1266                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1267                 ent->render.frame1time = ent->render.frame2time = cl.time;
1268                 ent->render.framelerp = 1;
1269         }
1270         CL_UpdateNetworkEntity(ent, 32, true);
1271 }
1272
1273 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1274 void CL_LinkNetworkEntity(entity_t *e)
1275 {
1276         effectnameindex_t trailtype;
1277         vec3_t origin;
1278         vec3_t dlightcolor;
1279         vec_t dlightradius;
1280
1281         // skip inactive entities and world
1282         if (!e->state_current.active || e == cl.entities)
1283                 return;
1284         if (e->state_current.tagentity)
1285         {
1286                 // if the tag entity is currently impossible, skip it
1287                 if (e->state_current.tagentity >= cl.num_entities)
1288                         return;
1289                 // if the tag entity is inactive, skip it
1290                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1291                         return;
1292         }
1293
1294         // create entity dlights associated with this entity
1295         if (e->render.model && e->render.model->soundfromcenter)
1296         {
1297                 // bmodels are treated specially since their origin is usually '0 0 0'
1298                 vec3_t o;
1299                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1300                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1301         }
1302         else
1303                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1304         trailtype = EFFECT_NONE;
1305         dlightradius = 0;
1306         dlightcolor[0] = 0;
1307         dlightcolor[1] = 0;
1308         dlightcolor[2] = 0;
1309         // LordHavoc: if the entity has no effects, don't check each
1310         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1311         {
1312                 if (e->render.effects & EF_BRIGHTFIELD)
1313                 {
1314                         if (gamemode == GAME_NEXUIZ)
1315                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1316                 }
1317                 if (e->render.effects & EF_DIMLIGHT)
1318                 {
1319                         dlightradius = max(dlightradius, 200);
1320                         dlightcolor[0] += 1.50f;
1321                         dlightcolor[1] += 1.50f;
1322                         dlightcolor[2] += 1.50f;
1323                 }
1324                 if (e->render.effects & EF_BRIGHTLIGHT)
1325                 {
1326                         dlightradius = max(dlightradius, 400);
1327                         dlightcolor[0] += 3.00f;
1328                         dlightcolor[1] += 3.00f;
1329                         dlightcolor[2] += 3.00f;
1330                 }
1331                 // LordHavoc: more effects
1332                 if (e->render.effects & EF_RED) // red
1333                 {
1334                         dlightradius = max(dlightradius, 200);
1335                         dlightcolor[0] += 1.50f;
1336                         dlightcolor[1] += 0.15f;
1337                         dlightcolor[2] += 0.15f;
1338                 }
1339                 if (e->render.effects & EF_BLUE) // blue
1340                 {
1341                         dlightradius = max(dlightradius, 200);
1342                         dlightcolor[0] += 0.15f;
1343                         dlightcolor[1] += 0.15f;
1344                         dlightcolor[2] += 1.50f;
1345                 }
1346                 if (e->render.effects & EF_FLAME)
1347                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1348                 if (e->render.effects & EF_STARDUST)
1349                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350         }
1351         // muzzleflash fades over time, and is offset a bit
1352         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1353         {
1354                 vec3_t v2;
1355                 vec3_t color;
1356                 trace_t trace;
1357                 matrix4x4_t tempmatrix;
1358                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1359                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1360                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1361                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1362                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1363                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1364                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1365         }
1366         // LordHavoc: if the model has no flags, don't check each
1367         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1368         {
1369                 if (e->render.effects & EF_GIB)
1370                         trailtype = EFFECT_TR_BLOOD;
1371                 else if (e->render.effects & EF_ZOMGIB)
1372                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1373                 else if (e->render.effects & EF_TRACER)
1374                         trailtype = EFFECT_TR_WIZSPIKE;
1375                 else if (e->render.effects & EF_TRACER2)
1376                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1377                 else if (e->render.effects & EF_ROCKET)
1378                         trailtype = EFFECT_TR_ROCKET;
1379                 else if (e->render.effects & EF_GRENADE)
1380                 {
