optimized SHOWLMP code (only used by Nehahra) to not eat any CPU time
[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 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54
55 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
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", "0", "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 cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78
79 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)"};
80
81 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"};
82
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84
85 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
87
88 client_static_t cls;
89 client_state_t  cl;
90
91 #define MAX_PARTICLES                   32768   // default max # of particles at one time
92 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
93
94 /*
95 =====================
96 CL_ClearState
97
98 =====================
99 */
100 void CL_ClearState(void)
101 {
102         int i;
103         entity_t *ent;
104
105 // wipe the entire cl structure
106         Mem_EmptyPool(cls.levelmempool);
107         memset (&cl, 0, sizeof(cl));
108
109         S_StopAllSounds();
110
111         // reset the view zoom interpolation
112         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
113
114         // enable rendering of the world and such
115         cl.csqc_vidvars.drawworld = true;
116         cl.csqc_vidvars.drawenginesbar = true;
117         cl.csqc_vidvars.drawcrosshair = true;
118
119         // set up the float version of the stats array for easier access to float stats
120         cl.statsf = (float *)cl.stats;
121
122         cl.num_entities = 0;
123         cl.num_static_entities = 0;
124         cl.num_temp_entities = 0;
125         cl.num_brushmodel_entities = 0;
126
127         // tweak these if the game runs out
128         cl.max_entities = 256;
129         cl.max_static_entities = 256;
130         cl.max_temp_entities = 512;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = MAX_PARTICLES;
137         cl.max_showlmps = 0;
138
139 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
140         i = COM_CheckParm ("-particles");
141         if (i && i < com_argc - 1)
142         {
143                 cl.max_particles = (int)(atoi(com_argv[i+1]));
144                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
145                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
146         }
147
148         cl.num_dlights = 0;
149         cl.num_effects = 0;
150         cl.num_beams = 0;
151
152         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
153         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
154         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
155         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
156         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162         cl.showlmps = NULL;
163
164         // LordHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (gamemode == GAME_NEXUIZ)
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.colormap = -1; // no special coloring
196         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
197         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         if (!allowstarkey && key[0] == '*')
217                 fail = true;
218         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
219                 fail = true;
220         for (i = 0;key[i];i++)
221                 if (key[i] <= ' ' || key[i] == '\"')
222                         fail = true;
223         for (i = 0;value[i];i++)
224                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
225                         fail = true;
226         if (fail)
227         {
228                 if (!quiet)
229                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
230                 return;
231         }
232         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
233         if (cls.state == ca_connected && cls.netcon)
234         {
235                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
236                 {
237                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
239                 }
240                 else if (!strcasecmp(key, "name"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playermodel"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "playerskin"))
251                 {
252                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
253                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
254                 }
255                 else if (!strcasecmp(key, "topcolor"))
256                 {
257                         // don't send anything, the combined color code will be updated manually
258                 }
259                 else if (!strcasecmp(key, "bottomcolor"))
260                 {
261                         // don't send anything, the combined color code will be updated manually
262                 }
263                 else if (!strcasecmp(key, "rate"))
264                 {
265                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
266                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
267                 }
268         }
269 }
270
271 void CL_ExpandEntities(int num)
272 {
273         int i, oldmaxentities;
274         entity_t *oldentities;
275         if (num >= cl.max_entities)
276         {
277                 if (!cl.entities)
278                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
279                 if (num >= MAX_EDICTS)
280                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
281                 oldmaxentities = cl.max_entities;
282                 oldentities = cl.entities;
283                 cl.max_entities = (num & ~255) + 256;
284                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
285                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
286                 Mem_Free(oldentities);
287                 for (i = oldmaxentities;i < cl.max_entities;i++)
288                 {
289                         cl.entities[i].state_baseline = defaultstate;
290                         cl.entities[i].state_previous = defaultstate;
291                         cl.entities[i].state_current = defaultstate;
292                 }
293         }
294 }
295
296 void CL_VM_ShutDown (void);
297 /*
298 =====================
299 CL_Disconnect
300
301 Sends a disconnect message to the server
302 This is also called on Host_Error, so it shouldn't cause any errors
303 =====================
304 */
305 void CL_Disconnect(void)
306 {
307         if (cls.state == ca_dedicated)
308                 return;
309
310         Curl_Clear_forthismap();
311
312         Con_DPrintf("CL_Disconnect\n");
313
314         CL_VM_ShutDown();
315 // stop sounds (especially looping!)
316         S_StopAllSounds ();
317
318         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
319
320         // clear contents blends
321         cl.cshifts[0].percent = 0;
322         cl.cshifts[1].percent = 0;
323         cl.cshifts[2].percent = 0;
324         cl.cshifts[3].percent = 0;
325
326         cl.worldmodel = NULL;
327
328         CL_Parse_ErrorCleanUp();
329
330         if (cls.demoplayback)
331                 CL_StopPlayback();
332         else if (cls.netcon)
333         {
334                 sizebuf_t buf;
335                 unsigned char bufdata[8];
336                 if (cls.demorecording)
337                         CL_Stop_f();
338
339                 // send disconnect message 3 times to improve chances of server
340                 // receiving it (but it still fails sometimes)
341                 memset(&buf, 0, sizeof(buf));
342                 buf.data = bufdata;
343                 buf.maxsize = sizeof(bufdata);
344                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
345                 {
346                         Con_DPrint("Sending drop command\n");
347                         MSG_WriteByte(&buf, qw_clc_stringcmd);
348                         MSG_WriteString(&buf, "drop");
349                 }
350                 else
351                 {
352                         Con_DPrint("Sending clc_disconnect\n");
353                         MSG_WriteByte(&buf, clc_disconnect);
354                 }
355                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
358                 NetConn_Close(cls.netcon);
359                 cls.netcon = NULL;
360         }
361         cls.state = ca_disconnected;
362
363         cls.demoplayback = cls.timedemo = false;
364         cls.signon = 0;
365 }
366
367 void CL_Disconnect_f(void)
368 {
369         CL_Disconnect ();
370         if (sv.active)
371                 Host_ShutdownServer ();
372 }
373
374
375
376
377 /*
378 =====================
379 CL_EstablishConnection
380
381 Host should be either "local" or a net address
382 =====================
383 */
384 void CL_EstablishConnection(const char *host)
385 {
386         if (cls.state == ca_dedicated)
387                 return;
388
389         // clear menu's connect error message
390         M_Update_Return_Reason("");
391         cls.demonum = -1;
392
393         // stop demo loop in case this fails
394         if (cls.demoplayback)
395                 CL_StopPlayback();
396
397         // if downloads are running, cancel their finishing action
398         Curl_Clear_forthismap();
399
400         // make sure the client ports are open before attempting to connect
401         NetConn_UpdateSockets();
402
403         // run a network frame
404         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405
406         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
407         {
408                 cls.connect_trying = true;
409                 cls.connect_remainingtries = 3;
410                 cls.connect_nextsendtime = 0;
411                 M_Update_Return_Reason("Trying to connect...");
412                 // run several network frames to jump into the game quickly
413                 //if (sv.active)
414                 //{
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419                 //}
420         }
421         else
422         {
423                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
424                 M_Update_Return_Reason("No network");
425         }
426 }
427
428 /*
429 ==============
430 CL_PrintEntities_f
431 ==============
432 */
433 static void CL_PrintEntities_f(void)
434 {
435         entity_t *ent;
436         int i;
437
438         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
439         {
440                 const char* modelname;
441
442                 if (!ent->state_current.active)
443                         continue;
444
445                 if (ent->render.model)
446                         modelname = ent->render.model->name;
447                 else
448                         modelname = "--no model--";
449                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
450         }
451 }
452
453 /*
454 ===============
455 CL_ModelIndexList_f
456
