Fixed drawmask for non-csqc mods. Thanks to Willis for spotting this bug
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat"};      //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
51
52 cvar_t r_draweffects = {0, "r_draweffects", "1"};
53
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
59
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
62
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
66
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
68
69 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
70
71 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
72
73 vec3_t cl_playerstandmins;
74 vec3_t cl_playerstandmaxs;
75 vec3_t cl_playercrouchmins;
76 vec3_t cl_playercrouchmaxs;
77
78 mempool_t *cl_mempool;
79
80 client_static_t cls;
81 client_state_t  cl;
82
83 int cl_max_entities;
84 int cl_max_csqcentities;
85 int cl_max_static_entities;
86 int cl_max_temp_entities;
87 int cl_max_effects;
88 int cl_max_beams;
89 int cl_max_dlights;
90 int cl_max_lightstyle;
91 int cl_max_brushmodel_entities;
92 int cl_activedlights;
93
94 entity_t *cl_entities;
95 entity_t *cl_csqcentities;      //[515]: csqc
96 unsigned char *cl_entities_active;
97 unsigned char *cl_csqcentities_active;  //[515]: csqc
98 entity_t *cl_static_entities;
99 entity_t *cl_temp_entities;
100 cl_effect_t *cl_effects;
101 beam_t *cl_beams;
102 dlight_t *cl_dlights;
103 lightstyle_t *cl_lightstyle;
104 int *cl_brushmodel_entities;
105
106 int cl_num_entities;
107 int cl_num_csqcentities;        //[515]: csqc
108 int cl_num_static_entities;
109 int cl_num_temp_entities;
110 int cl_num_brushmodel_entities;
111
112 // keep track of quake entities because they need to be killed if they get stale
113 extern int cl_lastquakeentity;
114 extern unsigned char cl_isquakeentity[MAX_EDICTS];
115
116 /*
117 =====================
118 CL_ClearState
119
120 =====================
121 */
122 void CL_ClearState(void)
123 {
124         int i;
125
126         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
127         if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
128         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
129         if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
130         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
131         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
132         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
133         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
134         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
135         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
136         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
137         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
138         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
139         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
140
141         if (!sv.active)
142                 Host_ClearMemory ();
143
144 // wipe the entire cl structure
145         memset (&cl, 0, sizeof(cl));
146         // reset the view zoom interpolation
147         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
148
149         SZ_Clear (&cls.message);
150
151         cl_num_entities = 0;
152         cl_num_csqcentities = 0;        //[515]: csqc
153         cl_num_static_entities = 0;
154         cl_num_temp_entities = 0;
155         cl_num_brushmodel_entities = 0;
156
157         // tweak these if the game runs out
158         cl_max_entities = 256;
159         cl_max_csqcentities = 256;      //[515]: csqc
160         cl_max_static_entities = 256;
161         cl_max_temp_entities = 512;
162         cl_max_effects = 256;
163         cl_max_beams = 256;
164         cl_max_dlights = MAX_DLIGHTS;
165         cl_max_lightstyle = MAX_LIGHTSTYLES;
166         cl_max_brushmodel_entities = MAX_EDICTS;
167         cl_activedlights = 0;
168
169         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
170         cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
171         cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
172         cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
173         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
174         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
175         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
176         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
177         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
178         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
179         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
180
181         cl_lastquakeentity = 0;
182         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
183
184         // LordHavoc: have to set up the baseline info for alpha and other stuff
185         for (i = 0;i < cl_max_entities;i++)
186         {
187                 cl_entities[i].state_baseline = defaultstate;
188                 cl_entities[i].state_previous = defaultstate;
189                 cl_entities[i].state_current = defaultstate;
190         }
191
192         for (i = 0;i < cl_max_csqcentities;i++)
193         {
194                 cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
195                 cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
196                 cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
197                 cl_csqcentities[i].csqc = true;
198                 cl_csqcentities[i].state_current.number = -i;
199         }
200
201         if (gamemode == GAME_NEXUIZ)
202         {
203                 VectorSet(cl_playerstandmins, -16, -16, -24);
204                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
205                 VectorSet(cl_playercrouchmins, -16, -16, -24);
206                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
207         }
208         else
209         {
210                 VectorSet(cl_playerstandmins, -16, -16, -24);
211                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
212                 VectorSet(cl_playercrouchmins, -16, -16, -24);
213                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
214         }
215
216         CL_Screen_NewMap();
217         CL_Particles_Clear();
218         CL_CGVM_Clear();
219 }
220
221 void CL_ExpandEntities(int num)
222 {
223         int i, oldmaxentities;
224         entity_t *oldentities;
225         if (num >= cl_max_entities)
226         {
227                 if (!cl_entities)
228                         Sys_Error("CL_ExpandEntities: cl_entities not initialized");
229                 if (num >= MAX_EDICTS)
230                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
231                 oldmaxentities = cl_max_entities;
232                 oldentities = cl_entities;
233                 cl_max_entities = (num & ~255) + 256;
234                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
235                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
236                 Mem_Free(oldentities);
237                 for (i = oldmaxentities;i < cl_max_entities;i++)
238                 {
239                         cl_entities[i].state_baseline = defaultstate;
240                         cl_entities[i].state_previous = defaultstate;
241                         cl_entities[i].state_current = defaultstate;
242                 }
243         }
244 }
245
246 void CL_ExpandCSQCEntities(int num)
247 {
248         int i, oldmaxentities;
249         entity_t *oldentities;
250         if (num >= cl_max_csqcentities)
251         {
252                 if (!cl_csqcentities)
253                         Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
254                 if (num >= MAX_EDICTS)
255                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
256                 oldmaxentities = cl_max_csqcentities;
257                 oldentities = cl_csqcentities;
258                 cl_max_csqcentities = (num & ~255) + 256;
259                 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
260                 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
261                 Mem_Free(oldentities);
262                 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
263                 {
264                         cl_csqcentities[i].state_baseline = defaultstate;
265                         cl_csqcentities[i].state_previous = defaultstate;
266                         cl_csqcentities[i].state_current = defaultstate;
267                         cl_csqcentities[i].csqc = true;
268                         cl_csqcentities[i].state_current.number = -i;
269                 }
270         }
271 }
272
273 void CL_VM_ShutDown (void);
274 /*
275 =====================
276 CL_Disconnect
277
278 Sends a disconnect message to the server
279 This is also called on Host_Error, so it shouldn't cause any errors
280 =====================
281 */
282 void CL_Disconnect(void)
283 {
284         if (cls.state == ca_dedicated)
285                 return;
286
287         Con_DPrintf("CL_Disconnect\n");
288
289         CL_VM_ShutDown();
290 // stop sounds (especially looping!)