1381                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1382                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1383                 }
1384                 else if (e->render.effects & EF_TRACER3)
1385                         trailtype = EFFECT_TR_VORESPIKE;
1386         }
1387         // LordHavoc: customizable glow
1388         if (e->state_current.glowsize)
1389         {
1390                 // * 4 for the expansion from 0-255 to 0-1023 range,
1391                 // / 255 to scale down byte colors
1392                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1393                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1394         }
1395         // make the glow dlight
1396         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1397         {
1398                 matrix4x4_t dlightmatrix;
1399                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1400                 // hack to make glowing player light shine on their gun
1401                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1402                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1403                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1404                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1405         }
1406         // custom rtlight
1407         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1408         {
1409                 matrix4x4_t dlightmatrix;
1410                 float light[4];
1411                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1412                 light[3] = e->state_current.light[3];
1413                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1414                         VectorSet(light, 1, 1, 1);
1415                 if (light[3] == 0)
1416                         light[3] = 350;
1417                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1418                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1419                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1420                 R_RTLight_Update(&r_refdef.scene.lights[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);
1421         }
1422         // do trail light
1423         if (e->render.flags & RENDER_GLOWTRAIL)
1424                 trailtype = EFFECT_TR_GLOWTRAIL;
1425         if (trailtype)
1426                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1427
1428         // don't show viewmodels in certain situations
1429         if (e->render.flags & RENDER_VIEWMODEL)
1430                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1431                         return;
1432         // don't show entities with no modelindex (note: this still shows
1433         // entities which have a modelindex that resolved to a NULL model)
1434         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1435                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1436         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1437         //      Matrix4x4_Print(&e->render.matrix);
1438 }
1439
1440 void CL_RelinkWorld(void)
1441 {
1442         entity_t *ent = &cl.entities[0];
1443         // FIXME: this should be done at load
1444         ent->render.matrix = identitymatrix;
1445         ent->render.flags = RENDER_SHADOW;
1446         if (!r_fullbright.integer)
1447                 ent->render.flags |= RENDER_LIGHT;
1448         VectorSet(ent->render.colormod, 1, 1, 1);
1449         CL_UpdateRenderEntity(&ent->render);
1450         r_refdef.scene.worldentity = &ent->render;
1451         r_refdef.scene.worldmodel = cl.worldmodel;
1452 }
1453
1454 static void CL_RelinkStaticEntities(void)
1455 {
1456         int i;
1457         entity_t *e;
1458         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1459         {
1460                 e->render.flags = 0;
1461                 // if the model was not loaded when the static entity was created we
1462                 // need to re-fetch the model pointer
1463                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1464                 // either fullbright or lit
1465                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1466                         e->render.flags |= RENDER_LIGHT;
1467                 // hide player shadow during intermission or nehahra movie
1468                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1469                         e->render.flags |= RENDER_SHADOW;
1470                 VectorSet(e->render.colormod, 1, 1, 1);
1471                 R_LerpAnimation(&e->render);
1472                 CL_UpdateRenderEntity(&e->render);
1473                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1474         }
1475 }
1476
1477 /*
1478 ===============
1479 CL_RelinkEntities
1480 ===============
1481 */
1482 static void CL_RelinkNetworkEntities(void)
1483 {
1484         entity_t *ent;
1485         int i;
1486
1487         // start on the entity after the world
1488         for (i = 1;i < cl.num_entities;i++)
1489         {
1490                 if (cl.entities_active[i])
1491                 {
1492                         ent = cl.entities + i;
1493                         if (ent->state_current.active)
1494                                 CL_LinkNetworkEntity(ent);
1495                         else
1496                                 cl.entities_active[i] = false;
1497                 }
1498         }
1499 }
1500
1501 static void CL_RelinkEffects(void)
1502 {
1503         int i, intframe;
1504         cl_effect_t *e;
1505         entity_render_t *entrender;