457 List information on all models in the client modelindex
458 ===============
459 */
460 static void CL_ModelIndexList_f(void)
461 {
462         int i = 1;
463
464         // Print Header
465         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
466
467         while(cl.model_precache[i] && i != MAX_MODELS)
468         { // Valid Model
469                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
470                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
471                 else
472                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
473                 i++;
474         }
475 }
476
477 /*
478 ===============
479 CL_SoundIndexList_f
480
481 List all sounds in the client soundindex
482 ===============
483 */
484 static void CL_SoundIndexList_f(void)
485 {
486         int i = 1;
487
488         while(cl.sound_precache[i] && i != MAX_SOUNDS)
489         { // Valid Sound
490                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
491                 i++;
492         }
493 }
494
495 //static const vec3_t nomodelmins = {-16, -16, -16};
496 //static const vec3_t nomodelmaxs = {16, 16, 16};
497 void CL_UpdateRenderEntity(entity_render_t *ent)
498 {
499         vec3_t org;
500         vec_t scale;
501         model_t *model = ent->model;
502         // update the inverse matrix for the renderer
503         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
504         // update the animation blend state
505         R_LerpAnimation(ent);
506         // we need the matrix origin to center the box
507         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
508         // update entity->render.scale because the renderer needs it
509         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
510         if (model)
511         {
512                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
513 #ifdef MATRIX4x4_OPENGLORIENTATION
514                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
515 #else
516                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
517 #endif
518                 {
519                         // pitch or roll
520                         VectorMA(org, scale, model->rotatedmins, ent->mins);
521                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
522                 }
523 #ifdef MATRIX4x4_OPENGLORIENTATION
524                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
525 #else
526                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
527 #endif
528                 {
529                         // yaw
530                         VectorMA(org, scale, model->yawmins, ent->mins);
531                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
532                 }
533                 else
534                 {
535                         VectorMA(org, scale, model->normalmins, ent->mins);
536                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
537                 }
538         }
539         else
540         {
541                 ent->mins[0] = org[0] - 16;
542                 ent->mins[1] = org[1] - 16;
543                 ent->mins[2] = org[2] - 16;
544                 ent->maxs[0] = org[0] + 16;
545                 ent->maxs[1] = org[1] + 16;
546                 ent->maxs[2] = org[2] + 16;
547         }
548 }
549
550 /*
551 ===============
552 CL_LerpPoint
553
554 Determines the fraction between the last two messages that the objects
555 should be put at.
556 ===============
557 */
558 static float CL_LerpPoint(void)
559 {
560         float f;
561
562         if (cl_nettimesyncboundmode.integer == 1)
563                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
564
565         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
566         if (cl.mtime[0] <= cl.mtime[1])
567         {
568                 cl.time = cl.mtime[0];
569                 return 1;
570         }
571
572         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
573         return bound(0, f, 1);
574 }
575
576 void CL_ClearTempEntities (void)
577 {
578         cl.num_temp_entities = 0;
579 }
580
581 entity_t *CL_NewTempEntity(void)
582 {
583         entity_t *ent;
584
585         if (r_refdef.numentities >= r_refdef.maxentities)
586                 return NULL;
587         if (cl.num_temp_entities >= cl.max_temp_entities)
588                 return NULL;
589         ent = &cl.temp_entities[cl.num_temp_entities++];
590         memset (ent, 0, sizeof(*ent));
591         r_refdef.entities[r_refdef.numentities++] = &ent->render;
592
593         ent->render.colormap = -1; // no special coloring
594         ent->render.alpha = 1;
595         VectorSet(ent->render.colormod, 1, 1, 1);
596         return ent;
597 }
598
599 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
600 {
601         int i;
602         cl_effect_t *e;
603         if (!modelindex) // sanity check
604                 return;
605         if (framerate < 1)
606         {
607                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
608                 return;
609         }
610         if (framecount < 1)
611         {
612                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
613                 return;
614         }
615         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
616         {
617                 if (e->active)
618                         continue;
619                 e->active = true;
620                 VectorCopy(org, e->origin);
621                 e->modelindex = modelindex;
622                 e->starttime = cl.time;
623                 e->startframe = startframe;
624                 e->endframe = startframe + framecount;
625                 e->framerate = framerate;
626
627                 e->frame = 0;
628                 e->frame1time = cl.time;
629                 e->frame2time = cl.time;
630                 cl.num_effects = max(cl.num_effects, i + 1);
631                 break;
632         }
633 }
634
635 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
636 {
637         int i;
638         dlight_t *dl;
639
640         /*
641 // first look for an exact key match
642         if (ent)
643         {
644                 dl = cl.dlights;
645                 for (i = 0;i < cl.num_dlights;i++, dl++)
646                         if (dl->ent == ent)
647                                 goto dlightsetup;
648         }
649         */
650
651 // then look for anything else
652         dl = cl.dlights;
653         for (i = 0;i < cl.num_dlights;i++, dl++)
654                 if (!dl->radius)
655                         goto dlightsetup;
656         // if we hit the end of the active dlights and found no gaps, add a new one
657         if (i < MAX_DLIGHTS)
658         {
659                 cl.num_dlights = i + 1;
660                 goto dlightsetup;
661         }
662
663         // unable to find one
664         return;
665
666 dlightsetup:
667         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
668         memset (dl, 0, sizeof(*dl));
669         Matrix4x4_Normalize(&dl->matrix, matrix);
670         dl->ent = ent;
671         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
672         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
673         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
674         dl->radius = radius;
675         dl->color[0] = red;
676         dl->color[1] = green;
677         dl->color[2] = blue;
678         dl->initialradius = radius;
679         dl->initialcolor[0] = red;
680         dl->initialcolor[1] = green;
681         dl->initialcolor[2] = blue;
682         dl->decay = decay / radius; // changed decay to be a percentage decrease
683         dl->intensity = 1; // this is what gets decayed
684         if (lifetime)
685                 dl->die = cl.time + lifetime;
686         else
687                 dl->die = 0;
688         if (cubemapnum > 0)
689                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
690         else
691                 dl->cubemapname[0] = 0;
692         dl->style = style;
693         dl->shadow = shadowenable;
694         dl->corona = corona;
695         dl->flags = flags;
696         dl->coronasizescale = coronasizescale;
697         dl->ambientscale = ambientscale;
698         dl->diffusescale = diffusescale;
699         dl->specularscale = specularscale;
700 }
701
702 void CL_DecayLightFlashes(void)
703 {
704         int i, oldmax;
705         dlight_t *dl;
706         float time;
707
708         time = bound(0, cl.time - cl.oldtime, 0.1);
709         oldmax = cl.num_dlights;
710         cl.num_dlights = 0;
711         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
712         {
713                 if (dl->radius)
714                 {
715                         dl->intensity -= time * dl->decay;
716                         if (cl.time < dl->die && dl->intensity > 0)
717                         {
718                                 if (cl_dlights_decayradius.integer)
719                                         dl->radius = dl->initialradius * dl->intensity;
720                                 else
721                                         dl->radius = dl->initialradius;
722                                 if (cl_dlights_decaybrightness.integer)
723                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
724                                 else
725                                         VectorCopy(dl->initialcolor, dl->color);
726                                 cl.num_dlights = i + 1;
727                         }
728                         else
729                                 dl->radius = 0;
730                 }
731         }
732 }
733
734 // called before entity relinking
735 void CL_RelinkLightFlashes(void)
736 {
737         int i, j, k, l;
738         dlight_t *dl;
739         float frac, f;
740         matrix4x4_t tempmatrix;
741
742         if (r_dynamic.integer)
743         {
744                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
745                 {
746                         if (dl->radius)
747                         {
748                                 tempmatrix = dl->matrix;
749                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
750                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
751                         }
752                 }
753         }
754
755 // light animations
756 // 'm' is normal light, 'a' is no light, 'z' is double bright
757         f = cl.time * 10;
758         i = (int)floor(f);
759         frac = f - i;
760         for (j = 0;j < cl.max_lightstyle;j++)
761         {
762                 if (!cl.lightstyle || !cl.lightstyle[j].length)
763                 {
764                         r_refdef.lightstylevalue[j] = 256;
765                         continue;
766                 }
767                 k = i % cl.lightstyle[j].length;
768                 l = (i-1) % cl.lightstyle[j].length;
769                 k = cl.lightstyle[j].map[k] - 'a';
770                 l = cl.lightstyle[j].map[l] - 'a';
771                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
