CSQC fixes (less broken, still not spec compliant)
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t 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)"};
77
78 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"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.scale = 1; // some of the renderer still relies on scale
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
197         CL_BoundingBoxForEntity(&ent->render);
198
199         // noclip is turned off at start
200         noclip_anglehack = false;
201
202         // mark all frames invalid for delta
203         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211         {
212                 if (!quiet)
213                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214                 return;
215         }
216         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
217         if (cls.state == ca_connected && cls.netcon)
218         {
219                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
220                 {
221                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
222                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
223                 }
224                 else if (!strcasecmp(key, "name"))
225                 {
226                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
228                 }
229                 else if (!strcasecmp(key, "playermodel"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playerskin"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "topcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "bottomcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "rate"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251                 }
252         }
253 }
254
255 void CL_ExpandEntities(int num)
256 {
257         int i, oldmaxentities;
258         entity_t *oldentities;
259         if (num >= cl.max_entities)
260         {
261                 if (!cl.entities)
262                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
263                 if (num >= MAX_EDICTS)
264                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
265                 oldmaxentities = cl.max_entities;
266                 oldentities = cl.entities;
267                 cl.max_entities = (num & ~255) + 256;
268                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
269                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
270                 Mem_Free(oldentities);
271                 for (i = oldmaxentities;i < cl.max_entities;i++)
272                 {
273                         cl.entities[i].state_baseline = defaultstate;
274                         cl.entities[i].state_previous = defaultstate;
275                         cl.entities[i].state_current = defaultstate;
276                 }
277         }
278 }
279
280 void CL_ExpandCSQCEntities(int num)
281 {
282         int i, oldmaxentities;
283         entity_t *oldentities;
284         if (num >= cl.max_csqcentities)
285         {
286                 if (!cl.csqcentities)
287                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
288                 if (num >= MAX_EDICTS)
289                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
290                 oldmaxentities = cl.max_csqcentities;
291                 oldentities = cl.csqcentities;
292                 cl.max_csqcentities = (num & ~255) + 256;
293                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
294                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
295                 Mem_Free(oldentities);
296                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
297                 {
298                         cl.csqcentities[i].state_baseline = defaultstate;
299                         cl.csqcentities[i].state_previous = defaultstate;
300                         cl.csqcentities[i].state_current = defaultstate;
301                         cl.csqcentities[i].csqc = true;
302                         cl.csqcentities[i].state_current.number = -i;
303                 }
304         }
305 }
306
307 void CL_VM_ShutDown (void);
308 /*
309 =====================
310 CL_Disconnect
311
312 Sends a disconnect message to the server
313 This is also called on Host_Error, so it shouldn't cause any errors
314 =====================
315 */
316 void CL_Disconnect(void)
317 {
318         if (cls.state == ca_dedicated)
319                 return;
320
321         Con_DPrintf("CL_Disconnect\n");
322
323         CL_VM_ShutDown();
324 // stop sounds (especially looping!)
325         S_StopAllSounds ();
326
327         // clear contents blends
328         cl.cshifts[0].percent = 0;
329         cl.cshifts[1].percent = 0;
330         cl.cshifts[2].percent = 0;
331         cl.cshifts[3].percent = 0;
332
333         cl.worldmodel = NULL;
334
335         if (cls.demoplayback)
336                 CL_StopPlayback();
337         else if (cls.netcon)
338         {
339                 sizebuf_t buf;
340                 unsigned char bufdata[8];
341                 if (cls.demorecording)
342                         CL_Stop_f();
343
344                 // send disconnect message 3 times to improve chances of server
345                 // receiving it (but it still fails sometimes)
346                 memset(&buf, 0, sizeof(buf));
347                 buf.data = bufdata;
348                 buf.maxsize = sizeof(bufdata);
349                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350                 {
351                         Con_DPrint("Sending drop command\n");
352                         MSG_WriteByte(&buf, qw_clc_stringcmd);
353                         MSG_WriteString(&buf, "drop");
354                 }
355                 else
356                 {
357                         Con_DPrint("Sending clc_disconnect\n");
358                         MSG_WriteByte(&buf, clc_disconnect);
359                 }
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_Close(cls.netcon);
364                 cls.netcon = NULL;
365         }
366         cls.state = ca_disconnected;
367
368         cls.demoplayback = cls.timedemo = false;
369         cls.signon = 0;
370 }
371
372 void CL_Disconnect_f(void)
373 {
374         CL_Disconnect ();
375         if (sv.active)
376                 Host_ShutdownServer ();
377 }
378
379
380
381
382 /*
383 =====================
384 CL_EstablishConnection
385
386 Host should be either "local" or a net address
387 =====================
388 */
389 void CL_EstablishConnection(const char *host)
390 {
391         if (cls.state == ca_dedicated)
392                 return;
393
394         // clear menu's connect error message
395         M_Update_Return_Reason("");
396         cls.demonum = -1;
397
398         // stop demo loop in case this fails
399         CL_Disconnect();
400
401         // if downloads are running, cancel their finishing action
402         Curl_Clear_forthismap();
403
404         // make sure the client ports are open before attempting to connect
405         NetConn_UpdateSockets();
406
407         // run a network frame
408         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409
410         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411         {
412                 cls.connect_trying = true;
413                 cls.connect_remainingtries = 3;
414                 cls.connect_nextsendtime = 0;
415                 M_Update_Return_Reason("Trying to connect...");
416                 // run several network frames to jump into the game quickly
417                 //if (sv.active)
418                 //{
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //}
424         }
425         else
426         {
427                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428                 M_Update_Return_Reason("No network");
429         }
430 }
431
432 /*
433 ==============
434 CL_PrintEntities_f
435 ==============
436 */
437 static void CL_PrintEntities_f(void)
438 {
439         entity_t *ent;
440         int i, j;
441         char name[32];
442
443         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444         {
445                 const char* modelname;
446
447                 if (!ent->state_current.active)
448                         continue;
449
450                 if (ent->render.model)
451                         modelname = ent->render.model->name;
452                 else
453                         modelname = "--no model--";
454                 strlcpy(name, modelname, 25);
455                 for (j = (int)strlen(name);j < 25;j++)
456                         name[j] = ' ';
457                 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);
458         }
459 }
460
461 //static const vec3_t nomodelmins = {-16, -16, -16};
462 //static const vec3_t nomodelmaxs = {16, 16, 16};
463 void CL_BoundingBoxForEntity(entity_render_t *ent)
464 {
465         model_t *model = ent->model;
466         if (model)
467         {
468                 //if (ent->angles[0] || ent->angles[2])
469                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
470                 {
471                         // pitch or roll
472                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
473                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
474                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
475                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
476                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
477                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
478                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
479                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
480                 }
481                 //else if (ent->angles[1])
482                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
483                 {
484                         // yaw
485                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
486                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
487                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
488                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
489                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
490                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
491                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
492                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
493                 }
494                 else
495                 {
496                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
497                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
498                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
499                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
500                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
501                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
502                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
503                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
504                 }
505         }
506         else
507         {
508                 ent->mins[0] = ent->matrix.m[0][3] - 16;
509                 ent->mins[1] = ent->matrix.m[1][3] - 16;
510                 ent->mins[2] = ent->matrix.m[2][3] - 16;
511                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
512                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
513                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
514                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
515                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
516         }
517 }
518
519 /*
520 ===============
521 CL_LerpPoint
522
523 Determines the fraction between the last two messages that the objects
524 should be put at.