1506         float frame;
1507
1508         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1509         {
1510                 if (e->active)
1511                 {
1512                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1513                         intframe = (int)frame;
1514                         if (intframe < 0 || intframe >= e->endframe)
1515                         {
1516                                 memset(e, 0, sizeof(*e));
1517                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1518                                         cl.num_effects--;
1519                                 continue;
1520                         }
1521
1522                         if (intframe != e->frame)
1523                         {
1524                                 e->frame = intframe;
1525                                 e->frame1time = e->frame2time;
1526                                 e->frame2time = cl.time;
1527                         }
1528
1529                         // if we're drawing effects, get a new temp entity
1530                         // (NewTempEntity adds it to the render entities list for us)
1531                         if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1532                         {
1533                                 // interpolation stuff
1534                                 entrender->frame1 = intframe;
1535                                 entrender->frame2 = intframe + 1;
1536                                 if (entrender->frame2 >= e->endframe)
1537                                         entrender->frame2 = -1; // disappear
1538                                 entrender->framelerp = frame - intframe;
1539                                 entrender->frame1time = e->frame1time;
1540                                 entrender->frame2time = e->frame2time;
1541
1542                                 // normal stuff
1543                                 if(e->modelindex < MAX_MODELS)
1544                                         entrender->model = cl.model_precache[e->modelindex];
1545                                 else
1546                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1547                                 entrender->alpha = 1;
1548                                 VectorSet(entrender->colormod, 1, 1, 1);
1549
1550                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1551                                 CL_UpdateRenderEntity(entrender);
1552                         }
1553                 }
1554         }
1555 }
1556
1557 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1558 {
1559         VectorCopy(b->start, start);
1560         VectorCopy(b->end, end);
1561
1562         // if coming from the player, update the start position
1563         if (b->entity == cl.viewentity)
1564         {
1565                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1566                 {
1567                         // LordHavoc: this is a stupid hack from Quake that makes your
1568                         // lightning appear to come from your waist and cover less of your
1569                         // view
1570                         // in Quake this hack was applied to all players (causing the
1571                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1572                         // only applies to your own lightning, and only in first person
1573                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1574                 }
1575                 if (cl_beams_instantaimhack.integer)
1576                 {
1577                         vec3_t dir, localend;
1578                         vec_t len;
1579                         // LordHavoc: this updates the beam direction to match your
1580                         // viewangles
1581                         VectorSubtract(end, start, dir);
1582                         len = VectorLength(dir);
1583                         VectorNormalize(dir);
1584                         VectorSet(localend, len, 0, 0);
1585                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1586                 }
1587         }
1588 }
1589
1590 void CL_RelinkBeams(void)
1591 {
1592         int i;
1593         beam_t *b;
1594         vec3_t dist, org, start, end;
1595         float d;
1596         entity_render_t *entrender;
1597         double yaw, pitch;
1598         float forward;
1599         matrix4x4_t tempmatrix;
1600
1601         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1602         {
1603                 if (!b->model)
1604                         continue;
1605                 if (b->endtime < cl.time)
1606                 {
1607                         b->model = NULL;
1608                         continue;
1609                 }
1610
1611                 CL_Beam_CalculatePositions(b, start, end);
1612
1613                 if (b->lightning)
1614                 {
1615                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1616                         {
1617                                 // FIXME: create a matrix from the beam start/end orientation
1618                                 vec3_t dlightcolor;
1619                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1620                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1621                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1622                         }
1623                         if (cl_beams_polygons.integer)
1624                                 continue;
1625                 }