772         }
773 }
774
775 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
776 {
777         float f;
778         entity_t *flag;
779         matrix4x4_t flagmatrix;
780
781         // this code taken from QuakeWorld
782         f = 14;
783         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
784         {
785                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
786                 { //axpain
787                         if      (player->render.frame2 == 29) f = f + 2;
788                         else if (player->render.frame2 == 30) f = f + 8;
789                         else if (player->render.frame2 == 31) f = f + 12;
790                         else if (player->render.frame2 == 32) f = f + 11;
791                         else if (player->render.frame2 == 33) f = f + 10;
792                         else if (player->render.frame2 == 34) f = f + 4;
793                 }
794                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
795                 { // pain
796                         if      (player->render.frame2 == 35) f = f + 2;
797                         else if (player->render.frame2 == 36) f = f + 10;
798                         else if (player->render.frame2 == 37) f = f + 10;
799                         else if (player->render.frame2 == 38) f = f + 8;
800                         else if (player->render.frame2 == 39) f = f + 4;
801                         else if (player->render.frame2 == 40) f = f + 2;
802                 }
803         }
804         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
805         {
806                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
807                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
808                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
809                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
810         }
811         // end of code taken from QuakeWorld
812
813         flag = CL_NewTempEntity();
814         if (!flag)
815                 return;
816
817         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
818         flag->render.skinnum = skin;
819         flag->render.colormap = -1; // no special coloring
820         flag->render.alpha = 1;
821         VectorSet(flag->render.colormod, 1, 1, 1);
822         // attach the flag to the player matrix
823         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
824         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
825         CL_UpdateRenderEntity(&flag->render);
826 }
827
828 matrix4x4_t viewmodelmatrix;
829
830 static const vec3_t muzzleflashorigin = {18, 0, 0};
831
832 extern void V_DriftPitch(void);
833 extern void V_FadeViewFlashs(void);
834 extern void V_CalcViewBlend(void);
835 extern void V_CalcRefdef(void);
836
837 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
838 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
839 {
840         const matrix4x4_t *matrix;
841         matrix4x4_t blendmatrix, tempmatrix, matrix2;
842         int j, k, l, frame;
843         float origin[3], angles[3], delta[3], lerp, d;
844         entity_t *t;
845         model_t *model;
846         //entity_persistent_t *p = &e->persistent;
847         //entity_render_t *r = &e->render;
848         // skip inactive entities and world
849         if (!e->state_current.active || e == cl.entities)
850                 return;
851         if (recursionlimit < 1)
852                 return;
853         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
854         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
855         e->render.flags = e->state_current.flags;
856         e->render.effects = e->state_current.effects;
857         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
858         e->render.entitynumber = e - cl.entities;
859         if (e->state_current.flags & RENDER_COLORMAPPED)
860         {
861                 unsigned char *cbcolor;
862                 e->render.colormap = e->state_current.colormap;
863                 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
864                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
865                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
866                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
867                 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
868                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
869                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
870                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
871         }
872         else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
873         {
874                 unsigned char *cbcolor;
875                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
876                 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
877                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
878                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
879                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
880                 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
881                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
882                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
883                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
884         }
885         else
886         {
887                 e->render.colormap = -1; // no special coloring
888                 VectorClear(e->render.colormap_pantscolor);
889                 VectorClear(e->render.colormap_shirtcolor);
890         }
891         e->render.skinnum = e->state_current.skin;
892         if (e->state_current.tagentity)
893         {
894                 // attached entity (gun held in player model's hand, etc)
895                 // if the tag entity is currently impossible, skip it
896                 if (e->state_current.tagentity >= cl.num_entities)
897                         return;
898                 t = cl.entities + e->state_current.tagentity;
899                 // if the tag entity is inactive, skip it
900                 if (!t->state_current.active)
901                         return;
902                 // update the parent first
903                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
904                 // make relative to the entity
905                 matrix = &t->render.matrix;
906                 // some properties of the tag entity carry over
907                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
908                 // if a valid tagindex is used, make it relative to that tag instead
909                 // FIXME: use a model function to get tag info (need to handle skeletal)
910                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
911                 {
912                         // blend the matrices
913                         memset(&blendmatrix, 0, sizeof(blendmatrix));
914                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
915                         {
916                                 matrix4x4_t tagmatrix;
917                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
918                                 d = t->render.frameblend[j].lerp;
919                                 for (l = 0;l < 4;l++)
920                                         for (k = 0;k < 4;k++)
921                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
922                         }
923                         // concat the tag matrices onto the entity matrix
924                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
925                         // use the constructed tag matrix
926                         matrix = &tempmatrix;
927                 }
928         }
929         else if (e->render.flags & RENDER_VIEWMODEL)
930         {
931                 // view-relative entity (guns and such)
932                 if (e->render.effects & EF_NOGUNBOB)
933                         matrix = &r_view.matrix; // really attached to view
934                 else
935                         matrix = &viewmodelmatrix; // attached to gun bob matrix
936         }
937         else
938         {
939                 // world-relative entity (the normal kind)
940                 matrix = &identitymatrix;
941         }
942
943         // movement lerp
944         // if it's the predicted player entity, update according to client movement
945         // but don't lerp if going through a teleporter as it causes a bad lerp
946         // also don't use the predicted location if fixangle was set on both of
947         // the most recent server messages, as that cause means you are spectating
948         // someone or watching a cutscene of some sort
949         if (cl_nolerp.integer || cls.timedemo)
950                 interpolate = false;
951         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
952         {
953                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
954                 lerp = bound(0, lerp, 1);
955                 if (!interpolate)
956                         lerp = 1;
957                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
958                 VectorSet(angles, 0, cl.viewangles[1], 0);
959         }
960         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
961         {
962                 // interpolate the origin and angles
963                 lerp = max(0, lerp);
964                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
965                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
966                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
967                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
968                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
969                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
970         }
971         else
972         {
973                 // no interpolation
974                 VectorCopy(e->persistent.neworigin, origin);
975                 VectorCopy(e->persistent.newangles, angles);
976         }
977
978         // model setup and some modelflags
979         frame = e->state_current.frame;
980         if (e->state_current.modelindex < MAX_MODELS)
981                 e->render.model = cl.model_precache[e->state_current.modelindex];
982         else
983                 e->render.model = NULL;
984         if (e->render.model)
985         {
986                 if (e->render.skinnum >= e->render.model->numskins)
987                         e->render.skinnum = 0;
988                 if (frame >= e->render.model->numframes)
989                         frame = 0;
990                 // models can set flags such as EF_ROCKET
991                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
992                 if (!(e->render.effects & 0xFF800000))
993                         e->render.effects |= e->render.model->effects;
994                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
995                 if (e->render.model->type == mod_alias)