291         S_StopAllSounds ();
292
293         // clear contents blends
294         cl.cshifts[0].percent = 0;
295         cl.cshifts[1].percent = 0;
296         cl.cshifts[2].percent = 0;
297         cl.cshifts[3].percent = 0;
298
299         cl.worldmodel = NULL;
300
301         if (cls.demoplayback)
302                 CL_StopPlayback();
303         else if (cls.netcon)
304         {
305                 if (cls.demorecording)
306                         CL_Stop_f();
307
308                 Con_DPrint("Sending clc_disconnect\n");
309                 SZ_Clear(&cls.message);
310                 MSG_WriteByte(&cls.message, clc_disconnect);
311                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
312                 SZ_Clear(&cls.message);
313                 NetConn_Close(cls.netcon);
314                 cls.netcon = NULL;
315         }
316         cls.state = ca_disconnected;
317
318         cls.demoplayback = cls.timedemo = false;
319         cls.signon = 0;
320 }
321
322 void CL_Disconnect_f(void)
323 {
324         CL_Disconnect ();
325         if (sv.active)
326                 Host_ShutdownServer (false);
327 }
328
329
330
331
332 /*
333 =====================
334 CL_EstablishConnection
335
336 Host should be either "local" or a net address
337 =====================
338 */
339 void CL_EstablishConnection(const char *host)
340 {
341         if (cls.state == ca_dedicated)
342                 return;
343
344         // clear menu's connect error message
345         M_Update_Return_Reason("");
346         cls.demonum = -1;
347
348         // stop demo loop in case this fails
349         CL_Disconnect();
350
351         // run a network frame
352         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
353
354         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
355         {
356                 cls.connect_trying = true;
357                 cls.connect_remainingtries = 3;
358                 cls.connect_nextsendtime = 0;
359                 M_Update_Return_Reason("Trying to connect...");
360                 // run several network frames to jump into the game quickly
361                 //if (sv.active)
362                 //{
363                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
364                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
365                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
367                 //}
368         }
369         else
370         {
371                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
372                 M_Update_Return_Reason("No network");
373         }
374 }
375
376 /*
377 ==============
378 CL_PrintEntities_f
379 ==============
380 */
381 static void CL_PrintEntities_f(void)
382 {
383         entity_t *ent;
384         int i, j;
385         char name[32];
386
387         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
388         {
389                 if (!ent->state_current.active)
390                         continue;
391
392                 if (ent->render.model)
393                         strlcpy (name, ent->render.model->name, 25);
394                 else
395                         strcpy(name, "--no model--");
396                 for (j = (int)strlen(name);j < 25;j++)
397                         name[j] = ' ';
398                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
399         }
400 }
401
402 //static const vec3_t nomodelmins = {-16, -16, -16};
403 //static const vec3_t nomodelmaxs = {16, 16, 16};
404 void CL_BoundingBoxForEntity(entity_render_t *ent)
405 {
406         if (ent->model)
407         {
408                 //if (ent->angles[0] || ent->angles[2])
409                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
410                 {
411                         // pitch or roll
412                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
413                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
414                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
415                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
416                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
417                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
418                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
419                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
420                 }
421                 //else if (ent->angles[1])
422                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
423                 {
424                         // yaw
425                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
426                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
427                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
428                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
429                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
430                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
431                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
432                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
433                 }
434                 else
435                 {
436                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
437                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
438                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
439                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
440                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
441                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
442                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
443                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
444                 }
445         }
446         else
447         {
448                 ent->mins[0] = ent->matrix.m[0][3] - 16;
449                 ent->mins[1] = ent->matrix.m[1][3] - 16;
450                 ent->mins[2] = ent->matrix.m[2][3] - 16;
451                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
452                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
453                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
454                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
455                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
456         }
457 }
458
459 /*
460 ===============
461 CL_LerpPoint
462
463 Determines the fraction between the last two messages that the objects
464 should be put at.
465 ===============
466 */
467 static float CL_LerpPoint(void)
468 {
469         float f;
470
471         // dropped packet, or start of demo
472         if (cl.mtime[1] < cl.mtime[0] - 0.1)
473                 cl.mtime[1] = cl.mtime[0] - 0.1;
474
475         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
476
477         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
478         f = cl.mtime[0] - cl.mtime[1];
479         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
480         {
481                 cl.time = cl.mtime[0];
482                 return 1;
483         }
484
485         f = (cl.time - cl.mtime[1]) / f;
486         return bound(0, f, 1);
487 }
488
489 void CL_ClearTempEntities (void)
490 {
491         cl_num_temp_entities = 0;
492 }
493
494 entity_t *CL_NewTempEntity(void)
495 {
496         entity_t *ent;
497
498         if (r_refdef.numentities >= r_refdef.maxentities)
499                 return NULL;
500         if (cl_num_temp_entities >= cl_max_temp_entities)
501                 return NULL;
502         ent = &cl_temp_entities[cl_num_temp_entities++];
503         memset (ent, 0, sizeof(*ent));
504         r_refdef.entities[r_refdef.numentities++] = &ent->render;
505
506         ent->render.colormap = -1; // no special coloring
507         ent->render.scale = 1;
508         ent->render.alpha = 1;
509         VectorSet(ent->render.colormod, 1, 1, 1);
510         return ent;
511 }
512
513 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
514 {
515         int i;
516         cl_effect_t *e;
517         if (!modelindex) // sanity check
518                 return;
519         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
520         {
521                 if (e->active)
522                         continue;
523                 e->active = true;
524                 VectorCopy(org, e->origin);
525                 e->modelindex = modelindex;
526                 e->starttime = cl.time;
527                 e->startframe = startframe;
528                 e->endframe = startframe + framecount;
529                 e->framerate = framerate;
530
531                 e->frame = 0;
532                 e->frame1time = cl.time;
533                 e->frame2time = cl.time;
534                 break;
535         }
536 }
537
538 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
539 {
540         int i;
541         dlight_t *dl;
542
543         /*
544 // first look for an exact key match
545         if (ent)