525 ===============
526 */
527 static float CL_LerpPoint(void)
528 {
529         float f;
530
531         // dropped packet, or start of demo
532         if (cl.mtime[1] < cl.mtime[0] - 0.1)
533                 cl.mtime[1] = cl.mtime[0] - 0.1;
534
535         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
536
537         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
538         f = cl.mtime[0] - cl.mtime[1];
539         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
540         {
541                 cl.time = cl.mtime[0];
542                 return 1;
543         }
544
545         f = (cl.time - cl.mtime[1]) / f;
546         return bound(0, f, 1);
547 }
548
549 void CL_ClearTempEntities (void)
550 {
551         cl.num_temp_entities = 0;
552 }
553
554 entity_t *CL_NewTempEntity(void)
555 {
556         entity_t *ent;
557
558         if (r_refdef.numentities >= r_refdef.maxentities)
559                 return NULL;
560         if (cl.num_temp_entities >= cl.max_temp_entities)
561                 return NULL;
562         ent = &cl.temp_entities[cl.num_temp_entities++];
563         memset (ent, 0, sizeof(*ent));
564         r_refdef.entities[r_refdef.numentities++] = &ent->render;
565
566         ent->render.colormap = -1; // no special coloring
567         ent->render.scale = 1;
568         ent->render.alpha = 1;
569         VectorSet(ent->render.colormod, 1, 1, 1);
570         return ent;
571 }
572
573 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
574 {
575         int i;
576         cl_effect_t *e;
577         if (!modelindex) // sanity check
578                 return;
579         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
580         {
581                 if (e->active)
582                         continue;
583                 e->active = true;
584                 VectorCopy(org, e->origin);
585                 e->modelindex = modelindex;
586                 e->starttime = cl.time;
587                 e->startframe = startframe;
588                 e->endframe = startframe + framecount;
589                 e->framerate = framerate;
590
591                 e->frame = 0;
592                 e->frame1time = cl.time;
593                 e->frame2time = cl.time;
594                 cl.num_effects = max(cl.num_effects, i + 1);
595                 break;
596         }
597 }
598
599 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)
600 {
601         int i;
602         dlight_t *dl;
603
604         /*
605 // first look for an exact key match
606         if (ent)
607         {
608                 dl = cl.dlights;
609                 for (i = 0;i < cl.num_dlights;i++, dl++)
610                         if (dl->ent == ent)
611                                 goto dlightsetup;
612         }
613         */
614
615 // then look for anything else
616         dl = cl.dlights;
617         for (i = 0;i < cl.num_dlights;i++, dl++)
618                 if (!dl->radius)
619                         goto dlightsetup;
620         // if we hit the end of the active dlights and found no gaps, add a new one
621         if (i < MAX_DLIGHTS)
622         {
623                 cl.num_dlights = i + 1;
624                 goto dlightsetup;
625         }
626
627         // unable to find one
628         return;
629
630 dlightsetup:
631         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
632         memset (dl, 0, sizeof(*dl));
633         Matrix4x4_Normalize(&dl->matrix, matrix);
634         dl->ent = ent;
635         dl->origin[0] = dl->matrix.m[0][3];
636         dl->origin[1] = dl->matrix.m[1][3];
637         dl->origin[2] = dl->matrix.m[2][3];
638         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
639         dl->matrix.m[0][3] = dl->origin[0];
640         dl->matrix.m[1][3] = dl->origin[1];
641         dl->matrix.m[2][3] = dl->origin[2];
642         dl->radius = radius;
643         dl->color[0] = red;
644         dl->color[1] = green;
645         dl->color[2] = blue;
646         dl->decay = decay;
647         if (lifetime)
648                 dl->die = cl.time + lifetime;
649         else
650                 dl->die = 0;
651         dl->cubemapnum = cubemapnum;
652         dl->style = style;
653         dl->shadow = shadowenable;
654         dl->corona = corona;
655         dl->flags = flags;
656         dl->coronasizescale = coronasizescale;
657         dl->ambientscale = ambientscale;
658         dl->diffusescale = diffusescale;
659         dl->specularscale = specularscale;
660 }
661
662 // called before entity relinking
663 void CL_DecayLights(void)
664 {
665         int i, oldmax;
666         dlight_t *dl;
667         float time, f;
668
669         time = cl.time - cl.oldtime;
670         oldmax = cl.num_dlights;
671         cl.num_dlights = 0;
672         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
673         {
674                 if (dl->radius)
675                 {
676                         f = dl->radius - time * dl->decay;
677                         if (cl.time < dl->die && f > 0)
678                         {
679                                 dl->radius = dl->radius - time * dl->decay;
680                                 cl.num_dlights = i + 1;
681                         }
682                         else
683                                 dl->radius = 0;
684                 }
685         }
686 }
687
688 // called after entity relinking
689 void CL_UpdateLights(void)
690 {
691         int i, j, k, l;
692         dlight_t *dl;
693         float frac, f;
694
695         r_refdef.numlights = 0;
696         if (r_dynamic.integer)
697         {
698                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
699                 {
700                         if (dl->radius)
701                         {
702                                 R_RTLight_Update(dl, false);
703                                 r_refdef.lights[r_refdef.numlights++] = dl;
704                         }
705                 }
706         }
707
708 // light animations
709 // 'm' is normal light, 'a' is no light, 'z' is double bright
710         f = cl.time * 10;
711         i = (int)floor(f);
712         frac = f - i;
713         for (j = 0;j < cl.max_lightstyle;j++)
714         {
715                 if (!cl.lightstyle || !cl.lightstyle[j].length)
716                 {
717                         r_refdef.lightstylevalue[j] = 256;
718                         continue;
719                 }
720                 k = i % cl.lightstyle[j].length;
721                 l = (i-1) % cl.lightstyle[j].length;
722                 k = cl.lightstyle[j].map[k] - 'a';
723                 l = cl.lightstyle[j].map[l] - 'a';
724                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
725         }
726 }
727
728 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
729 {
730         float f;
731         entity_t *flag;
732         matrix4x4_t flagmatrix;
733
734         // this code taken from QuakeWorld
735         f = 14;
736         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
737         {
738                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
739                 { //axpain
740                         if      (player->render.frame2 == 29) f = f + 2;
741                         else if (player->render.frame2 == 30) f = f + 8;
742                         else if (player->render.frame2 == 31) f = f + 12;
743                         else if (player->render.frame2 == 32) f = f + 11;
744                         else if (player->render.frame2 == 33) f = f + 10;
745                         else if (player->render.frame2 == 34) f = f + 4;
746                 }
747                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
748                 { // pain
749                         if      (player->render.frame2 == 35) f = f + 2;
750                         else if (player->render.frame2 == 36) f = f + 10;
751                         else if (player->render.frame2 == 37) f = f + 10;
752                         else if (player->render.frame2 == 38) f = f + 8;
753                         else if (player->render.frame2 == 39) f = f + 4;
754                         else if (player->render.frame2 == 40) f = f + 2;
755                 }
756         }
757         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