1626
1627                 // calculate pitch and yaw
1628                 // (this is similar to the QuakeC builtin function vectoangles)
1629                 VectorSubtract(end, start, dist);
1630                 if (dist[1] == 0 && dist[0] == 0)
1631                 {
1632                         yaw = 0;
1633                         if (dist[2] > 0)
1634                                 pitch = 90;
1635                         else
1636                                 pitch = 270;
1637                 }
1638                 else
1639                 {
1640                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1641                         if (yaw < 0)
1642                                 yaw += 360;
1643
1644                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1645                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1646                         if (pitch < 0)
1647                                 pitch += 360;
1648                 }
1649
1650                 // add new entities for the lightning
1651                 VectorCopy (start, org);
1652                 d = VectorNormalizeLength(dist);
1653                 while (d > 0)
1654                 {
1655                         entrender = CL_NewTempEntity ();
1656                         if (!entrender)
1657                                 return;
1658                         //VectorCopy (org, ent->render.origin);
1659                         entrender->model = b->model;
1660                         //ent->render.effects = EF_FULLBRIGHT;
1661                         //ent->render.angles[0] = pitch;
1662                         //ent->render.angles[1] = yaw;
1663                         //ent->render.angles[2] = rand()%360;
1664                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1665                         CL_UpdateRenderEntity(entrender);
1666                         VectorMA(org, 30, dist, org);
1667                         d -= 30;
1668                 }
1669         }
1670
1671         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1672                 cl.num_beams--;
1673 }
1674
1675 static void CL_RelinkQWNails(void)
1676 {
1677         int i;
1678         vec_t *v;
1679         entity_render_t *entrender;
1680
1681         for (i = 0;i < cl.qw_num_nails;i++)
1682         {
1683                 v = cl.qw_nails[i];
1684
1685                 // if we're drawing effects, get a new temp entity
1686                 // (NewTempEntity adds it to the render entities list for us)
1687                 if (!(entrender = CL_NewTempEntity()))
1688                         continue;
1689
1690                 // normal stuff
1691                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1692                 entrender->alpha = 1;
1693                 VectorSet(entrender->colormod, 1, 1, 1);
1694
1695                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1696                 CL_UpdateRenderEntity(entrender);
1697         }
1698 }
1699
1700 void CL_LerpPlayer(float frac)
1701 {
1702         int i;
1703
1704         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1705         for (i = 0;i < 3;i++)
1706         {
1707                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1708                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1709                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1710         }
1711
1712         // interpolate the angles if playing a demo or spectating someone
1713         if (cls.demoplayback || cl.fixangle[0])
1714         {
1715                 for (i = 0;i < 3;i++)
1716                 {
1717                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1718                         if (d > 180)
1719                                 d -= 360;
1720                         else if (d < -180)
1721                                 d += 360;
1722                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1723                 }
1724         }
1725 }
1726
1727 void CSQC_RelinkAllEntities (int drawmask)
1728 {
1729         // link stuff
1730         CL_RelinkWorld();
1731         CL_RelinkStaticEntities();
1732         CL_RelinkBeams();
1733         CL_RelinkEffects();
1734
1735         // link stuff
1736         if (drawmask & ENTMASK_ENGINE)
1737         {
1738                 CL_RelinkNetworkEntities();
1739                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1740                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1741                 CL_RelinkQWNails();
1742         }
1743
1744         // update view blend
1745         V_CalcViewBlend();
1746 }
1747
1748 /*
1749 ===============
1750 CL_UpdateWorld
1751
1752 Update client game world for a new frame
1753 ===============
1754 */
1755 void CL_UpdateWorld(void)
1756 {
1757         r_refdef.scene.extraupdate = !r_speeds.integer;
1758         r_refdef.scene.numentities = 0;
1759         r_refdef.scene.numlights = 0;
1760         r_refdef.view.matrix = identitymatrix;
1761         r_refdef.view.quality = 1;
1762
1763         cl.num_brushmodel_entities = 0;
1764
1765         if (cls.state == ca_connected && cls.signon == SIGNONS)
1766         {
1767                 // prepare for a new frame
1768                 CL_LerpPlayer(CL_LerpPoint());
1769                 CL_DecayLightFlashes();
1770                 CL_ClearTempEntities();
1771                 V_DriftPitch();
1772                 V_FadeViewFlashs();
1773
1774                 // if prediction is enabled we have to update all the collidable