546         {
547                 dl = cl_dlights;
548                 for (i = 0;i < cl_activedlights;i++, dl++)
549                         if (dl->ent == ent)
550                                 goto dlightsetup;
551         }
552         */
553
554 // then look for anything else
555         dl = cl_dlights;
556         for (i = 0;i < cl_activedlights;i++, dl++)
557                 if (!dl->radius)
558                         goto dlightsetup;
559         // if we hit the end of the active dlights and found no gaps, add a new one
560         if (i < MAX_DLIGHTS)
561         {
562                 cl_activedlights = i + 1;
563                 goto dlightsetup;
564         }
565
566         // unable to find one
567         return;
568
569 dlightsetup:
570         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
571         memset (dl, 0, sizeof(*dl));
572         Matrix4x4_Normalize(&dl->matrix, matrix);
573         dl->ent = ent;
574         dl->origin[0] = dl->matrix.m[0][3];
575         dl->origin[1] = dl->matrix.m[1][3];
576         dl->origin[2] = dl->matrix.m[2][3];
577         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
578         dl->matrix.m[0][3] = dl->origin[0];
579         dl->matrix.m[1][3] = dl->origin[1];
580         dl->matrix.m[2][3] = dl->origin[2];
581         dl->radius = radius;
582         dl->color[0] = red;
583         dl->color[1] = green;
584         dl->color[2] = blue;
585         dl->decay = decay;
586         if (lifetime)
587                 dl->die = cl.time + lifetime;
588         else
589                 dl->die = 0;
590         dl->cubemapnum = cubemapnum;
591         dl->style = style;
592         dl->shadow = shadowenable;
593         dl->corona = corona;
594         dl->flags = flags;
595         dl->coronasizescale = coronasizescale;
596         dl->ambientscale = ambientscale;
597         dl->diffusescale = diffusescale;
598         dl->specularscale = specularscale;
599 }
600
601 // called before entity relinking
602 void CL_DecayLights(void)
603 {
604         int i, oldmax;
605         dlight_t *dl;
606         float time, f;
607
608         time = cl.time - cl.oldtime;
609         oldmax = cl_activedlights;
610         cl_activedlights = 0;
611         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
612         {
613                 if (dl->radius)
614                 {
615                         f = dl->radius - time * dl->decay;
616                         if (cl.time < dl->die && f > 0)
617                         {
618                                 dl->radius = dl->radius - time * dl->decay;
619                                 cl_activedlights = i + 1;
620                         }
621                         else
622                                 dl->radius = 0;
623                 }
624         }
625 }
626
627 // called after entity relinking
628 void CL_UpdateLights(void)
629 {
630         int i, j, k, l;
631         dlight_t *dl;
632         float frac, f;
633
634         r_refdef.numlights = 0;
635         if (r_dynamic.integer)
636         {
637                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
638                 {
639                         if (dl->radius)
640                         {
641                                 R_RTLight_Update(dl, false);
642                                 r_refdef.lights[r_refdef.numlights++] = dl;
643                         }
644                 }
645         }
646
647 // light animations
648 // 'm' is normal light, 'a' is no light, 'z' is double bright
649         f = cl.time * 10;
650         i = (int)floor(f);
651         frac = f - i;
652         for (j = 0;j < MAX_LIGHTSTYLES;j++)
653         {
654                 if (!cl_lightstyle || !cl_lightstyle[j].length)
655                 {
656                         r_refdef.lightstylevalue[j] = 256;
657                         continue;
658                 }
659                 k = i % cl_lightstyle[j].length;
660                 l = (i-1) % cl_lightstyle[j].length;
661                 k = cl_lightstyle[j].map[k] - 'a';
662                 l = cl_lightstyle[j].map[l] - 'a';
663                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
664         }
665 }
666
667 #define MAXVIEWMODELS 32
668 entity_t *viewmodels[MAXVIEWMODELS];
669 int numviewmodels;
670
671 matrix4x4_t viewmodelmatrix;
672
673 static int entitylinkframenumber;
674
675 static const vec3_t muzzleflashorigin = {18, 0, 0};
676
677 extern void V_DriftPitch(void);
678 extern void V_FadeViewFlashs(void);
679 extern void V_CalcViewBlend(void);
680
681 extern void V_CalcRefdef(void);
682 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
683 void CL_LinkNetworkEntity(entity_t *e)
684 {
685         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
686         //matrix4x4_t dlightmatrix;
687         int j, k, l, trailtype, temp;
688         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
689         entity_t *t;
690         model_t *model;
691         trace_t trace;
692         //entity_persistent_t *p = &e->persistent;
693         //entity_render_t *r = &e->render;
694         if (e->persistent.linkframe != entitylinkframenumber)
695         {
696                 e->persistent.linkframe = entitylinkframenumber;
697                 // skip inactive entities and world
698                 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
699                         return;
700                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
701                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
702                 e->render.flags = e->state_current.flags;
703                 e->render.effects = e->state_current.effects;
704                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
705                 if (e->state_current.flags & RENDER_COLORMAPPED)
706                 {
707                         int cb;
708                         unsigned char *cbcolor;
709                         e->render.colormap = e->state_current.colormap;
710                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
711                         cbcolor = (unsigned char *) (&palette_complete[cb]);
712                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
713                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
714                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
715                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
716                         cbcolor = (unsigned char *) (&palette_complete[cb]);
717                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
718                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
719                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
720                 }
721                 else if (e->state_current.colormap && cl.scores != NULL)
722                 {
723                         int cb;
724                         unsigned char *cbcolor;
725                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
726                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
727                         cbcolor = (unsigned char *) (&palette_complete[cb]);
728                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
729                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
730                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
731                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
732                         cbcolor = (unsigned char *) (&palette_complete[cb]);
733                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
734                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
735                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
736                 }
737                 else
738                 {
739                         e->render.colormap = -1; // no special coloring
740                         VectorClear(e->render.colormap_pantscolor);
741                         VectorClear(e->render.colormap_shirtcolor);
742                 }
743                 e->render.skinnum = e->state_current.skin;
744                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
745                 {
746                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
747                                 return;
748                         if (!e->csqc)
749                         {
750                                 if (cl.viewentity)
751                                         CL_LinkNetworkEntity(cl_entities + cl.viewentity);
752                                 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
753                                 {
754                                         e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
755                                         e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
756                                 }
757                         }
758                         matrix = &viewmodelmatrix;
759                 }