758         {
759                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
760                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
761                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
762                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
763         }
764         // end of code taken from QuakeWorld
765
766         flag = CL_NewTempEntity();
767         if (!flag)
768                 return;
769
770         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
771         flag->render.skinnum = skin;
772         flag->render.colormap = -1; // no special coloring
773         flag->render.alpha = 1;
774         VectorSet(flag->render.colormod, 1, 1, 1);
775         // attach the flag to the player matrix
776         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
777         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
778         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
779         R_LerpAnimation(&flag->render);
780         CL_BoundingBoxForEntity(&flag->render);
781 }
782
783 #define MAXVIEWMODELS 32
784 entity_t *viewmodels[MAXVIEWMODELS];
785 int numviewmodels;
786
787 matrix4x4_t viewmodelmatrix;
788
789 static int entitylinkframenumber;
790
791 static const vec3_t muzzleflashorigin = {18, 0, 0};
792
793 extern void V_DriftPitch(void);
794 extern void V_FadeViewFlashs(void);
795 extern void V_CalcViewBlend(void);
796
797 extern void V_CalcRefdef(void);
798 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
799 void CL_UpdateNetworkEntity(entity_t *e)
800 {
801         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
802         //matrix4x4_t dlightmatrix;
803         int j, k, l;
804         effectnameindex_t trailtype;
805         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
806         entity_t *t;
807         model_t *model;
808         trace_t trace;
809         //entity_persistent_t *p = &e->persistent;
810         //entity_render_t *r = &e->render;
811         if (e->persistent.linkframe != entitylinkframenumber)
812         {
813                 e->persistent.linkframe = entitylinkframenumber;
814                 // skip inactive entities and world
815                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
816                         return;
817                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
818                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
819                 e->render.flags = e->state_current.flags;
820                 e->render.effects = e->state_current.effects;
821                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
822                 if (e->state_current.flags & RENDER_COLORMAPPED)
823                 {
824                         int cb;
825                         unsigned char *cbcolor;
826                         e->render.colormap = e->state_current.colormap;
827                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
828                         cbcolor = (unsigned char *) (&palette_complete[cb]);
829                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
830                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
831                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
832                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
833                         cbcolor = (unsigned char *) (&palette_complete[cb]);
834                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
835                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
836                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
837                 }
838                 else if (e->state_current.colormap && cl.scores != NULL)
839                 {
840                         int cb;
841                         unsigned char *cbcolor;
842                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
843                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
844                         cbcolor = (unsigned char *) (&palette_complete[cb]);
845                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
846                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
847                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
848                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
849                         cbcolor = (unsigned char *) (&palette_complete[cb]);
850                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
851                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
852                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
853                 }
854                 else
855                 {
856                         e->render.colormap = -1; // no special coloring
857                         VectorClear(e->render.colormap_pantscolor);
858                         VectorClear(e->render.colormap_shirtcolor);
859                 }
860                 e->render.skinnum = e->state_current.skin;
861                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
862                 {
863                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
864                                 return;
865                         if (!e->csqc)
866                         {
867                                 if (cl.viewentity)
868                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
869                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
870                                 {
871                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
872                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
873                                 }
874                         }
875                         matrix = &viewmodelmatrix;
876                 }
877                 else
878                 {
879                         // if the tag entity is currently impossible, skip it
880                         if (!e->csqc)
881                         {
882                                 if (e->state_current.tagentity >= cl.num_entities)
883                                         return;
884                                 t = cl.entities + e->state_current.tagentity;
885                         }
886                         else
887                         {
888                                 if (e->state_current.tagentity >= cl.num_csqcentities)
889                                         return;
890                                 t = cl.csqcentities + e->state_current.tagentity;
891                         }
892                         // if the tag entity is inactive, skip it
893                         if (!t->state_current.active)
894                                 return;
895                         // note: this can link to world
896                         CL_UpdateNetworkEntity(t);
897                         // make relative to the entity
898                         matrix = &t->render.matrix;
899                         // some properties of the tag entity carry over
900                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
901                         // if a valid tagindex is used, make it relative to that tag instead
902                         // FIXME: use a model function to get tag info (need to handle skeletal)
903                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
904                         {
905                                 // blend the matrices
906                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
907                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
908                                 {
909                                         matrix4x4_t tagmatrix;
910                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
911                                         d = t->render.frameblend[j].lerp;
912                                         for (l = 0;l < 4;l++)
913                                                 for (k = 0;k < 4;k++)
914                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
915                                 }
916                                 // concat the tag matrices onto the entity matrix