996                         angles[0] = -angles[0];
997                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
998                         VectorScale(e->render.colormod, 2, e->render.colormod);
999         }
1000         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1001         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1002                 angles[0] = -angles[0];
1003
1004         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1005         {
1006                 angles[1] = ANGLEMOD(100*cl.time);
1007                 if (cl_itembobheight.value)
1008                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1009         }
1010
1011         // animation lerp
1012         if (e->render.frame2 == frame)
1013         {
1014                 // update frame lerp fraction
1015                 e->render.framelerp = 1;
1016                 if (e->render.frame2time > e->render.frame1time)
1017                 {
1018                         // make sure frame lerp won't last longer than 100ms
1019                         // (this mainly helps with models that use framegroups and
1020                         // switch between them infrequently)
1021                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1022                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1023                 }
1024         }
1025         else
1026         {
1027                 // begin a new frame lerp
1028                 e->render.frame1 = e->render.frame2;
1029                 e->render.frame1time = e->render.frame2time;
1030                 e->render.frame2 = frame;
1031                 e->render.frame2time = cl.time;
1032                 e->render.framelerp = 0;
1033         }
1034
1035         // set up the render matrix
1036         if (matrix)
1037         {
1038                 // attached entity, this requires a matrix multiply (concat)
1039                 // FIXME: e->render.scale should go away
1040                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1041                 // concat the matrices to make the entity relative to its tag
1042                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1043                 // get the origin from the new matrix
1044                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1045         }
1046         else
1047         {
1048                 // unattached entities are faster to process
1049                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1050         }
1051
1052         // make the other useful stuff
1053         CL_UpdateRenderEntity(&e->render);
1054
1055         // tenebrae's sprites are all additive mode (weird)
1056         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1057                 e->render.effects |= EF_ADDITIVE;
1058         // player model is only shown with chase_active on
1059         if (e->state_current.number == cl.viewentity)
1060                 e->render.flags |= RENDER_EXTERIORMODEL;
1061         // either fullbright or lit
1062         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1063                 e->render.flags |= RENDER_LIGHT;
1064         // hide player shadow during intermission or nehahra movie
1065         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1066          && (e->render.alpha >= 1)
1067          && !(e->render.flags & RENDER_VIEWMODEL)
1068          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1069                 e->render.flags |= RENDER_SHADOW;
1070         if (e->render.flags & RENDER_VIEWMODEL)
1071                 e->render.flags |= RENDER_NOSELFSHADOW;
1072 }
1073
1074 // creates light and trails from an entity
1075 void CL_UpdateNetworkEntityTrail(entity_t *e)
1076 {
1077         effectnameindex_t trailtype;
1078         vec3_t origin;
1079
1080         // bmodels are treated specially since their origin is usually '0 0 0' and
1081         // their actual geometry is far from '0 0 0'
1082         if (e->render.model && e->render.model->soundfromcenter)
1083         {
1084                 vec3_t o;
1085                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1086                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1087         }
1088         else
1089                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1090
1091         // handle particle trails and such effects now that we know where this
1092         // entity is in the world...
1093         trailtype = EFFECT_NONE;
1094         // LordHavoc: if the entity has no effects, don't check each
1095         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1096         {
1097                 if (e->render.effects & EF_BRIGHTFIELD)
1098                 {
1099                         if (gamemode == GAME_NEXUIZ)
1100                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1101                         else
1102                                 CL_EntityParticles(e);
1103                 }
1104                 if (e->render.effects & EF_FLAME)
1105                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1106                 if (e->render.effects & EF_STARDUST)
1107                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1108         }
1109         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1110         {
1111                 // these are only set on player entities
1112                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1113         }
1114         // muzzleflash fades over time
1115         if (e->persistent.muzzleflash > 0)
1116                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1117         // LordHavoc: if the entity has no effects, don't check each
1118         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1119         {
1120                 if (e->render.effects & EF_GIB)
1121                         trailtype = EFFECT_TR_BLOOD;
1122                 else if (e->render.effects & EF_ZOMGIB)
1123                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1124                 else if (e->render.effects & EF_TRACER)
1125                         trailtype = EFFECT_TR_WIZSPIKE;
1126                 else if (e->render.effects & EF_TRACER2)
1127                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1128                 else if (e->render.effects & EF_ROCKET)
1129                         trailtype = EFFECT_TR_ROCKET;
1130                 else if (e->render.effects & EF_GRENADE)
1131                 {
1132                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1133                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1134                 }
1135                 else if (e->render.effects & EF_TRACER3)
1136                         trailtype = EFFECT_TR_VORESPIKE;
1137         }
1138         // do trails
1139         if (e->render.flags & RENDER_GLOWTRAIL)
1140                 trailtype = EFFECT_TR_GLOWTRAIL;
1141         // check if a trail is allowed (it is not after a teleport for example)
1142         if (trailtype && e->persistent.trail_allowed)
1143         {
1144                 float len;
1145                 vec3_t vel;
1146                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1147                 len = e->state_current.time - e->state_previous.time;
1148                 if (len > 0)
1149                         len = 1.0f / len;
1150                 VectorScale(vel, len, vel);
1151                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1152         }
1153         // now that the entity has survived one trail update it is allowed to
1154         // leave a real trail on later frames
1155         e->persistent.trail_allowed = true;
1156         VectorCopy(origin, e->persistent.trail_origin);
1157 }
1158
1159
1160 /*
1161 ===============
1162 CL_UpdateViewEntities
1163 ===============
1164 */
1165 void CL_UpdateViewEntities(void)
1166 {
1167         int i;
1168         // update any RENDER_VIEWMODEL entities to use the new view matrix
1169         for (i = 1;i < cl.num_entities;i++)
1170         {
1171                 if (cl.entities_active[i])
1172                 {
1173                         entity_t *ent = cl.entities + i;
1174                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1175                                 CL_UpdateNetworkEntity(ent, 32, true);
1176                 }
1177         }
1178         // and of course the engine viewmodel needs updating as well
1179         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1180 }
1181
1182 /*
1183 ===============
1184 CL_UpdateNetworkCollisionEntities
1185 ===============
1186 */
1187 void CL_UpdateNetworkCollisionEntities(void)
1188 {
1189         entity_t *ent;
1190         int i;
1191
1192         // start on the entity after the world
1193         cl.num_brushmodel_entities = 0;
1194         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1195         {
1196                 if (cl.entities_active[i])
1197                 {
1198                         ent = cl.entities + i;
1199                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1200                         {
1201                                 // do not interpolate the bmodels for this
1202                                 CL_UpdateNetworkEntity(ent, 32, false);
1203                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1204                         }
1205                 }
1206         }
1207 }
1208
1209 /*
1210 ===============
1211 CL_UpdateNetworkEntities
1212 ===============
1213 */
1214 void CL_UpdateNetworkEntities(void)
1215 {
1216         entity_t *ent;
1217         int i;
1218
1219         // start on the entity after the world
1220         for (i = 1;i < cl.num_entities;i++)
1221         {
1222                 if (cl.entities_active[i])
1223                 {
1224                         ent = cl.entities + i;
1225                         if (ent->state_current.active)
1226                         {
1227                                 CL_UpdateNetworkEntity(ent, 32, true);
1228                                 // view models should never create light/trails
1229                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1230                                         CL_UpdateNetworkEntityTrail(ent);
1231                         }
1232                         else
1233                                 cl.entities_active[i] = false;
1234                 }
1235         }
1236 }
1237
1238 void CL_UpdateViewModel(void)
1239 {
1240         entity_t *ent;
1241         ent = &cl.viewent;
1242         ent->state_previous = ent->state_current;
1243         ent->state_current = defaultstate;
1244         ent->state_current.time = cl.time;
1245         ent->state_current.number = -1;
1246         ent->state_current.active = true;
1247         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1248         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1249         ent->state_current.flags = RENDER_VIEWMODEL;
1250         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1251                 ent->state_current.modelindex = 0;