760                 else
761                 {
762                         // if the tag entity is currently impossible, skip it
763                         if (!e->csqc)
764                         {
765                                 if (e->state_current.tagentity >= cl_num_entities)
766                                         return;
767                                 t = cl_entities + e->state_current.tagentity;
768                         }
769                         else
770                         {
771                                 if (e->state_current.tagentity >= cl_num_csqcentities)
772                                         return;
773                                 t = cl_csqcentities + e->state_current.tagentity;
774                         }
775                         // if the tag entity is inactive, skip it
776                         if (!t->state_current.active)
777                                 return;
778                         // note: this can link to world
779                         CL_LinkNetworkEntity(t);
780                         // make relative to the entity
781                         matrix = &t->render.matrix;
782                         // some properties of the tag entity carry over
783                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
784                         // if a valid tagindex is used, make it relative to that tag instead
785                         // FIXME: use a model function to get tag info (need to handle skeletal)
786                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
787                         {
788                                 // blend the matrices
789                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
790                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
791                                 {
792                                         matrix4x4_t tagmatrix;
793                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
794                                         d = t->render.frameblend[j].lerp;
795                                         for (l = 0;l < 4;l++)
796                                                 for (k = 0;k < 4;k++)
797                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
798                                 }
799                                 // concat the tag matrices onto the entity matrix
800                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
801                                 // use the constructed tag matrix
802                                 matrix = &tempmatrix;
803                         }
804                 }
805
806                 // movement lerp
807                 // if it's the player entity, update according to client movement
808                 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
809                 {
810                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
811                         lerp = bound(0, lerp, 1);
812                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
813                         VectorSet(angles, 0, cl.viewangles[1], 0);
814                 }
815                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
816                 {
817                         // interpolate the origin and angles
818                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
819                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
820                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
821                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
822                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
823                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
824                 }
825                 else
826                 {
827                         // no interpolation
828                         VectorCopy(e->persistent.neworigin, origin);
829                         VectorCopy(e->persistent.newangles, angles);
830                 }
831
832                 // model setup and some modelflags
833                 if(e->state_current.modelindex < MAX_MODELS)
834                         e->render.model = cl.model_precache[e->state_current.modelindex];
835                 else
836                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
837                 if (e->render.model)
838                 {
839                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
840                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
841                                 angles[0] = -angles[0];
842                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
843                         {
844                                 angles[1] = ANGLEMOD(100*cl.time);
845                                 if (cl_itembobheight.value)
846                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
847                         }
848                         // transfer certain model flags to effects
849                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
850                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
851                                 VectorScale(e->render.colormod, 2, e->render.colormod);
852                 }
853
854                 // animation lerp
855                 if (e->render.frame2 == e->state_current.frame)
856                 {
857                         // update frame lerp fraction
858                         e->render.framelerp = 1;
859                         if (e->render.frame2time > e->render.frame1time)
860                         {
861                                 // make sure frame lerp won't last longer than 100ms
862                                 // (this mainly helps with models that use framegroups and
863                                 // switch between them infrequently)
864                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
865                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
866                         }
867                 }
868                 else
869                 {
870                         // begin a new frame lerp
871                         e->render.frame1 = e->render.frame2;
872                         e->render.frame1time = e->render.frame2time;
873                         e->render.frame = e->render.frame2 = e->state_current.frame;
874                         e->render.frame2time = cl.time;
875                         e->render.framelerp = 0;
876                 }
877                 R_LerpAnimation(&e->render);
878
879                 // set up the render matrix
880                 // FIXME: e->render.scale should go away
881                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
882                 // concat the matrices to make the entity relative to its tag
883                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
884                 // make the other useful stuff
885                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
886                 CL_BoundingBoxForEntity(&e->render);
887
888                 // handle effects now that we know where this entity is in the world...
889                 if (e->render.model && e->render.model->soundfromcenter)
890                 {
891                         // bmodels are treated specially since their origin is usually '0 0 0'
892                         vec3_t o;
893                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
894                         Matrix4x4_Transform(&e->render.matrix, o, origin);
895                 }
896                 else
897                 {
898                         origin[0] = e->render.matrix.m[0][3];
899                         origin[1] = e->render.matrix.m[1][3];
900                         origin[2] = e->render.matrix.m[2][3];
901                 }
902                 trailtype = -1;
903                 dlightradius = 0;
904                 dlightcolor[0] = 0;
905                 dlightcolor[1] = 0;
906                 dlightcolor[2] = 0;
907                 // LordHavoc: if the entity has no effects, don't check each
908                 if (e->render.effects)
909                 {
910                         if (e->render.effects & EF_BRIGHTFIELD)
911                         {
912                                 if (gamemode == GAME_NEXUIZ)
913                                 {
914                                         dlightradius = max(dlightradius, 200);
915                                         dlightcolor[0] += 0.75f;
916                                         dlightcolor[1] += 1.50f;
917                                         dlightcolor[2] += 3.00f;
918                                         trailtype = 8;
919                                 }
920                                 else
921                                         CL_EntityParticles(e);
922                         }
923                         if (e->render.effects & EF_MUZZLEFLASH)