917                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
918                                 // use the constructed tag matrix
919                                 matrix = &tempmatrix;
920                         }
921                 }
922
923                 // movement lerp
924                 // if it's the player entity, update according to client movement
925                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
926                 {
927                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
928                         lerp = bound(0, lerp, 1);
929                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
930                         VectorSet(angles, 0, cl.viewangles[1], 0);
931                 }
932                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
933                 {
934                         // interpolate the origin and angles
935                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
936                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
937                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
938                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
939                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
940                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
941                 }
942                 else
943                 {
944                         // no interpolation
945                         VectorCopy(e->persistent.neworigin, origin);
946                         VectorCopy(e->persistent.newangles, angles);
947                 }
948
949                 // model setup and some modelflags
950                 if(e->state_current.modelindex < MAX_MODELS)
951                         e->render.model = cl.model_precache[e->state_current.modelindex];
952                 else
953                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
954                 if (e->render.model)
955                 {
956                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
957                         if (e->render.model->type == mod_alias)
958                                 angles[0] = -angles[0];
959                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
960                         {
961                                 angles[1] = ANGLEMOD(100*cl.time);
962                                 if (cl_itembobheight.value)
963                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
964                         }
965                         // transfer certain model flags to effects
966                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
967                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
968                                 VectorScale(e->render.colormod, 2, e->render.colormod);
969                 }
970                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
971                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
972                         angles[0] = -angles[0];
973
974                 // animation lerp
975                 if (e->render.frame2 == e->state_current.frame)
976                 {
977                         // update frame lerp fraction
978                         e->render.framelerp = 1;
979                         if (e->render.frame2time > e->render.frame1time)
980                         {
981                                 // make sure frame lerp won't last longer than 100ms
982                                 // (this mainly helps with models that use framegroups and
983                                 // switch between them infrequently)
984                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
985                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
986                         }
987                 }
988                 else
989                 {
990                         // begin a new frame lerp
991                         e->render.frame1 = e->render.frame2;
992                         e->render.frame1time = e->render.frame2time;
993                         e->render.frame = e->render.frame2 = e->state_current.frame;
994                         e->render.frame2time = cl.time;
995                         e->render.framelerp = 0;
996                 }
997                 R_LerpAnimation(&e->render);
998
999                 // set up the render matrix
1000                 // FIXME: e->render.scale should go away
1001                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1002                 // concat the matrices to make the entity relative to its tag
1003                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1004                 // make the other useful stuff
1005                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1006                 CL_BoundingBoxForEntity(&e->render);
1007
1008                 // handle effects now that we know where this entity is in the world...
1009                 if (e->render.model && e->render.model->soundfromcenter)
1010                 {
1011                         // bmodels are treated specially since their origin is usually '0 0 0'
1012                         vec3_t o;
1013                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1014                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1015                 }
1016                 else
1017                 {
1018                         origin[0] = e->render.matrix.m[0][3];
1019                         origin[1] = e->render.matrix.m[1][3];
1020                         origin[2] = e->render.matrix.m[2][3];
1021                 }
1022                 trailtype = EFFECT_NONE;
1023                 dlightradius = 0;
1024                 dlightcolor[0] = 0;
1025                 dlightcolor[1] = 0;
1026                 dlightcolor[2] = 0;
1027                 // LordHavoc: if the entity has no effects, don't check each
1028                 if (e->render.effects)
1029                 {
1030                         if (e->render.effects & EF_BRIGHTFIELD)
1031                         {
1032                                 if (gamemode == GAME_NEXUIZ)
1033                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1034                                 else
1035                                         CL_EntityParticles(e);
1036                         }
1037                         if (e->render.effects & EF_MUZZLEFLASH)
1038                                 e->persistent.muzzleflash = 1.0f;
1039                         if (e->render.effects & EF_DIMLIGHT)
1040                         {
1041                                 dlightradius = max(dlightradius, 200);
1042                                 dlightcolor[0] += 1.50f;
1043                                 dlightcolor[1] += 1.50f;
1044                                 dlightcolor[2] += 1.50f;
1045                         }
1046                         if (e->render.effects & EF_BRIGHTLIGHT)
1047                         {
1048                                 dlightradius = max(dlightradius, 400);
1049                                 dlightcolor[0] += 3.00f;
1050                                 dlightcolor[1] += 3.00f;
1051                                 dlightcolor[2] += 3.00f;
1052                         }
1053                         // LordHavoc: more effects
1054                         if (e->render.effects & EF_RED) // red
1055                         {
1056                                 dlightradius = max(dlightradius, 200);
1057                                 dlightcolor[0] += 1.50f;
1058                                 dlightcolor[1] += 0.15f;
1059                                 dlightcolor[2] += 0.15f;
1060                         }
1061                         if (e->render.effects & EF_BLUE) // blue
1062                         {
1063                                 dlightradius = max(dlightradius, 200);
1064                                 dlightcolor[0] += 0.15f;
1065                                 dlightcolor[1] += 0.15f;
1066                                 dlightcolor[2] += 1.50f;
1067                         }
1068                         if (e->render.effects & EF_FLAME)