1252         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1253         {
1254                 if (gamemode == GAME_TRANSFUSION)
1255                         ent->state_current.alpha = 128;
1256                 else
1257                         ent->state_current.modelindex = 0;
1258         }
1259         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1260         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1261
1262         // reset animation interpolation on weaponmodel if model changed
1263         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1264         {
1265                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1266                 ent->render.frame1time = ent->render.frame2time = cl.time;
1267                 ent->render.framelerp = 1;
1268         }
1269         CL_UpdateNetworkEntity(ent, 32, true);
1270 }
1271
1272 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1273 void CL_LinkNetworkEntity(entity_t *e)
1274 {
1275         effectnameindex_t trailtype;
1276         vec3_t origin;
1277         vec3_t dlightcolor;
1278         vec_t dlightradius;
1279
1280         // skip inactive entities and world
1281         if (!e->state_current.active || e == cl.entities)
1282                 return;
1283         if (e->state_current.tagentity)
1284         {
1285                 // if the tag entity is currently impossible, skip it
1286                 if (e->state_current.tagentity >= cl.num_entities)
1287                         return;
1288                 // if the tag entity is inactive, skip it
1289                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1290                         return;
1291         }
1292
1293         // create entity dlights associated with this entity
1294         if (e->render.model && e->render.model->soundfromcenter)
1295         {
1296                 // bmodels are treated specially since their origin is usually '0 0 0'
1297                 vec3_t o;
1298                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1299                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1300         }
1301         else
1302                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1303         trailtype = EFFECT_NONE;
1304         dlightradius = 0;
1305         dlightcolor[0] = 0;
1306         dlightcolor[1] = 0;
1307         dlightcolor[2] = 0;
1308         // LordHavoc: if the entity has no effects, don't check each
1309         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1310         {
1311                 if (e->render.effects & EF_BRIGHTFIELD)
1312                 {
1313                         if (gamemode == GAME_NEXUIZ)
1314                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1315                 }
1316                 if (e->render.effects & EF_DIMLIGHT)
1317                 {
1318                         dlightradius = max(dlightradius, 200);
1319                         dlightcolor[0] += 1.50f;
1320                         dlightcolor[1] += 1.50f;
1321                         dlightcolor[2] += 1.50f;
1322                 }
1323                 if (e->render.effects & EF_BRIGHTLIGHT)
1324                 {
1325                         dlightradius = max(dlightradius, 400);
1326                         dlightcolor[0] += 3.00f;
1327                         dlightcolor[1] += 3.00f;
1328                         dlightcolor[2] += 3.00f;
1329                 }
1330                 // LordHavoc: more effects
1331                 if (e->render.effects & EF_RED) // red
1332                 {
1333                         dlightradius = max(dlightradius, 200);
1334                         dlightcolor[0] += 1.50f;
1335                         dlightcolor[1] += 0.15f;
1336                         dlightcolor[2] += 0.15f;
1337                 }
1338                 if (e->render.effects & EF_BLUE) // blue
1339                 {
1340                         dlightradius = max(dlightradius, 200);
1341                         dlightcolor[0] += 0.15f;
1342                         dlightcolor[1] += 0.15f;
1343                         dlightcolor[2] += 1.50f;
1344                 }
1345                 if (e->render.effects & EF_FLAME)
1346                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1347                 if (e->render.effects & EF_STARDUST)
1348                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1349         }
1350         // muzzleflash fades over time, and is offset a bit
1351         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1352         {
1353                 vec3_t v2;
1354                 vec3_t color;
1355                 trace_t trace;
1356                 matrix4x4_t tempmatrix;
1357                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1358                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1359                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1360                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1361                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1362                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1363                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1364         }
1365         // LordHavoc: if the model has no flags, don't check each
1366         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1367         {
1368                 if (e->render.effects & EF_GIB)
1369                         trailtype = EFFECT_TR_BLOOD;
1370                 else if (e->render.effects & EF_ZOMGIB)
1371                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1372                 else if (e->render.effects & EF_TRACER)
1373                         trailtype = EFFECT_TR_WIZSPIKE;
1374                 else if (e->render.effects & EF_TRACER2)
1375                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1376                 else if (e->render.effects & EF_ROCKET)
1377                         trailtype = EFFECT_TR_ROCKET;
1378                 else if (e->render.effects & EF_GRENADE)
1379                 {
1380                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1381                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1382                 }
1383                 else if (e->render.effects & EF_TRACER3)
1384                         trailtype = EFFECT_TR_VORESPIKE;
1385         }
1386         // LordHavoc: customizable glow
1387         if (e->state_current.glowsize)
1388         {
1389                 // * 4 for the expansion from 0-255 to 0-1023 range,
1390                 // / 255 to scale down byte colors
1391                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1392                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1393         }
1394         // make the glow dlight
1395         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1396         {
1397                 matrix4x4_t dlightmatrix;
1398                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1399                 // hack to make glowing player light shine on their gun
1400                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1401                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1402                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1403                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1404         }
1405         // custom rtlight
1406         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1407         {
1408                 matrix4x4_t dlightmatrix;
1409                 float light[4];
1410                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1411                 light[3] = e->state_current.light[3];
1412                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1413                         VectorSet(light, 1, 1, 1);
1414                 if (light[3] == 0)
1415                         light[3] = 350;
1416                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1417                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1418                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1419                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1420         }
1421         // do trail light
1422         if (e->render.flags & RENDER_GLOWTRAIL)
1423                 trailtype = EFFECT_TR_GLOWTRAIL;
1424         if (trailtype)
1425                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1426
1427         // don't show viewmodels in certain situations
1428         if (e->render.flags & RENDER_VIEWMODEL)
1429                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1430                         return;
1431         // don't show entities with no modelindex (note: this still shows
1432         // entities which have a modelindex that resolved to a NULL model)
1433         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1434                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1435         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1436         //      Matrix4x4_Print(&e->render.matrix);
1437 }
1438
1439 void CL_RelinkWorld(void)
1440 {
1441         entity_t *ent = &cl.entities[0];
1442         // FIXME: this should be done at load
1443         ent->render.matrix = identitymatrix;
1444         CL_UpdateRenderEntity(&ent->render);
1445         ent->render.flags = RENDER_SHADOW;
1446         if (!r_fullbright.integer)
1447                 ent->render.flags |= RENDER_LIGHT;
1448         VectorSet(ent->render.colormod, 1, 1, 1);
1449         r_refdef.worldentity = &ent->render;
1450         r_refdef.worldmodel = cl.worldmodel;
1451 }
1452
1453 static void CL_RelinkStaticEntities(void)
1454 {
1455         int i;
1456         entity_t *e;
1457         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1458         {
1459                 e->render.flags = 0;
1460                 // if the model was not loaded when the static entity was created we
1461                 // need to re-fetch the model pointer
1462                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1463                 CL_UpdateRenderEntity(&e->render);
1464                 // either fullbright or lit
1465                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1466                         e->render.flags |= RENDER_LIGHT;
1467                 // hide player shadow during intermission or nehahra movie
1468                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1469                         e->render.flags |= RENDER_SHADOW;
1470                 VectorSet(e->render.colormod, 1, 1, 1);
1471                 R_LerpAnimation(&e->render);
1472                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1473         }
1474 }
1475
1476 /*
1477 ===============
1478 CL_RelinkEntities
1479 ===============
1480 */
1481 static void CL_RelinkNetworkEntities(void)
1482 {
1483         entity_t *ent;
1484         int i;
1485
1486         // start on the entity after the world