924                                 e->persistent.muzzleflash = 1.0f;
925                         if (e->render.effects & EF_DIMLIGHT)
926                         {
927                                 dlightradius = max(dlightradius, 200);
928                                 dlightcolor[0] += 1.50f;
929                                 dlightcolor[1] += 1.50f;
930                                 dlightcolor[2] += 1.50f;
931                         }
932                         if (e->render.effects & EF_BRIGHTLIGHT)
933                         {
934                                 dlightradius = max(dlightradius, 400);
935                                 dlightcolor[0] += 3.00f;
936                                 dlightcolor[1] += 3.00f;
937                                 dlightcolor[2] += 3.00f;
938                         }
939                         // LordHavoc: more effects
940                         if (e->render.effects & EF_RED) // red
941                         {
942                                 dlightradius = max(dlightradius, 200);
943                                 dlightcolor[0] += 1.50f;
944                                 dlightcolor[1] += 0.15f;
945                                 dlightcolor[2] += 0.15f;
946                         }
947                         if (e->render.effects & EF_BLUE) // blue
948                         {
949                                 dlightradius = max(dlightradius, 200);
950                                 dlightcolor[0] += 0.15f;
951                                 dlightcolor[1] += 0.15f;
952                                 dlightcolor[2] += 1.50f;
953                         }
954                         if (e->render.effects & EF_FLAME)
955                         {
956                                 mins[0] = origin[0] - 16.0f;
957                                 mins[1] = origin[1] - 16.0f;
958                                 mins[2] = origin[2] - 16.0f;
959                                 maxs[0] = origin[0] + 16.0f;
960                                 maxs[1] = origin[1] + 16.0f;
961                                 maxs[2] = origin[2] + 16.0f;
962                                 // how many flames to make
963                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
964                                 CL_FlameCube(mins, maxs, temp);
965                                 d = lhrandom(0.75f, 1);
966                                 dlightradius = max(dlightradius, 200);
967                                 dlightcolor[0] += d * 2.0f;
968                                 dlightcolor[1] += d * 1.5f;
969                                 dlightcolor[2] += d * 0.5f;
970                         }
971                         if (e->render.effects & EF_STARDUST)
972                         {
973                                 mins[0] = origin[0] - 16.0f;
974                                 mins[1] = origin[1] - 16.0f;
975                                 mins[2] = origin[2] - 16.0f;
976                                 maxs[0] = origin[0] + 16.0f;
977                                 maxs[1] = origin[1] + 16.0f;
978                                 maxs[2] = origin[2] + 16.0f;
979                                 // how many particles to make
980                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
981                                 CL_Stardust(mins, maxs, temp);
982                                 dlightradius = max(dlightradius, 200);
983                                 dlightcolor[0] += 1.0f;
984                                 dlightcolor[1] += 0.7f;
985                                 dlightcolor[2] += 0.3f;
986                         }
987                 }
988                 // muzzleflash fades over time, and is offset a bit
989                 if (e->persistent.muzzleflash > 0)
990                 {
991                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
992                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
993                         tempmatrix = e->render.matrix;
994                         tempmatrix.m[0][3] = trace.endpos[0];
995                         tempmatrix.m[1][3] = trace.endpos[1];
996                         tempmatrix.m[2][3] = trace.endpos[2];
997                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
998                         e->persistent.muzzleflash -= cl.frametime * 10;
999                 }
1000                 // LordHavoc: if the model has no flags, don't check each
1001                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1002                 {
1003                         if (e->render.model->flags & EF_GIB)
1004                                 trailtype = 2;
1005                         else if (e->render.model->flags & EF_ZOMGIB)
1006                                 trailtype = 4;
1007                         else if (e->render.model->flags & EF_TRACER)
1008                         {
1009                                 trailtype = 3;
1010                                 //dlightradius = max(dlightradius, 100);
1011                                 //dlightcolor[0] += 0.25f;
1012                                 //dlightcolor[1] += 1.00f;
1013                                 //dlightcolor[2] += 0.25f;
1014                         }
1015                         else if (e->render.model->flags & EF_TRACER2)
1016                         {
1017                                 trailtype = 5;
1018                                 //dlightradius = max(dlightradius, 100);
1019                                 //dlightcolor[0] += 1.00f;
1020                                 //dlightcolor[1] += 0.60f;
1021                                 //dlightcolor[2] += 0.20f;
1022                         }
1023                         else if (e->render.model->flags & EF_ROCKET)
1024                         {
1025                                 trailtype = 0;
1026                                 dlightradius = max(dlightradius, 200);
1027                                 dlightcolor[0] += 3.00f;
1028                                 dlightcolor[1] += 1.50f;
1029                                 dlightcolor[2] += 0.50f;
1030                         }
1031                         else if (e->render.model->flags & EF_GRENADE)
1032                         {
1033                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1034                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1035                         }
1036                         else if (e->render.model->flags & EF_TRACER3)
1037                         {
1038                                 trailtype = 6;
1039                                 if (gamemode == GAME_PRYDON)
1040                                 {
1041                                         dlightradius = max(dlightradius, 100);
1042                                         dlightcolor[0] += 0.30f;
1043                                         dlightcolor[1] += 0.60f;
1044                                         dlightcolor[2] += 1.20f;
1045                                 }
1046                                 else
1047                                 {
1048                                         dlightradius = max(dlightradius, 200);
1049                                         dlightcolor[0] += 1.20f;
1050                                         dlightcolor[1] += 0.50f;
1051                                         dlightcolor[2] += 1.00f;
1052                                 }
1053                         }
1054                 }
1055                 // LordHavoc: customizable glow
1056                 if (e->state_current.glowsize)
1057                 {
1058                         // * 4 for the expansion from 0-255 to 0-1023 range,
1059                         // / 255 to scale down byte colors
1060                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1061                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1062                 }
1063                 // make the glow dlight
1064                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1065                 {
1066                         //dlightmatrix = e->render.matrix;
1067                         // hack to make glowing player light shine on their gun
1068                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1069                         //      dlightmatrix.m[2][3] += 30;
1070                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1071                 }
1072                 // custom rtlight
1073                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1074                 {
1075                         float light[4];
1076                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1077                         light[3] = e->state_current.light[3];
1078                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1079                                 VectorSet(light, 1, 1, 1);
1080                         if (light[3] == 0)
1081                                 light[3] = 350;