1069                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1070                         if (e->render.effects & EF_STARDUST)
1071                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1072                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1073                         {
1074                                 // these are only set on player entities
1075                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1076                         }
1077                 }
1078                 // muzzleflash fades over time, and is offset a bit
1079                 if (e->persistent.muzzleflash > 0)
1080                 {
1081                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1082                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1083                         tempmatrix = e->render.matrix;
1084                         tempmatrix.m[0][3] = trace.endpos[0];
1085                         tempmatrix.m[1][3] = trace.endpos[1];
1086                         tempmatrix.m[2][3] = trace.endpos[2];
1087                         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);
1088                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1089                 }
1090                 // LordHavoc: if the model has no flags, don't check each
1091                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1092                 {
1093                         if (e->render.model->flags & EF_GIB)
1094                                 trailtype = EFFECT_TR_BLOOD;
1095                         else if (e->render.model->flags & EF_ZOMGIB)
1096                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1097                         else if (e->render.model->flags & EF_TRACER)
1098                                 trailtype = EFFECT_TR_WIZSPIKE;
1099                         else if (e->render.model->flags & EF_TRACER2)
1100                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1101                         else if (e->render.model->flags & EF_ROCKET)
1102                                 trailtype = EFFECT_TR_ROCKET;
1103                         else if (e->render.model->flags & EF_GRENADE)
1104                         {
1105                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1106                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1107                         }
1108                         else if (e->render.model->flags & EF_TRACER3)
1109                                 trailtype = EFFECT_TR_VORESPIKE;
1110                 }
1111                 // LordHavoc: customizable glow
1112                 if (e->state_current.glowsize)
1113                 {
1114                         // * 4 for the expansion from 0-255 to 0-1023 range,
1115                         // / 255 to scale down byte colors
1116                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1117                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1118                 }
1119                 // make the glow dlight
1120                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1121                 {
1122                         //dlightmatrix = e->render.matrix;
1123                         // hack to make glowing player light shine on their gun
1124                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1125                         //      dlightmatrix.m[2][3] += 30;
1126                         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);
1127                 }
1128                 // custom rtlight
1129                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1130                 {
1131                         float light[4];
1132                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1133                         light[3] = e->state_current.light[3];
1134                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1135                                 VectorSet(light, 1, 1, 1);
1136                         if (light[3] == 0)
1137                                 light[3] = 350;
1138                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1139                         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);
1140                 }
1141                 // do trails
1142                 if (e->render.flags & RENDER_GLOWTRAIL)
1143                         trailtype = EFFECT_TR_GLOWTRAIL;
1144                 if (trailtype)
1145                 {
1146                         float len;
1147                         vec3_t vel;
1148                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1149                         len = e->state_current.time - e->state_previous.time;
1150                         if (len > 0)
1151                                 len = 1.0f / len;
1152                         VectorScale(vel, len, vel);
1153                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1154                 }
1155                 VectorCopy(origin, e->persistent.trail_origin);
1156                 // tenebrae's sprites are all additive mode (weird)
1157                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1158                         e->render.effects |= EF_ADDITIVE;
1159                 // player model is only shown with chase_active on
1160                 if (!e->csqc)
1161                 if (e->state_current.number == cl.viewentity)
1162                         e->render.flags |= RENDER_EXTERIORMODEL;
1163                 // transparent stuff can't be lit during the opaque stage
1164                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1165                         e->render.flags |= RENDER_TRANSPARENT;
1166                 // double sided rendering mode causes backfaces to be visible
1167                 // (mostly useful on transparent stuff)
1168                 if (e->render.effects & EF_DOUBLESIDED)
1169                         e->render.flags |= RENDER_NOCULLFACE;
1170                 // either fullbright or lit
1171                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1172                         e->render.flags |= RENDER_LIGHT;
1173                 // hide player shadow during intermission or nehahra movie
1174                 if (!(e->render.effects & EF_NOSHADOW)
1175                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1176                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1177                         e->render.flags |= RENDER_SHADOW;
1178                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1179                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1180                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1181                 if (e->state_current.number == cl.viewentity)
1182                         V_CalcRefdef();
1183         }
1184 }
1185
1186
1187 /*
1188 ===============
1189 CL_UpdateEntities
1190 ===============
1191 */
1192 static void CL_UpdateEntities(void)
1193 {
1194         entity_t *ent;
1195         int i;
1196
1197         ent = &cl.viewent;
1198         ent->state_previous = ent->state_current;
1199         ent->state_current = defaultstate;
1200         ent->state_current.time = cl.time;
1201         ent->state_current.number = -1;
1202         ent->state_current.active = true;
1203         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1204         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1205         ent->state_current.flags = RENDER_VIEWMODEL;
1206         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1207                 ent->state_current.modelindex = 0;
1208         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1209         {
1210                 if (gamemode == GAME_TRANSFUSION)
1211                         ent->state_current.alpha = 128;
1212                 else
1213                         ent->state_current.modelindex = 0;
1214         }
1215
1216         // reset animation interpolation on weaponmodel if model changed
1217         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1218         {
1219                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1220                 ent->render.frame1time = ent->render.frame2time = cl.time;
1221                 ent->render.framelerp = 1;
1222         }