1775                 // network entities before the prediction code can be run
1776                 CL_UpdateNetworkCollisionEntities();
1777
1778                 // now update the player prediction
1779                 CL_ClientMovement_Replay();
1780
1781                 // update the player entity (which may be predicted)
1782                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1783
1784                 // now update the view (which depends on that player entity)
1785                 V_CalcRefdef();
1786
1787                 // now update all the network entities and create particle trails
1788                 // (some entities may depend on the view)
1789                 CL_UpdateNetworkEntities();
1790
1791                 // update the engine-based viewmodel
1792                 CL_UpdateViewModel();
1793
1794                 CL_RelinkLightFlashes();
1795                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1796
1797                 // decals, particles, and explosions will be updated during rneder
1798         }
1799
1800         r_refdef.scene.time = cl.time;
1801 }
1802
1803 // LordHavoc: pausedemo command
1804 static void CL_PauseDemo_f (void)
1805 {
1806         cls.demopaused = !cls.demopaused;
1807         if (cls.demopaused)
1808                 Con_Print("Demo paused\n");
1809         else
1810                 Con_Print("Demo unpaused\n");
1811 }
1812
1813 /*
1814 ======================
1815 CL_Fog_f
1816 ======================
1817 */
1818 static void CL_Fog_f (void)
1819 {
1820         if (Cmd_Argc () == 1)
1821         {
1822                 Con_Printf("\"fog\" is \"%f %f %f %f %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);
1823                 return;
1824         }
1825         r_refdef.fog_start = 0;
1826         r_refdef.fog_end = 16384;
1827         r_refdef.fog_alpha = 1;
1828         if(Cmd_Argc() > 1)
1829                 r_refdef.fog_density = atof(Cmd_Argv(1));
1830         if(Cmd_Argc() > 2)
1831                 r_refdef.fog_red = atof(Cmd_Argv(2));
1832         if(Cmd_Argc() > 3)
1833                 r_refdef.fog_green = atof(Cmd_Argv(3));
1834         if(Cmd_Argc() > 4)
1835                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1836         if(Cmd_Argc() > 5)
1837                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1838         if(Cmd_Argc() > 6)
1839                 r_refdef.fog_start = atof(Cmd_Argv(6));
1840         if(Cmd_Argc() > 7)
1841                 r_refdef.fog_end = atof(Cmd_Argv(7));
1842 }
1843
1844 /*
1845 ====================
1846 CL_TimeRefresh_f
1847
1848 For program optimization
1849 ====================
1850 */
1851 static void CL_TimeRefresh_f (void)
1852 {
1853         int i;
1854         float timestart, timedelta;
1855
1856         r_refdef.scene.extraupdate = false;
1857
1858         timestart = Sys_DoubleTime();
1859         for (i = 0;i < 128;i++)
1860         {
1861                 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);
1862                 r_refdef.view.quality = 1;
1863                 CL_UpdateScreen();
1864         }
1865         timedelta = Sys_DoubleTime() - timestart;
1866
1867         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1868 }
1869
1870 void CL_AreaStats_f(void)
1871 {
1872         World_PrintAreaStats(&cl.world, "client");
1873 }
1874
1875 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1876 {
1877         int i;
1878         cl_locnode_t *loc;
1879         cl_locnode_t *best;
1880         vec3_t nearestpoint;
1881         vec_t dist, bestdist;
1882         best = NULL;
1883         bestdist = 0;
1884         for (loc = cl.locnodes;loc;loc = loc->next)
1885         {
1886                 for (i = 0;i < 3;i++)
1887                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1888                 dist = VectorDistance2(nearestpoint, point);
1889                 if (bestdist > dist || !best)
1890                 {
1891                         bestdist = dist;
1892                         best = loc;
1893                         if (bestdist < 1)
1894                                 break;
1895                 }
1896         }
1897         return best;
1898 }
1899
1900 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1901 {
1902         cl_locnode_t *loc;
1903         loc = CL_Locs_FindNearest(point);
1904         if (loc)
1905                 strlcpy(buffer, loc->name, buffersize);
1906         else
1907                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1908 }
1909
1910 void CL_Locs_FreeNode(cl_locnode_t *node)
1911 {
1912         cl_locnode_t **pointer, **next;
1913         for (pointer = &cl.locnodes;*pointer;pointer = next)
1914         {
1915                 next = &(*pointer)->next;
1916                 if (*pointer == node)
1917                 {
1918                         *pointer = node->next;
1919                         Mem_Free(node);
1920                 }
1921         }
1922         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1923 }
1924
1925 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1926 {
1927         cl_locnode_t *node, **pointer;
1928         int namelen;
1929         if (!name)
1930                 name = "";
1931         namelen = strlen(name);
1932         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1933         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1934         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1935         node->name = (char *)(node + 1);
1936         memcpy(node->name, name, namelen);