1082                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1083                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1084                 }
1085                 // do trails
1086                 if (e->render.flags & RENDER_GLOWTRAIL)
1087                         trailtype = 9;
1088                 if (trailtype >= 0)
1089                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1090                 VectorCopy(origin, e->persistent.trail_origin);
1091                 // tenebrae's sprites are all additive mode (weird)
1092                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1093                         e->render.effects |= EF_ADDITIVE;
1094                 // player model is only shown with chase_active on
1095                 if (!e->csqc)
1096                 if (e->state_current.number == cl.viewentity)
1097                         e->render.flags |= RENDER_EXTERIORMODEL;
1098                 // transparent stuff can't be lit during the opaque stage
1099                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1100                         e->render.flags |= RENDER_TRANSPARENT;
1101                 // double sided rendering mode causes backfaces to be visible
1102                 // (mostly useful on transparent stuff)
1103                 if (e->render.effects & EF_DOUBLESIDED)
1104                         e->render.flags |= RENDER_NOCULLFACE;
1105                 // either fullbright or lit
1106                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1107                         e->render.flags |= RENDER_LIGHT;
1108                 // hide player shadow during intermission or nehahra movie
1109                 if (!(e->render.effects & EF_NOSHADOW)
1110                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1111                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1112                         e->render.flags |= RENDER_SHADOW;
1113                 // as soon as player is known we can call V_CalcRefDef
1114                 if (!csqc_loaded)
1115                 if (e->state_current.number == cl.viewentity)
1116                         V_CalcRefdef();
1117                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1118                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1119                 // don't show entities with no modelindex (note: this still shows
1120                 // entities which have a modelindex that resolved to a NULL model)
1121                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1122                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1123                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1124                 //      Matrix4x4_Print(&e->render.matrix);
1125         }
1126 }
1127
1128 void CL_RelinkWorld(void)
1129 {
1130         entity_t *ent = &cl_entities[0];
1131         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1132         // FIXME: this should be done at load
1133         Matrix4x4_CreateIdentity(&ent->render.matrix);
1134         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1135         R_LerpAnimation(&ent->render);
1136         CL_BoundingBoxForEntity(&ent->render);
1137         ent->render.flags = RENDER_SHADOW;
1138         if (!r_fullbright.integer)
1139                 ent->render.flags |= RENDER_LIGHT;
1140         VectorSet(ent->render.colormod, 1, 1, 1);
1141         r_refdef.worldentity = &ent->render;
1142         r_refdef.worldmodel = cl.worldmodel;
1143 }
1144
1145 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1146 {
1147         entity_t *ent = &cl_csqcentities[0];
1148         if(!csqc_loaded)
1149                 return;
1150 //      cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1151         // FIXME: this should be done at load
1152         Matrix4x4_CreateIdentity(&ent->render.matrix);
1153         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1154         R_LerpAnimation(&ent->render);
1155         CL_BoundingBoxForEntity(&ent->render);
1156         ent->render.flags = RENDER_SHADOW;
1157         if (!r_fullbright.integer)
1158                 ent->render.flags |= RENDER_LIGHT;
1159         VectorSet(ent->render.colormod, 1, 1, 1);
1160 //      r_refdef.worldentity = &ent->render;
1161 //      r_refdef.worldmodel = cl.worldmodel;
1162 }
1163
1164 static void CL_RelinkStaticEntities(void)
1165 {
1166         int i;
1167         entity_t *e;
1168         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1169         {
1170                 e->render.flags = 0;
1171                 // transparent stuff can't be lit during the opaque stage
1172                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1173                         e->render.flags |= RENDER_TRANSPARENT;
1174                 // either fullbright or lit
1175                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1176                         e->render.flags |= RENDER_LIGHT;
1177                 // hide player shadow during intermission or nehahra movie
1178                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1179                         e->render.flags |= RENDER_SHADOW;
1180                 VectorSet(e->render.colormod, 1, 1, 1);
1181                 R_LerpAnimation(&e->render);
1182                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1183         }
1184 }
1185
1186 /*
1187 ===============
1188 CL_RelinkEntities
1189 ===============
1190 */
1191 static void CL_RelinkNetworkEntities(int drawmask)
1192 {
1193         entity_t *ent;
1194         int i, k;
1195
1196         if(!csqc_loaded)
1197         {
1198                 ent = &cl.viewent;
1199                 ent->state_previous = ent->state_current;
1200                 ent->state_current = defaultstate;
1201                 ent->state_current.time = cl.time;
1202                 ent->state_current.number = -1;
1203                 ent->state_current.active = true;
1204                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1205                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1206                 ent->state_current.flags = RENDER_VIEWMODEL;
1207                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1208                         ent->state_current.modelindex = 0;
1209                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1210                 {
1211                         if (gamemode == GAME_TRANSFUSION)
1212                                 ent->state_current.alpha = 128;
1213                         else
1214                                 ent->state_current.modelindex = 0;
1215                 }
1216
1217                 // reset animation interpolation on weaponmodel if model changed
1218                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1219                 {
1220                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1221                         ent->render.frame1time = ent->render.frame2time = cl.time;
1222                         ent->render.framelerp = 1;
1223                 }
1224         }
1225
1226         // start on the entity after the world
1227         entitylinkframenumber++;
1228         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1229         {
1230                 for (i = 1;i < cl_num_entities;i++)
1231                 {
1232                         if (cl_entities_active[i])
1233                         {
1234                                 ent = cl_entities + i;
1235                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1236                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1237                                 {
1238                                         cl_entities_active[i] = false;
1239                                         continue;
1240                                 }
1241                                 if (ent->state_current.active)
1242                                         CL_LinkNetworkEntity(ent);
1243                                 else
1244                                         cl_entities_active[i] = false;
1245                         }
1246                 }
1247         }
1248
1249         //[515]: csqc
1250         if(csqc_loaded)
1251         {
1252                 for (i=1,k=cl_num_csqcentities;k;i++)
1253                 {
1254                         if (cl_csqcentities_active[i])
1255                         {
1256                                 --k;
1257                                 ent = cl_csqcentities + i;
1258                                 if (ent->state_current.active)
1259                                         CL_LinkNetworkEntity(ent);
1260                                 else
1261                                         cl_csqcentities_active[i] = false;
1262                         }
1263                 }
1264         }
1265         else
1266                 CL_LinkNetworkEntity(&cl.viewent);
1267 }
1268
1269 static void CL_RelinkEffects(void)
1270 {
1271         int i, intframe;
1272         cl_effect_t *e;
1273         entity_t *ent;