1223
1224         // start on the entity after the world
1225         entitylinkframenumber++;
1226         for (i = 1;i < cl.num_entities;i++)
1227         {
1228                 if (cl.entities_active[i])
1229                 {
1230                         ent = cl.entities + i;
1231                         if (ent->state_current.active)
1232                                 CL_UpdateNetworkEntity(ent);
1233                         else
1234                                 cl.entities_active[i] = false;
1235                 }
1236         }
1237         CL_UpdateNetworkEntity(&cl.viewent);
1238 }
1239
1240 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1241 void CL_LinkNetworkEntity(entity_t *e)
1242 {
1243         entity_t *t;
1244         if (e->persistent.linkframe != entitylinkframenumber)
1245         {
1246                 e->persistent.linkframe = entitylinkframenumber;
1247                 // skip inactive entities and world
1248                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1249                         return;
1250                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1251                 {
1252                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1253                                 return;
1254                         if (!e->csqc)
1255                         if (cl.viewentity)
1256                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1257                 }
1258                 else
1259                 {
1260                         // if the tag entity is currently impossible, skip it
1261                         if (!e->csqc)
1262                         {
1263                                 if (e->state_current.tagentity >= cl.num_entities)
1264                                         return;
1265                                 t = cl.entities + e->state_current.tagentity;
1266                         }
1267                         else
1268                         {
1269                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1270                                         return;
1271                                 t = cl.csqcentities + e->state_current.tagentity;
1272                         }
1273                         // if the tag entity is inactive, skip it
1274                         if (!t->state_current.active)
1275                                 return;
1276                         // note: this can link to world
1277                         CL_LinkNetworkEntity(t);
1278                 }
1279
1280                 // don't show entities with no modelindex (note: this still shows
1281                 // entities which have a modelindex that resolved to a NULL model)
1282                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1283                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1284                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1285                 //      Matrix4x4_Print(&e->render.matrix);
1286         }
1287 }
1288
1289 void CL_RelinkWorld(void)
1290 {
1291         entity_t *ent = &cl.entities[0];
1292         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1293         // FIXME: this should be done at load
1294         ent->render.matrix = identitymatrix;
1295         ent->render.inversematrix = identitymatrix;
1296         R_LerpAnimation(&ent->render);
1297         CL_BoundingBoxForEntity(&ent->render);
1298         ent->render.flags = RENDER_SHADOW;
1299         if (!r_fullbright.integer)
1300                 ent->render.flags |= RENDER_LIGHT;
1301         VectorSet(ent->render.colormod, 1, 1, 1);
1302         r_refdef.worldentity = &ent->render;
1303         r_refdef.worldmodel = cl.worldmodel;
1304 }
1305
1306 static void CL_RelinkStaticEntities(void)
1307 {
1308         int i;
1309         entity_t *e;
1310         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1311         {
1312                 e->render.flags = 0;
1313                 // transparent stuff can't be lit during the opaque stage
1314                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1315                         e->render.flags |= RENDER_TRANSPARENT;
1316                 // either fullbright or lit
1317                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1318                         e->render.flags |= RENDER_LIGHT;
1319                 // hide player shadow during intermission or nehahra movie
1320                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1321                         e->render.flags |= RENDER_SHADOW;
1322                 VectorSet(e->render.colormod, 1, 1, 1);
1323                 R_LerpAnimation(&e->render);
1324                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1325         }
1326 }
1327
1328 /*
1329 ===============
1330 CL_RelinkEntities
1331 ===============
1332 */
1333 static void CL_RelinkNetworkEntities(void)
1334 {
1335         entity_t *ent;
1336         int i;
1337
1338         // start on the entity after the world
1339         for (i = 1;i < cl.num_entities;i++)
1340         {
1341                 if (cl.entities_active[i])
1342                 {
1343                         ent = cl.entities + i;
1344                         if (ent->state_current.active)
1345                                 CL_LinkNetworkEntity(ent);
1346                         else
1347                                 cl.entities_active[i] = false;
1348                 }
1349         }
1350 }
1351
1352 static void CL_RelinkEffects(void)
1353 {
1354         int i, intframe;
1355         cl_effect_t *e;
1356         entity_t *ent;
1357         float frame;
1358
1359         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1360         {
1361                 if (e->active)
1362                 {
1363                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1364                         intframe = (int)frame;
1365                         if (intframe < 0 || intframe >= e->endframe)
1366                         {
1367                                 memset(e, 0, sizeof(*e));
1368                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1369                                         cl.num_effects--;
1370                                 continue;
1371                         }
1372
1373                         if (intframe != e->frame)
1374                         {
1375                                 e->frame = intframe;
1376                                 e->frame1time = e->frame2time;
1377                                 e->frame2time = cl.time;
1378                         }
1379
1380                         // if we're drawing effects, get a new temp entity
1381                         // (NewTempEntity adds it to the render entities list for us)
1382                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1383                         {
1384                                 // interpolation stuff
1385                                 ent->render.frame1 = intframe;
1386                                 ent->render.frame2 = intframe + 1;
1387                                 if (ent->render.frame2 >= e->endframe)
1388                                         ent->render.frame2 = -1; // disappear
1389                                 ent->render.framelerp = frame - intframe;
1390                                 ent->render.frame1time = e->frame1time;
1391                                 ent->render.frame2time = e->frame2time;
1392
1393                                 // normal stuff
1394                                 if(e->modelindex < MAX_MODELS)
1395                                         ent->render.model = cl.model_precache[e->modelindex];
1396                                 else
1397                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1398                                 ent->render.frame = ent->render.frame2;
1399                                 ent->render.colormap = -1; // no special coloring
1400                                 ent->render.alpha = 1;
1401                                 VectorSet(ent->render.colormod, 1, 1, 1);
1402
1403                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1404                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1405                                 R_LerpAnimation(&ent->render);