1487         for (i = 1;i < cl.num_entities;i++)
1488         {
1489                 if (cl.entities_active[i])
1490                 {
1491                         ent = cl.entities + i;
1492                         if (ent->state_current.active)
1493                                 CL_LinkNetworkEntity(ent);
1494                         else
1495                                 cl.entities_active[i] = false;
1496                 }
1497         }
1498 }
1499
1500 static void CL_RelinkEffects(void)
1501 {
1502         int i, intframe;
1503         cl_effect_t *e;
1504         entity_t *ent;
1505         float frame;
1506
1507         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1508         {
1509                 if (e->active)
1510                 {
1511                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1512                         intframe = (int)frame;
1513                         if (intframe < 0 || intframe >= e->endframe)
1514                         {
1515                                 memset(e, 0, sizeof(*e));
1516                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1517                                         cl.num_effects--;
1518                                 continue;
1519                         }
1520
1521                         if (intframe != e->frame)
1522                         {
1523                                 e->frame = intframe;
1524                                 e->frame1time = e->frame2time;
1525                                 e->frame2time = cl.time;
1526                         }
1527
1528                         // if we're drawing effects, get a new temp entity
1529                         // (NewTempEntity adds it to the render entities list for us)
1530                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1531                         {
1532                                 // interpolation stuff
1533                                 ent->render.frame1 = intframe;
1534                                 ent->render.frame2 = intframe + 1;
1535                                 if (ent->render.frame2 >= e->endframe)
1536                                         ent->render.frame2 = -1; // disappear
1537                                 ent->render.framelerp = frame - intframe;
1538                                 ent->render.frame1time = e->frame1time;
1539                                 ent->render.frame2time = e->frame2time;
1540
1541                                 // normal stuff
1542                                 if(e->modelindex < MAX_MODELS)
1543                                         ent->render.model = cl.model_precache[e->modelindex];
1544                                 else
1545                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1546                                 ent->render.colormap = -1; // no special coloring
1547                                 ent->render.alpha = 1;
1548                                 VectorSet(ent->render.colormod, 1, 1, 1);
1549
1550                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1551                                 CL_UpdateRenderEntity(&ent->render);
1552                         }
1553                 }
1554         }
1555 }
1556
1557 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1558 {
1559         VectorCopy(b->start, start);
1560         VectorCopy(b->end, end);
1561
1562         // if coming from the player, update the start position
1563         if (b->entity == cl.viewentity)
1564         {
1565                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1566                 {
1567                         // LordHavoc: this is a stupid hack from Quake that makes your
1568                         // lightning appear to come from your waist and cover less of your
1569                         // view
1570                         // in Quake this hack was applied to all players (causing the
1571                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1572                         // only applies to your own lightning, and only in first person
1573                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1574                 }
1575                 if (cl_beams_instantaimhack.integer)
1576                 {
1577                         vec3_t dir, localend;
1578                         vec_t len;
1579                         // LordHavoc: this updates the beam direction to match your
1580                         // viewangles
1581                         VectorSubtract(end, start, dir);
1582                         len = VectorLength(dir);
1583                         VectorNormalize(dir);
1584                         VectorSet(localend, len, 0, 0);
1585                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1586                 }
1587         }
1588 }
1589
1590 void CL_RelinkBeams(void)
1591 {
1592         int i;
1593         beam_t *b;
1594         vec3_t dist, org, start, end;
1595         float d;
1596         entity_t *ent;
1597         double yaw, pitch;
1598         float forward;
1599         matrix4x4_t tempmatrix;
1600
1601         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1602         {
1603                 if (!b->model)
1604                         continue;
1605                 if (b->endtime < cl.time)
1606                 {
1607                         b->model = NULL;
1608                         continue;
1609                 }
1610
1611                 CL_Beam_CalculatePositions(b, start, end);
1612
1613                 if (b->lightning)
1614                 {
1615                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1616                         {
1617                                 // FIXME: create a matrix from the beam start/end orientation
1618                                 vec3_t dlightcolor;
1619                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1620                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1621                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1622                         }
1623                         if (cl_beams_polygons.integer)
1624                                 continue;
1625                 }
1626
1627                 // calculate pitch and yaw
1628                 // (this is similar to the QuakeC builtin function vectoangles)
1629                 VectorSubtract(end, start, dist);
1630                 if (dist[1] == 0 && dist[0] == 0)
1631                 {
1632                         yaw = 0;
1633                         if (dist[2] > 0)
1634                                 pitch = 90;
1635                         else
1636                                 pitch = 270;
1637                 }
1638                 else
1639                 {
1640                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1641                         if (yaw < 0)
1642                                 yaw += 360;
1643
1644                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1645                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1646                         if (pitch < 0)
1647                                 pitch += 360;
1648                 }
1649
1650                 // add new entities for the lightning
1651                 VectorCopy (start, org);
1652                 d = VectorNormalizeLength(dist);
1653                 while (d > 0)
1654                 {
1655                         ent = CL_NewTempEntity ();
1656                         if (!ent)
1657                                 return;
1658                         //VectorCopy (org, ent->render.origin);
1659                         ent->render.model = b->model;
1660                         //ent->render.effects = EF_FULLBRIGHT;
1661                         //ent->render.angles[0] = pitch;
1662                         //ent->render.angles[1] = yaw;
1663                         //ent->render.angles[2] = rand()%360;
1664                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1665                         CL_UpdateRenderEntity(&ent->render);
1666                         VectorMA(org, 30, dist, org);
1667                         d -= 30;
1668                 }
1669         }
1670
1671         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1672                 cl.num_beams--;
1673 }
1674
1675 static void CL_RelinkQWNails(void)
1676 {
1677         int i;
1678         vec_t *v;
1679         entity_t *ent;
1680
1681         for (i = 0;i < cl.qw_num_nails;i++)
1682         {
1683                 v = cl.qw_nails[i];
1684
1685                 // if we're drawing effects, get a new temp entity
1686                 // (NewTempEntity adds it to the render entities list for us)
1687                 if (!(ent = CL_NewTempEntity()))
1688                         continue;
1689
1690                 // normal stuff
1691                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1692                 ent->render.colormap = -1; // no special coloring
1693                 ent->render.alpha = 1;
1694                 VectorSet(ent->render.colormod, 1, 1, 1);
1695
1696                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1697                 CL_UpdateRenderEntity(&ent->render);
1698         }
1699 }
1700
1701 void CL_LerpPlayer(float frac)
1702 {
1703         int i;
1704
1705         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1706         for (i = 0;i < 3;i++)
1707         {
1708                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1709                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1710                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1711         }
1712
1713         // interpolate the angles if playing a demo or spectating someone
1714         if (cls.demoplayback || cl.fixangle[0])
1715         {
1716                 for (i = 0;i < 3;i++)
1717                 {
1718                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1719                         if (d > 180)
1720                                 d -= 360;
1721                         else if (d < -180)
1722                                 d += 360;
1723                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1724                 }
1725         }
1726 }
1727
1728 void CSQC_RelinkAllEntities (int drawmask)
1729 {
1730         // link stuff
1731         CL_RelinkWorld();
1732         CL_RelinkStaticEntities();
1733         CL_RelinkBeams();
1734         CL_RelinkEffects();
1735
1736         // link stuff
1737         if (drawmask & ENTMASK_ENGINE)
1738         {
1739                 CL_RelinkNetworkEntities();
1740                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1741                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1742                 CL_RelinkQWNails();
1743         }
1744
1745         // update view blend
1746         V_CalcViewBlend();
1747 }
1748
1749 /*
1750 ===============
1751 CL_UpdateWorld
1752
1753 Update client game world for a new frame
1754 ===============
1755 */
1756 void CL_UpdateWorld(void)