1274         float frame;
1275
1276         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1277         {
1278                 if (e->active)
1279                 {
1280                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1281                         intframe = frame;
1282                         if (intframe < 0 || intframe >= e->endframe)
1283                         {
1284                                 memset(e, 0, sizeof(*e));
1285                                 continue;
1286                         }
1287
1288                         if (intframe != e->frame)
1289                         {
1290                                 e->frame = intframe;
1291                                 e->frame1time = e->frame2time;
1292                                 e->frame2time = cl.time;
1293                         }
1294
1295                         // if we're drawing effects, get a new temp entity
1296                         // (NewTempEntity adds it to the render entities list for us)
1297                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1298                         {
1299                                 // interpolation stuff
1300                                 ent->render.frame1 = intframe;
1301                                 ent->render.frame2 = intframe + 1;
1302                                 if (ent->render.frame2 >= e->endframe)
1303                                         ent->render.frame2 = -1; // disappear
1304                                 ent->render.framelerp = frame - intframe;
1305                                 ent->render.frame1time = e->frame1time;
1306                                 ent->render.frame2time = e->frame2time;
1307
1308                                 // normal stuff
1309                                 if(e->modelindex < MAX_MODELS)
1310                                         ent->render.model = cl.model_precache[e->modelindex];
1311                                 else
1312                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1313                                 ent->render.frame = ent->render.frame2;
1314                                 ent->render.colormap = -1; // no special coloring
1315                                 ent->render.alpha = 1;
1316                                 VectorSet(ent->render.colormod, 1, 1, 1);
1317
1318                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1319                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1320                                 R_LerpAnimation(&ent->render);
1321                                 CL_BoundingBoxForEntity(&ent->render);
1322                         }
1323                 }
1324         }
1325 }
1326
1327 void CL_RelinkBeams(void)
1328 {
1329         int i;
1330         beam_t *b;
1331         vec3_t dist, org;
1332         float d;
1333         entity_t *ent;
1334         float yaw, pitch;
1335         float forward;
1336         matrix4x4_t tempmatrix;
1337
1338         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1339         {
1340                 if (!b->model || b->endtime < cl.time)
1341                         continue;
1342
1343                 // if coming from the player, update the start position
1344                 //if (b->entity == cl.viewentity)
1345                 //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1346                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1347                 {
1348                         entity_render_t *r = &cl_entities[b->entity].render;
1349                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1350                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1351                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1352                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1353                 }
1354
1355                 if (b->lightning)
1356                 {
1357                         if (cl_beams_lightatend.integer)
1358                         {
1359                                 // FIXME: create a matrix from the beam start/end orientation
1360                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1361                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1362                         }
1363                         if (cl_beams_polygons.integer)
1364                                 continue;
1365                 }
1366
1367                 // calculate pitch and yaw
1368                 VectorSubtract (b->end, b->start, dist);
1369
1370                 if (dist[1] == 0 && dist[0] == 0)
1371                 {
1372                         yaw = 0;
1373                         if (dist[2] > 0)
1374                                 pitch = 90;
1375                         else
1376                                 pitch = 270;
1377                 }
1378                 else
1379                 {
1380                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1381                         if (yaw < 0)
1382                                 yaw += 360;
1383
1384                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1385                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1386                         if (pitch < 0)
1387                                 pitch += 360;
1388                 }
1389
1390                 // add new entities for the lightning
1391                 VectorCopy (b->start, org);
1392                 d = VectorNormalizeLength(dist);
1393                 while (d > 0)
1394                 {
1395                         ent = CL_NewTempEntity ();
1396                         if (!ent)
1397                                 return;
1398                         //VectorCopy (org, ent->render.origin);
1399                         ent->render.model = b->model;
1400                         //ent->render.effects = EF_FULLBRIGHT;
1401                         //ent->render.angles[0] = pitch;
1402                         //ent->render.angles[1] = yaw;
1403                         //ent->render.angles[2] = rand()%360;
1404                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1405                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1406                         R_LerpAnimation(&ent->render);
1407                         CL_BoundingBoxForEntity(&ent->render);
1408                         VectorMA(org, 30, dist, org);
1409                         d -= 30;
1410                 }
1411         }
1412 }
1413
1414 void CL_LerpPlayer(float frac)
1415 {
1416         int i;
1417         float d;
1418
1419         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1420         for (i = 0;i < 3;i++)
1421         {
1422                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1423                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1424                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1425         }
1426
1427         if (cls.demoplayback)
1428         {
1429                 // interpolate the angles
1430                 for (i = 0;i < 3;i++)
1431                 {
1432                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1433                         if (d > 180)
1434                                 d -= 360;
1435                         else if (d < -180)
1436                                 d += 360;
1437                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1438                 }
1439         }
1440 }
1441
1442 void CSQC_RelinkAllEntities (int drawmask)
1443 {
1444         CL_RelinkNetworkEntities(drawmask);
1445         if(drawmask & ENTMASK_ENGINE)
1446         {
1447                 // move particles
1448                 CL_MoveParticles();
1449                 R_MoveExplosions();
1450         }
1451
1452         // link stuff
1453         CL_RelinkWorld();
1454         CL_RelinkCSQCWorld();   //[515]: csqc
1455         if(drawmask & ENTMASK_ENGINE)
1456         {
1457                 CL_RelinkStaticEntities();
1458                 CL_RelinkBeams();
1459                 CL_RelinkEffects();
1460         }
1461 }
1462
1463 /*
1464 ===============
1465 CL_ReadFromServer
1466
1467 Read all incoming data from the server
1468 ===============
1469 */
1470 extern void CL_ClientMovement_Replay();
1471
1472 int CL_ReadFromServer(void)
1473 {
1474         CL_ReadDemoMessage();
1475
1476         r_refdef.time = cl.time;
1477         r_refdef.extraupdate = !r_speeds.integer;
1478         r_refdef.numentities = 0;
1479         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1480         cl_num_brushmodel_entities = 0;
1481
1482         if (cls.state == ca_connected && cls.signon == SIGNONS)
1483         {
1484                 // prepare for a new frame
1485                 CL_LerpPlayer(CL_LerpPoint());
1486                 CL_DecayLights();
1487                 CL_ClearTempEntities();
1488                 V_DriftPitch();
1489                 V_FadeViewFlashs();
1490
1491                 // relink network entities (note: this sets up the view!)