1406                                 CL_BoundingBoxForEntity(&ent->render);
1407                         }
1408                 }
1409         }
1410 }
1411
1412 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1413 {
1414         VectorCopy(b->start, start);
1415         VectorCopy(b->end, end);
1416
1417         // if coming from the player, update the start position
1418         if (b->entity == cl.viewentity)
1419         {
1420                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1421                 {
1422                         // LordHavoc: this is a stupid hack from Quake that makes your
1423                         // lightning appear to come from your waist and cover less of your
1424                         // view
1425                         // in Quake this hack was applied to all players (causing the
1426                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1427                         // only applies to your own lightning, and only in first person
1428                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1429                 }
1430                 if (cl_beams_instantaimhack.integer)
1431                 {
1432                         vec3_t dir, localend;
1433                         vec_t len;
1434                         // LordHavoc: this updates the beam direction to match your
1435                         // viewangles
1436                         VectorSubtract(end, start, dir);
1437                         len = VectorLength(dir);
1438                         VectorNormalize(dir);
1439                         VectorSet(localend, len, 0, 0);
1440                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1441                 }
1442         }
1443 }
1444
1445 void CL_RelinkBeams(void)
1446 {
1447         int i;
1448         beam_t *b;
1449         vec3_t dist, org, start, end;
1450         float d;
1451         entity_t *ent;
1452         float yaw, pitch;
1453         float forward;
1454         matrix4x4_t tempmatrix;
1455
1456         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1457         {
1458                 if (!b->model)
1459                         continue;
1460                 if (b->endtime < cl.time)
1461                 {
1462                         b->model = NULL;
1463                         continue;
1464                 }
1465
1466                 CL_Beam_CalculatePositions(b, start, end);
1467
1468                 if (b->lightning)
1469                 {
1470                         if (cl_beams_lightatend.integer)
1471                         {
1472                                 // FIXME: create a matrix from the beam start/end orientation
1473                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1474                                 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);
1475                         }
1476                         if (cl_beams_polygons.integer)
1477                                 continue;
1478                 }
1479
1480                 // calculate pitch and yaw
1481                 // (this is similar to the QuakeC builtin function vectoangles)
1482                 VectorSubtract(end, start, dist);
1483                 if (dist[1] == 0 && dist[0] == 0)
1484                 {
1485                         yaw = 0;
1486                         if (dist[2] > 0)
1487                                 pitch = 90;
1488                         else
1489                                 pitch = 270;
1490                 }
1491                 else
1492                 {
1493                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1494                         if (yaw < 0)
1495                                 yaw += 360;
1496
1497                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1498                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1499                         if (pitch < 0)
1500                                 pitch += 360;
1501                 }
1502
1503                 // add new entities for the lightning
1504                 VectorCopy (start, org);
1505                 d = VectorNormalizeLength(dist);
1506                 while (d > 0)
1507                 {
1508                         ent = CL_NewTempEntity ();
1509                         if (!ent)
1510                                 return;
1511                         //VectorCopy (org, ent->render.origin);
1512                         ent->render.model = b->model;
1513                         //ent->render.effects = EF_FULLBRIGHT;
1514                         //ent->render.angles[0] = pitch;
1515                         //ent->render.angles[1] = yaw;
1516                         //ent->render.angles[2] = rand()%360;
1517                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1518                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1519                         R_LerpAnimation(&ent->render);
1520                         CL_BoundingBoxForEntity(&ent->render);
1521                         VectorMA(org, 30, dist, org);
1522                         d -= 30;
1523                 }
1524         }
1525
1526         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1527                 cl.num_beams--;
1528 }
1529
1530 static void CL_RelinkQWNails(void)
1531 {
1532         int i;
1533         vec_t *v;
1534         entity_t *ent;
1535
1536         for (i = 0;i < cl.qw_num_nails;i++)
1537         {
1538                 v = cl.qw_nails[i];
1539
1540                 // if we're drawing effects, get a new temp entity
1541                 // (NewTempEntity adds it to the render entities list for us)
1542                 if (!(ent = CL_NewTempEntity()))
1543                         continue;
1544
1545                 // normal stuff
1546                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1547                 ent->render.colormap = -1; // no special coloring
1548                 ent->render.alpha = 1;
1549                 VectorSet(ent->render.colormod, 1, 1, 1);
1550
1551                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1552                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1553                 R_LerpAnimation(&ent->render);
1554                 CL_BoundingBoxForEntity(&ent->render);
1555         }
1556 }
1557
1558 void CL_LerpPlayer(float frac)
1559 {
1560         int i;
1561
1562         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1563         for (i = 0;i < 3;i++)
1564         {
1565                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1566                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1567                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1568         }
1569 }
1570
1571 void CSQC_RelinkAllEntities (int drawmask)
1572 {
1573         // link stuff
1574         if (drawmask & ENTMASK_ENGINE)
1575         {
1576                 CL_RelinkNetworkEntities();
1577                 CL_RelinkQWNails();
1578         }
1579
1580         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1581                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1582 }
1583
1584 /*
1585 ===============
1586 CL_ReadFromServer
1587
1588 Read all incoming data from the server
1589 ===============
1590 */
1591 extern void CL_ClientMovement_Replay(void);
1592 extern void CL_StairSmoothing(void);//view.c
1593
1594 int CL_ReadFromServer(void)
1595 {
1596         CL_ReadDemoMessage();
1597         CL_SendMove();
1598
1599         r_refdef.time = cl.time;
1600         r_refdef.extraupdate = !r_speeds.integer;
1601         r_refdef.numentities = 0;
1602         r_view.matrix = identitymatrix;
1603
1604         if (cls.state == ca_connected && cls.signon == SIGNONS)
1605         {
1606                 // prepare for a new frame
1607                 CL_LerpPlayer(CL_LerpPoint());
1608                 CL_DecayLights();
1609                 CL_ClearTempEntities();
1610                 V_DriftPitch();
1611                 V_FadeViewFlashs();
1612
1613                 // move particles
1614                 CL_MoveParticles();
1615                 R_MoveExplosions();
1616
1617                 // process network entities (note: this sets up the view!)