1937         node->name[namelen] = 0;
1938         // link it into the tail of the list to preserve the order
1939         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1940                 ;
1941         *pointer = node;
1942 }
1943
1944 void CL_Locs_Add_f(void)
1945 {
1946         vec3_t mins, maxs;
1947         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1948         {
1949                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1950                 return;
1951         }
1952         mins[0] = atof(Cmd_Argv(1));
1953         mins[1] = atof(Cmd_Argv(2));
1954         mins[2] = atof(Cmd_Argv(3));
1955         if (Cmd_Argc() == 8)
1956         {
1957                 maxs[0] = atof(Cmd_Argv(4));
1958                 maxs[1] = atof(Cmd_Argv(5));
1959                 maxs[2] = atof(Cmd_Argv(6));
1960                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1961         }
1962         else
1963                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1964 }
1965
1966 void CL_Locs_RemoveNearest_f(void)
1967 {
1968         cl_locnode_t *loc;
1969         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1970         if (loc)
1971                 CL_Locs_FreeNode(loc);
1972         else
1973                 Con_Printf("no loc point or box found for your location\n");
1974 }
1975
1976 void CL_Locs_Clear_f(void)
1977 {
1978         while (cl.locnodes)
1979                 CL_Locs_FreeNode(cl.locnodes);
1980 }
1981
1982 void CL_Locs_Save_f(void)
1983 {
1984         cl_locnode_t *loc;
1985         qfile_t *outfile;
1986         char locfilename[MAX_QPATH];
1987         if (!cl.locnodes)
1988         {
1989                 Con_Printf("No loc points/boxes exist!\n");
1990                 return;
1991         }
1992         if (cls.state != ca_connected || !cl.worldmodel)
1993         {
1994                 Con_Printf("No level loaded!\n");
1995                 return;
1996         }
1997         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1998         strlcat(locfilename, ".loc", sizeof(locfilename));
1999
2000         outfile = FS_OpenRealFile(locfilename, "w", false);
2001         if (!outfile)
2002                 return;
2003         // if any boxes are used then this is a proquake-format loc file, which
2004         // allows comments, so add some relevant information at the start
2005         for (loc = cl.locnodes;loc;loc = loc->next)
2006                 if (!VectorCompare(loc->mins, loc->maxs))
2007                         break;
2008         if (loc)
2009         {
2010                 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);
2011                 for (loc = cl.locnodes;loc;loc = loc->next)
2012                         if (VectorCompare(loc->mins, loc->maxs))
2013                                 break;
2014                 if (loc)
2015                         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");
2016         }
2017         for (loc = cl.locnodes;loc;loc = loc->next)
2018         {
2019                 if (VectorCompare(loc->mins, loc->maxs))
2020                 {
2021                         int len;
2022                         const char *s;
2023                         const char *in = loc->name;
2024                         char name[MAX_INPUTLINE];
2025                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2026                         {
2027                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2028                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2029                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2030                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2031                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2032                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2033                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2034                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2035                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2036                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2037                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2038                                 else s = NULL;
2039                                 if (s)
2040                                 {
2041                                         while (len < (int)sizeof(name) - 1 && *s)
2042                                                 name[len++] = *s++;
2043                                         continue;
2044                                 }
2045                                 name[len++] = *in++;
2046                         }
2047                         name[len] = 0;
2048                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2049                 }
2050                 else
2051                         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);
2052         }
2053         FS_Close(outfile);
2054 }
2055
2056 void CL_Locs_Reload_f(void)
2057 {
2058         int i, linenumber, limit, len;
2059         const char *s;
2060         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2061         fs_offset_t filesize;
2062         vec3_t mins, maxs;
2063         char locfilename[MAX_QPATH];
2064         char name[MAX_INPUTLINE];
2065
2066         if (cls.state != ca_connected || !cl.worldmodel)
2067         {
2068                 Con_Printf("No level loaded!\n");
2069                 return;
2070         }
2071
2072         CL_Locs_Clear_f();
2073
2074         // try maps/something.loc first (LordHavoc: where I think they should be)