1757 {
1758         r_refdef.extraupdate = !r_speeds.integer;
1759         r_refdef.numentities = 0;
1760         r_refdef.numlights = 0;
1761         r_view.matrix = identitymatrix;
1762
1763         cl.num_brushmodel_entities = 0;
1764
1765         if (cls.state == ca_connected && cls.signon == SIGNONS)
1766         {
1767                 // prepare for a new frame
1768                 CL_LerpPlayer(CL_LerpPoint());
1769                 CL_DecayLightFlashes();
1770                 CL_ClearTempEntities();
1771                 V_DriftPitch();
1772                 V_FadeViewFlashs();
1773
1774                 // if prediction is enabled we have to update all the collidable
1775                 // network entities before the prediction code can be run
1776                 CL_UpdateNetworkCollisionEntities();
1777
1778                 // now update the player prediction
1779                 CL_ClientMovement_Replay();
1780
1781                 // update the player entity (which may be predicted)
1782                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1783
1784                 // now update the view (which depends on that player entity)
1785                 V_CalcRefdef();
1786
1787                 // now update all the network entities and create particle trails
1788                 // (some entities may depend on the view)
1789                 CL_UpdateNetworkEntities();
1790
1791                 // update the engine-based viewmodel
1792                 CL_UpdateViewModel();
1793
1794                 CL_RelinkLightFlashes();
1795                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1796
1797                 // move particles
1798                 CL_MoveParticles();
1799                 R_MoveExplosions();
1800         }
1801
1802         r_refdef.time = cl.time;
1803 }
1804
1805 // LordHavoc: pausedemo command
1806 static void CL_PauseDemo_f (void)
1807 {
1808         cls.demopaused = !cls.demopaused;
1809         if (cls.demopaused)
1810                 Con_Print("Demo paused\n");
1811         else
1812                 Con_Print("Demo unpaused\n");
1813 }
1814
1815 /*
1816 ======================
1817 CL_Fog_f
1818 ======================
1819 */
1820 static void CL_Fog_f (void)
1821 {
1822         if (Cmd_Argc () == 1)
1823         {
1824                 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);
1825                 return;
1826         }
1827         r_refdef.fog_density = atof(Cmd_Argv(1));
1828         r_refdef.fog_red = atof(Cmd_Argv(2));
1829         r_refdef.fog_green = atof(Cmd_Argv(3));
1830         r_refdef.fog_blue = atof(Cmd_Argv(4));
1831 }
1832
1833 /*
1834 ====================
1835 CL_TimeRefresh_f
1836
1837 For program optimization
1838 ====================
1839 */
1840 static void CL_TimeRefresh_f (void)
1841 {
1842         int i;
1843         float timestart, timedelta;
1844
1845         r_refdef.extraupdate = false;
1846
1847         timestart = Sys_DoubleTime();
1848         for (i = 0;i < 128;i++)
1849         {
1850                 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);
1851                 CL_UpdateScreen();
1852         }
1853         timedelta = Sys_DoubleTime() - timestart;
1854
1855         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1856 }
1857
1858 void CL_AreaStats_f(void)
1859 {
1860         World_PrintAreaStats(&cl.world, "client");
1861 }
1862
1863 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1864 {
1865         int i;
1866         cl_locnode_t *loc;
1867         cl_locnode_t *best;
1868         vec3_t nearestpoint;
1869         vec_t dist, bestdist;
1870         best = NULL;
1871         bestdist = 0;
1872         for (loc = cl.locnodes;loc;loc = loc->next)
1873         {
1874                 for (i = 0;i < 3;i++)
1875                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1876                 dist = VectorDistance2(nearestpoint, point);
1877                 if (bestdist > dist || !best)
1878                 {
1879                         bestdist = dist;
1880                         best = loc;
1881                         if (bestdist < 1)
1882                                 break;
1883                 }
1884         }
1885         return best;
1886 }
1887
1888 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1889 {
1890         cl_locnode_t *loc;
1891         loc = CL_Locs_FindNearest(point);
1892         if (loc)
1893                 strlcpy(buffer, loc->name, buffersize);
1894         else
1895                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1896 }
1897
1898 void CL_Locs_FreeNode(cl_locnode_t *node)
1899 {
1900         cl_locnode_t **pointer, **next;
1901         for (pointer = &cl.locnodes;*pointer;pointer = next)
1902         {
1903                 next = &(*pointer)->next;
1904                 if (*pointer == node)
1905                 {
1906                         *pointer = node->next;
1907                         Mem_Free(node);
1908                 }
1909         }
1910         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1911 }
1912
1913 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1914 {
1915         cl_locnode_t *node, **pointer;
1916         int namelen;
1917         if (!name)
1918                 name = "";
1919         namelen = strlen(name);
1920         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1921         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1922         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1923         node->name = (char *)(node + 1);
1924         memcpy(node->name, name, namelen);
1925         node->name[namelen] = 0;
1926         // link it into the tail of the list to preserve the order
1927         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1928                 ;
1929         *pointer = node;
1930 }
1931
1932 void CL_Locs_Add_f(void)
1933 {
1934         vec3_t mins, maxs;
1935         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1936         {
1937                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1938                 return;
1939         }
1940         mins[0] = atof(Cmd_Argv(1));
1941         mins[1] = atof(Cmd_Argv(2));
1942         mins[2] = atof(Cmd_Argv(3));
1943         if (Cmd_Argc() == 8)
1944         {
1945                 maxs[0] = atof(Cmd_Argv(4));
1946                 maxs[1] = atof(Cmd_Argv(5));
1947                 maxs[2] = atof(Cmd_Argv(6));
1948                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1949         }
1950         else
1951                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1952 }
1953
1954 void CL_Locs_RemoveNearest_f(void)
1955 {
1956         cl_locnode_t *loc;
1957         loc = CL_Locs_FindNearest(r_view.origin);
1958         if (loc)
1959                 CL_Locs_FreeNode(loc);
1960         else
1961                 Con_Printf("no loc point or box found for your location\n");
1962 }
1963
1964 void CL_Locs_Clear_f(void)
1965 {
1966         while (cl.locnodes)
1967                 CL_Locs_FreeNode(cl.locnodes);
1968 }
1969
1970 void CL_Locs_Save_f(void)
1971 {
1972         cl_locnode_t *loc;
1973         qfile_t *outfile;
1974         char locfilename[MAX_QPATH];
1975         if (!cl.locnodes)
1976         {
1977                 Con_Printf("No loc points/boxes exist!\n");
1978                 return;
1979         }
1980         if (cls.state != ca_connected || !cl.worldmodel)
1981         {
1982                 Con_Printf("No level loaded!\n");
1983                 return;
1984         }
1985         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1986         strlcat(locfilename, ".loc", sizeof(locfilename));
1987
1988         outfile = FS_Open(locfilename, "w", false, false);
1989         if (!outfile)
1990                 return;
1991         // if any boxes are used then this is a proquake-format loc file, which
1992         // allows comments, so add some relevant information at the start
1993         for (loc = cl.locnodes;loc;loc = loc->next)
1994                 if (!VectorCompare(loc->mins, loc->maxs))
1995                         break;
1996         if (loc)
1997         {
1998                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
1999                 for (loc = cl.locnodes;loc;loc = loc->next)
2000                         if (VectorCompare(loc->mins, loc->maxs))
2001                                 break;
2002                 if (loc)
2003                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2004         }
2005         for (loc = cl.locnodes;loc;loc = loc->next)
2006         {
2007                 if (VectorCompare(loc->mins, loc->maxs))
2008                 {
2009                         int len;
2010                         const char *s;
2011                         const char *in = loc->name;
2012                         char name[MAX_INPUTLINE];
2013                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2014                         {
2015                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2016                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2017                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2018                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2019                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2020                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2021                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2022                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2023                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2024                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2025                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2026                                 else s = NULL;
2027                                 if (s)
2028                                 {
2029                                         while (len < (int)sizeof(name) - 1 && *s)
2030                                                 name[len++] = *s++;
2031                                         continue;
2032                                 }
2033                                 name[len++] = *in++;
2034                         }
2035                         name[len] = 0;
2036                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2037                 }
2038                 else
2039                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2040         }
2041         FS_Close(outfile);
2042 }
2043
2044 void CL_Locs_Reload_f(void)
2045 {
2046         int i, linenumber, limit, len;
2047         const char *s;
2048         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2049         fs_offset_t filesize;
2050         vec3_t mins, maxs;
2051         char locfilename[MAX_QPATH];
2052         char name[MAX_INPUTLINE];
2053
2054         if (cls.state != ca_connected || !cl.worldmodel)
2055         {
2056                 Con_Printf("No level loaded!\n");
2057                 return;
2058         }
2059
2060         CL_Locs_Clear_f();
2061