1618                 CL_ClientMovement_Replay();
1619                 cl.num_brushmodel_entities = 0;
1620                 // now that the player entity has been updated we can call V_CalcRefdef
1621                 V_CalcRefdef();
1622                 CL_UpdateEntities();
1623
1624                 entitylinkframenumber++;
1625                 // link stuff
1626                 CL_RelinkWorld();
1627                 CL_RelinkStaticEntities();
1628                 CL_RelinkBeams();
1629                 CL_RelinkEffects();
1630
1631                 if(!csqc_loaded)        //[515]: csqc
1632                 {
1633                         CL_RelinkNetworkEntities();
1634                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1635                         CL_RelinkQWNails();
1636                 }
1637                 else
1638                         csqc_frame = true;
1639
1640                 // update view blend
1641                 V_CalcViewBlend();
1642
1643                 CL_UpdateLights();
1644                 CL_StairSmoothing();
1645
1646                 // update the r_refdef time again because cl.time may have changed
1647                 r_refdef.time = cl.time;
1648         }
1649
1650         return 0;
1651 }
1652
1653 // LordHavoc: pausedemo command
1654 static void CL_PauseDemo_f (void)
1655 {
1656         cls.demopaused = !cls.demopaused;
1657         if (cls.demopaused)
1658                 Con_Print("Demo paused\n");
1659         else
1660                 Con_Print("Demo unpaused\n");
1661 }
1662
1663 /*
1664 ======================
1665 CL_Fog_f
1666 ======================
1667 */
1668 static void CL_Fog_f (void)
1669 {
1670         if (Cmd_Argc () == 1)
1671         {
1672                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1673                 return;
1674         }
1675         r_refdef.fog_density = atof(Cmd_Argv(1));
1676         r_refdef.fog_red = atof(Cmd_Argv(2));
1677         r_refdef.fog_green = atof(Cmd_Argv(3));
1678         r_refdef.fog_blue = atof(Cmd_Argv(4));
1679 }
1680
1681 /*
1682 ====================
1683 CL_TimeRefresh_f
1684
1685 For program optimization
1686 ====================
1687 */
1688 static void CL_TimeRefresh_f (void)
1689 {
1690         int i;
1691         float timestart, timedelta, oldangles[3];
1692
1693         r_refdef.extraupdate = false;
1694         VectorCopy(cl.viewangles, oldangles);
1695         VectorClear(cl.viewangles);
1696
1697         timestart = Sys_DoubleTime();
1698         for (i = 0;i < 128;i++)
1699         {
1700                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1701                 CL_UpdateScreen();
1702         }
1703         timedelta = Sys_DoubleTime() - timestart;
1704
1705         VectorCopy(oldangles, cl.viewangles);
1706         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1707 }
1708
1709 /*
1710 ===========
1711 CL_Shutdown
1712 ===========
1713 */
1714 void CL_Shutdown (void)
1715 {
1716         CL_Particles_Shutdown();
1717         CL_Parse_Shutdown();
1718
1719         Mem_FreePool (&cls.permanentmempool);
1720         Mem_FreePool (&cls.levelmempool);
1721 }
1722
1723 /*
1724 =================
1725 CL_Init
1726 =================
1727 */
1728 void CL_Init (void)
1729 {
1730         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1731         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1732
1733         memset(&r_refdef, 0, sizeof(r_refdef));
1734         // max entities sent to renderer per frame
1735         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1736         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1737
1738         CL_InitInput ();
1739
1740 //
1741 // register our commands
1742 //
1743         Cvar_RegisterVariable (&csqc_progname);
1744         Cvar_RegisterVariable (&csqc_progcrc);
1745
1746         Cvar_RegisterVariable (&cl_upspeed);
1747         Cvar_RegisterVariable (&cl_forwardspeed);
1748         Cvar_RegisterVariable (&cl_backspeed);
1749         Cvar_RegisterVariable (&cl_sidespeed);
1750         Cvar_RegisterVariable (&cl_movespeedkey);
1751         Cvar_RegisterVariable (&cl_yawspeed);
1752         Cvar_RegisterVariable (&cl_pitchspeed);
1753         Cvar_RegisterVariable (&cl_anglespeedkey);
1754         Cvar_RegisterVariable (&cl_shownet);
1755         Cvar_RegisterVariable (&cl_nolerp);
1756         Cvar_RegisterVariable (&lookspring);
1757         Cvar_RegisterVariable (&lookstrafe);
1758         Cvar_RegisterVariable (&sensitivity);
1759         Cvar_RegisterVariable (&freelook);
1760
1761         Cvar_RegisterVariable (&m_pitch);
1762         Cvar_RegisterVariable (&m_yaw);
1763         Cvar_RegisterVariable (&m_forward);
1764         Cvar_RegisterVariable (&m_side);
1765
1766         Cvar_RegisterVariable (&cl_itembobspeed);
1767         Cvar_RegisterVariable (&cl_itembobheight);
1768
1769         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1770         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1771         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1772         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1773         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1774         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1775
1776 #ifdef AUTODEMO_BROKEN
1777         Cvar_RegisterVariable (&cl_autodemo);
1778         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1779 #endif
1780
1781         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1782
1783         // LordHavoc: added pausedemo
1784         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)");
1785
1786         Cvar_RegisterVariable(&r_draweffects);
1787         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1788         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1789         Cvar_RegisterVariable(&cl_explosions_size_start);
1790         Cvar_RegisterVariable(&cl_explosions_size_end);
1791         Cvar_RegisterVariable(&cl_explosions_lifetime);
1792         Cvar_RegisterVariable(&cl_stainmaps);
1793         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1794         Cvar_RegisterVariable(&cl_beams_polygons);
1795         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1796         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1797         Cvar_RegisterVariable(&cl_beams_lightatend);
1798         Cvar_RegisterVariable(&cl_noplayershadow);
1799
1800         Cvar_RegisterVariable(&cl_prydoncursor);
1801
1802         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1803
1804         // for QW connections
1805         Cvar_RegisterVariable(&qport);
1806         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1807
1808         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1809
1810         CL_Parse_Init();
1811         CL_Particles_Init();
1812         CL_Screen_Init();
1813
1814         CL_Video_Init();
1815 }
1816
1817
1818