2075         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2076         strlcat(locfilename, ".loc", sizeof(locfilename));
2077         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2078         if (!filedata)
2079         {
2080                 // try proquake name as well (LordHavoc: I hate path mangling)
2081                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(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                         return;
2086         }
2087         text = filedata;
2088         textend = filedata + filesize;
2089         for (linenumber = 1;text < textend;linenumber++)
2090         {
2091                 linestart = text;
2092                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2093                         ;
2094                 lineend = text;
2095                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2096                         text++;
2097                 if (text < textend)
2098                         text++;
2099                 // trim trailing whitespace
2100                 while (lineend > linestart && lineend[-1] <= ' ')
2101                         lineend--;
2102                 // trim leading whitespace
2103                 while (linestart < lineend && *linestart <= ' ')
2104                         linestart++;
2105                 // check if this is a comment
2106                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2107                         continue;
2108                 linetext = linestart;
2109                 limit = 3;
2110                 for (i = 0;i < limit;i++)
2111                 {
2112                         if (linetext >= lineend)
2113                                 break;
2114                         // note: a missing number is interpreted as 0
2115                         if (i < 3)
2116                                 mins[i] = atof(linetext);
2117                         else
2118                                 maxs[i - 3] = atof(linetext);
2119                         // now advance past the number
2120                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2121                                 linetext++;
2122                         // advance through whitespace
2123                         if (linetext < lineend)
2124                         {
2125                                 if (*linetext == ',')
2126                                 {
2127                                         linetext++;
2128                                         limit = 6;
2129                                         // note: comma can be followed by whitespace
2130                                 }
2131                                 if (*linetext <= ' ')
2132                                 {
2133                                         // skip whitespace
2134                                         while (linetext < lineend && *linetext <= ' ')
2135                                                 linetext++;
2136                                 }
2137                         }
2138                 }
2139                 // if this is a quoted name, remove the quotes
2140                 if (i == 6)
2141                 {
2142                         if (linetext >= lineend || *linetext != '"')
2143                                 continue; // proquake location names are always quoted
2144                         lineend--;
2145                         linetext++;
2146                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2147                         memcpy(name, linetext, len);
2148                         name[len] = 0;
2149                         // add the box to the list
2150                         CL_Locs_AddNode(mins, maxs, name);
2151                 }
2152                 // if a point was parsed, it needs to be scaled down by 8 (since
2153                 // point-based loc files were invented by a proxy which dealt
2154                 // directly with quake protocol coordinates, which are *8), turn
2155                 // it into a box
2156                 else if (i == 3)
2157                 {
2158                         // interpret silly fuhquake macros
2159                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2160                         {
2161                                 if (*linetext == '$')
2162                                 {
2163                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2164                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2165                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2166                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2167                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2168                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2169                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2170                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2171                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2172                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2173                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2174                                         else s = NULL;
2175                                         if (s)
2176                                         {
2177                                                 while (len < (int)sizeof(name) - 1 && *s)
2178                                                         name[len++] = *s++;