1492                 CL_ClientMovement_Replay();
1493                 if(!csqc_loaded)        //[515]: csqc
1494                 {
1495                         CL_RelinkNetworkEntities(65535);
1496
1497                         // move particles
1498                         CL_MoveParticles();
1499                         R_MoveExplosions();
1500
1501                         // link stuff
1502                         CL_RelinkWorld();
1503                         CL_RelinkCSQCWorld();   //[515]: csqc
1504                         CL_RelinkStaticEntities();
1505                         CL_RelinkBeams();
1506                         CL_RelinkEffects();
1507                 }
1508                 else
1509                         csqc_frame = true;
1510
1511                 // run cgame code (which can add more entities)
1512                 CL_CGVM_Frame();
1513
1514                 CL_UpdateLights();
1515
1516                 // update view blend
1517                 V_CalcViewBlend();
1518         }
1519
1520         return 0;
1521 }
1522
1523 /*
1524 =================
1525 CL_SendCmd
1526 =================
1527 */
1528 void CL_UpdatePrydonCursor(void);
1529 void CL_SendCmd(void)
1530 {
1531         if (cls.demoplayback)
1532         {
1533                 SZ_Clear(&cls.message);
1534                 return;
1535         }
1536
1537         // send the reliable message (forwarded commands) if there is one
1538         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1539         {
1540                 if (developer.integer)
1541                 {
1542                         Con_Print("CL_SendCmd: sending reliable message:\n");
1543                         SZ_HexDumpToConsole(&cls.message);
1544                 }
1545                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1546                         Host_Error("CL_WriteToServer: lost server connection");
1547                 SZ_Clear(&cls.message);
1548         }
1549 }
1550
1551 // LordHavoc: pausedemo command
1552 static void CL_PauseDemo_f (void)
1553 {
1554         cls.demopaused = !cls.demopaused;
1555         if (cls.demopaused)
1556                 Con_Print("Demo paused\n");
1557         else
1558                 Con_Print("Demo unpaused\n");
1559 }
1560
1561 /*
1562 ======================
1563 CL_Fog_f
1564 ======================
1565 */
1566 static void CL_Fog_f (void)
1567 {
1568         if (Cmd_Argc () == 1)
1569         {
1570                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1571                 return;
1572         }
1573         fog_density = atof(Cmd_Argv(1));
1574         fog_red = atof(Cmd_Argv(2));
1575         fog_green = atof(Cmd_Argv(3));
1576         fog_blue = atof(Cmd_Argv(4));
1577 }
1578
1579 /*
1580 ====================
1581 CL_TimeRefresh_f
1582
1583 For program optimization
1584 ====================
1585 */
1586 static void CL_TimeRefresh_f (void)
1587 {
1588         int i;
1589         float timestart, timedelta, oldangles[3];
1590
1591         r_refdef.extraupdate = false;
1592         VectorCopy(cl.viewangles, oldangles);
1593         VectorClear(cl.viewangles);
1594
1595         timestart = Sys_DoubleTime();
1596         for (i = 0;i < 128;i++)
1597         {
1598                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1599                 CL_UpdateScreen();
1600         }
1601         timedelta = Sys_DoubleTime() - timestart;
1602
1603         VectorCopy(oldangles, cl.viewangles);
1604         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1605 }
1606
1607 /*
1608 ===========
1609 CL_Shutdown
1610 ===========
1611 */
1612 void CL_Shutdown (void)
1613 {
1614         CL_CGVM_Shutdown();
1615         CL_Particles_Shutdown();
1616         CL_Parse_Shutdown();
1617
1618         Mem_FreePool (&cl_mempool);
1619 }
1620
1621 /*
1622 =================
1623 CL_Init
1624 =================
1625 */
1626 void CL_Init (void)
1627 {
1628         cl_mempool = Mem_AllocPool("client", 0, NULL);
1629
1630         memset(&r_refdef, 0, sizeof(r_refdef));
1631         // max entities sent to renderer per frame
1632         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1633         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1634         // 256k drawqueue buffer
1635         // TODO: make dynamic
1636         r_refdef.maxdrawqueuesize = 256 * 1024;
1637         r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1638
1639         cls.message.data = cls.message_buf;
1640         cls.message.maxsize = sizeof(cls.message_buf);
1641         cls.message.cursize = 0;
1642
1643         CL_InitInput ();
1644
1645 //
1646 // register our commands
1647 //
1648         Cvar_RegisterVariable (&csqc_progname);
1649         Cvar_RegisterVariable (&csqc_progcrc);
1650
1651         Cvar_RegisterVariable (&cl_upspeed);
1652         Cvar_RegisterVariable (&cl_forwardspeed);
1653         Cvar_RegisterVariable (&cl_backspeed);
1654         Cvar_RegisterVariable (&cl_sidespeed);
1655         Cvar_RegisterVariable (&cl_movespeedkey);
1656         Cvar_RegisterVariable (&cl_yawspeed);
1657         Cvar_RegisterVariable (&cl_pitchspeed);
1658         Cvar_RegisterVariable (&cl_anglespeedkey);
1659         Cvar_RegisterVariable (&cl_shownet);
1660         Cvar_RegisterVariable (&cl_nolerp);
1661         Cvar_RegisterVariable (&lookspring);
1662         Cvar_RegisterVariable (&lookstrafe);
1663         Cvar_RegisterVariable (&sensitivity);
1664         Cvar_RegisterVariable (&freelook);
1665
1666         Cvar_RegisterVariable (&m_pitch);
1667         Cvar_RegisterVariable (&m_yaw);
1668         Cvar_RegisterVariable (&m_forward);
1669         Cvar_RegisterVariable (&m_side);
1670
1671         Cvar_RegisterVariable (&cl_itembobspeed);
1672         Cvar_RegisterVariable (&cl_itembobheight);
1673
1674         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1675         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1676         Cmd_AddCommand ("record", CL_Record_f);
1677         Cmd_AddCommand ("stop", CL_Stop_f);
1678         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1679         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1680
1681         Cmd_AddCommand ("fog", CL_Fog_f);
1682
1683         // LordHavoc: added pausedemo
1684         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1685
1686         Cvar_RegisterVariable(&r_draweffects);
1687         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1688         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1689         Cvar_RegisterVariable(&cl_explosions_size_start);
1690         Cvar_RegisterVariable(&cl_explosions_size_end);
1691         Cvar_RegisterVariable(&cl_explosions_lifetime);
1692         Cvar_RegisterVariable(&cl_stainmaps);
1693         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1694         Cvar_RegisterVariable(&cl_beams_polygons);
1695         Cvar_RegisterVariable(&cl_beams_relative);
1696         Cvar_RegisterVariable(&cl_beams_lightatend);
1697         Cvar_RegisterVariable(&cl_noplayershadow);
1698
1699         Cvar_RegisterVariable(&cl_prydoncursor);
1700
1701         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1702
1703         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1704
1705         CL_Parse_Init();
1706         CL_Particles_Init();
1707         CL_Screen_Init();
1708         CL_CGVM_Init();
1709
1710         CL_Video_Init();
1711 }
1712
1713
1714