2062         // try maps/something.loc first (LordHavoc: where I think they should be)
2063         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2064         strlcat(locfilename, ".loc", sizeof(locfilename));
2065         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2066         if (!filedata)
2067         {
2068                 // try proquake name as well (LordHavoc: I hate path mangling)
2069                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2070                 strlcat(locfilename, ".loc", sizeof(locfilename));
2071                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2072                 if (!filedata)
2073                         return;
2074         }
2075         text = filedata;
2076         textend = filedata + filesize;
2077         for (linenumber = 1;text < textend;linenumber++)
2078         {
2079                 linestart = text;
2080                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2081                         ;
2082                 lineend = text;
2083                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2084                         text++;
2085                 if (text < textend)
2086                         text++;
2087                 // trim trailing whitespace
2088                 while (lineend > linestart && lineend[-1] <= ' ')
2089                         lineend--;
2090                 // trim leading whitespace
2091                 while (linestart < lineend && *linestart <= ' ')
2092                         linestart++;
2093                 // check if this is a comment
2094                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2095                         continue;
2096                 linetext = linestart;
2097                 limit = 3;
2098                 for (i = 0;i < limit;i++)
2099                 {
2100                         if (linetext >= lineend)
2101                                 break;
2102                         // note: a missing number is interpreted as 0
2103                         if (i < 3)
2104                                 mins[i] = atof(linetext);
2105                         else
2106                                 maxs[i - 3] = atof(linetext);
2107                         // now advance past the number
2108                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2109                                 linetext++;
2110                         // advance through whitespace
2111                         if (linetext < lineend)
2112                         {
2113                                 if (*linetext == ',')
2114                                 {
2115                                         linetext++;
2116                                         limit = 6;
2117                                         // note: comma can be followed by whitespace
2118                                 }
2119                                 if (*linetext <= ' ')
2120                                 {
2121                                         // skip whitespace
2122                                         while (linetext < lineend && *linetext <= ' ')
2123                                                 linetext++;
2124                                 }
2125                         }
2126                 }
2127                 // if this is a quoted name, remove the quotes
2128                 if (i == 6)
2129                 {
2130                         if (linetext >= lineend || *linetext != '"')
2131                                 continue; // proquake location names are always quoted
2132                         lineend--;
2133                         linetext++;
2134                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2135                         memcpy(name, linetext, len);
2136                         name[len] = 0;
2137                         // add the box to the list
2138                         CL_Locs_AddNode(mins, maxs, name);
2139                 }
2140                 // if a point was parsed, it needs to be scaled down by 8 (since
2141                 // point-based loc files were invented by a proxy which dealt
2142                 // directly with quake protocol coordinates, which are *8), turn
2143                 // it into a box
2144                 else if (i == 3)
2145                 {
2146                         // interpret silly fuhquake macros
2147                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2148                         {
2149                                 if (*linetext == '$')
2150                                 {
2151                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2152                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2153                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2154                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2155                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2156                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2157                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2158                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2159                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2160                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2161                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2162                                         else s = NULL;
2163                                         if (s)
2164                                         {
2165                                                 while (len < (int)sizeof(name) - 1 && *s)
2166                                                         name[len++] = *s++;
2167                                                 continue;
2168                                         }
2169                                 }
2170                                 name[len++] = *linetext++;
2171                         }
2172                         name[len] = 0;
2173                         // add the point to the list
2174                         VectorScale(mins, (1.0 / 8.0), mins);
2175                         CL_Locs_AddNode(mins, mins, name);
2176                 }
2177                 else
2178                         continue;
2179         }
2180 }
2181
2182 /*
2183 ===========
2184 CL_Shutdown
2185 ===========
2186 */
2187 void CL_Shutdown (void)
2188 {
2189         CL_Screen_Shutdown();
2190         CL_Particles_Shutdown();
2191         CL_Parse_Shutdown();
2192
2193         Mem_FreePool (&cls.permanentmempool);
2194         Mem_FreePool (&cls.levelmempool);
2195 }
2196
2197 /*
2198 =================
2199 CL_Init
2200 =================
2201 */
2202 void CL_Init (void)
2203 {
2204         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2205         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2206
2207         memset(&r_refdef, 0, sizeof(r_refdef));
2208         // max entities sent to renderer per frame
2209         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2210         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2211
2212         CL_InitInput ();
2213
2214 //
2215 // register our commands
2216 //
2217         Cvar_RegisterVariable (&cl_upspeed);
2218         Cvar_RegisterVariable (&cl_forwardspeed);
2219         Cvar_RegisterVariable (&cl_backspeed);
2220         Cvar_RegisterVariable (&cl_sidespeed);
2221         Cvar_RegisterVariable (&cl_movespeedkey);
2222         Cvar_RegisterVariable (&cl_yawspeed);
2223         Cvar_RegisterVariable (&cl_pitchspeed);
2224         Cvar_RegisterVariable (&cl_anglespeedkey);
2225         Cvar_RegisterVariable (&cl_shownet);
2226         Cvar_RegisterVariable (&cl_nolerp);
2227         Cvar_RegisterVariable (&lookspring);
2228         Cvar_RegisterVariable (&lookstrafe);
2229         Cvar_RegisterVariable (&sensitivity);
2230         Cvar_RegisterVariable (&freelook);
2231
2232         Cvar_RegisterVariable (&m_pitch);
2233         Cvar_RegisterVariable (&m_yaw);
2234         Cvar_RegisterVariable (&m_forward);
2235         Cvar_RegisterVariable (&m_side);
2236
2237         Cvar_RegisterVariable (&cl_itembobspeed);
2238         Cvar_RegisterVariable (&cl_itembobheight);
2239
2240         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2241         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2242         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2243         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2244         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2245         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2246
2247         // Support Client-side Model Index List
2248         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2249         // Support Client-side Sound Index List
2250         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2251
2252         Cvar_RegisterVariable (&cl_autodemo);
2253         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2254
2255         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2256
2257         // LordHavoc: added pausedemo
2258         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)");
2259
2260         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2261
2262         Cvar_RegisterVariable(&r_draweffects);
2263         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2264         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2265         Cvar_RegisterVariable(&cl_explosions_size_start);
2266         Cvar_RegisterVariable(&cl_explosions_size_end);
2267         Cvar_RegisterVariable(&cl_explosions_lifetime);
2268         Cvar_RegisterVariable(&cl_stainmaps);
2269         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2270         Cvar_RegisterVariable(&cl_beams_polygons);
2271         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2272         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2273         Cvar_RegisterVariable(&cl_beams_lightatend);
2274         Cvar_RegisterVariable(&cl_noplayershadow);
2275         Cvar_RegisterVariable(&cl_dlights_decayradius);
2276         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2277
2278         Cvar_RegisterVariable(&cl_prydoncursor);
2279
2280         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2281
2282         // for QW connections
2283         Cvar_RegisterVariable(&qport);
2284         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2285
2286         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2287
2288         Cvar_RegisterVariable(&cl_locs_enable);
2289         Cvar_RegisterVariable(&cl_locs_show);
2290         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2291         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2292         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2293         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2294         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2295
2296         CL_Parse_Init();
2297         CL_Particles_Init();
2298         CL_Screen_Init();
2299
2300         CL_Video_Init();
2301 }
2302
2303
2304