2179                                                 continue;
2180                                         }
2181                                 }
2182                                 name[len++] = *linetext++;
2183                         }
2184                         name[len] = 0;
2185                         // add the point to the list
2186                         VectorScale(mins, (1.0 / 8.0), mins);
2187                         CL_Locs_AddNode(mins, mins, name);
2188                 }
2189                 else
2190                         continue;
2191         }
2192 }
2193
2194 /*
2195 ===========
2196 CL_Shutdown
2197 ===========
2198 */
2199 void CL_Shutdown (void)
2200 {
2201         CL_Screen_Shutdown();
2202         CL_Particles_Shutdown();
2203         CL_Parse_Shutdown();
2204
2205         Mem_FreePool (&cls.permanentmempool);
2206         Mem_FreePool (&cls.levelmempool);
2207 }
2208
2209 /*
2210 =================
2211 CL_Init
2212 =================
2213 */
2214 void CL_Init (void)
2215 {
2216         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2217         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2218
2219         memset(&r_refdef, 0, sizeof(r_refdef));
2220         // max entities sent to renderer per frame
2221         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2222         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2223
2224         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2225         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2226
2227         CL_InitInput ();
2228
2229 //
2230 // register our commands
2231 //
2232         Cvar_RegisterVariable (&cl_upspeed);
2233         Cvar_RegisterVariable (&cl_forwardspeed);
2234         Cvar_RegisterVariable (&cl_backspeed);
2235         Cvar_RegisterVariable (&cl_sidespeed);
2236         Cvar_RegisterVariable (&cl_movespeedkey);
2237         Cvar_RegisterVariable (&cl_yawspeed);
2238         Cvar_RegisterVariable (&cl_pitchspeed);
2239         Cvar_RegisterVariable (&cl_anglespeedkey);
2240         Cvar_RegisterVariable (&cl_shownet);
2241         Cvar_RegisterVariable (&cl_nolerp);
2242         Cvar_RegisterVariable (&lookspring);
2243         Cvar_RegisterVariable (&lookstrafe);
2244         Cvar_RegisterVariable (&sensitivity);
2245         Cvar_RegisterVariable (&freelook);
2246
2247         Cvar_RegisterVariable (&m_pitch);
2248         Cvar_RegisterVariable (&m_yaw);
2249         Cvar_RegisterVariable (&m_forward);
2250         Cvar_RegisterVariable (&m_side);
2251
2252         Cvar_RegisterVariable (&cl_itembobspeed);
2253         Cvar_RegisterVariable (&cl_itembobheight);
2254
2255         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2256         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2257         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2258         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2259         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2260         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2261
2262         // Support Client-side Model Index List
2263         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2264         // Support Client-side Sound Index List
2265         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2266
2267         Cvar_RegisterVariable (&cl_autodemo);
2268         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2269
2270         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2271
2272         // LordHavoc: added pausedemo
2273         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)");
2274
2275         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2276
2277         Cvar_RegisterVariable(&r_draweffects);
2278         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2279         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2280         Cvar_RegisterVariable(&cl_explosions_size_start);
2281         Cvar_RegisterVariable(&cl_explosions_size_end);
2282         Cvar_RegisterVariable(&cl_explosions_lifetime);
2283         Cvar_RegisterVariable(&cl_stainmaps);
2284         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2285         Cvar_RegisterVariable(&cl_beams_polygons);
2286         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2287         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2288         Cvar_RegisterVariable(&cl_beams_lightatend);
2289         Cvar_RegisterVariable(&cl_noplayershadow);
2290         Cvar_RegisterVariable(&cl_dlights_decayradius);
2291         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2292
2293         Cvar_RegisterVariable(&cl_prydoncursor);
2294
2295         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2296
2297         // for QW connections
2298         Cvar_RegisterVariable(&qport);
2299         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2300
2301         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2302
2303         Cvar_RegisterVariable(&cl_locs_enable);
2304         Cvar_RegisterVariable(&cl_locs_show);
2305         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)");
2306         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)");
2307         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2308         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2309         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2310
2311         CL_Parse_Init();
2312         CL_Particles_Init();
2313         CL_Screen_Init();
2314
2315         CL_Video_Init();
2316         CL_Gecko_Init();
2317 }
2318
2319
2320