]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_main.c
corrected PFLAGS_FULLDYNAMIC pitch angle handling
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
53
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
59
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
62
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
66
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
68
69 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)"};
70
71 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"};
72
73 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
74
75 client_static_t cls;
76 client_state_t  cl;
77
78 #define MAX_PARTICLES                   32768   // default max # of particles at one time
79 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
80
81 /*
82 =====================
83 CL_ClearState
84
85 =====================
86 */
87 void CL_ClearState(void)
88 {
89         int i;
90         entity_t *ent;
91
92 // wipe the entire cl structure
93         Mem_EmptyPool(cls.levelmempool);
94         memset (&cl, 0, sizeof(cl));
95
96         S_StopAllSounds();
97
98         // reset the view zoom interpolation
99         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
100
101         cl.num_entities = 0;
102         cl.num_csqcentities = 0;        //[515]: csqc
103         cl.num_static_entities = 0;
104         cl.num_temp_entities = 0;
105         cl.num_brushmodel_entities = 0;
106
107         // tweak these if the game runs out
108         cl.max_entities = 256;
109         cl.max_csqcentities = 256;      //[515]: csqc
110         cl.max_static_entities = 256;
111         cl.max_temp_entities = 512;
112         cl.max_effects = 256;
113         cl.max_beams = 256;
114         cl.max_dlights = MAX_DLIGHTS;
115         cl.max_lightstyle = MAX_LIGHTSTYLES;
116         cl.max_brushmodel_entities = MAX_EDICTS;
117         cl.max_particles = MAX_PARTICLES;
118
119 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
120         i = COM_CheckParm ("-particles");
121         if (i && i < com_argc - 1)
122         {
123                 cl.max_particles = (int)(atoi(com_argv[i+1]));
124                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
125                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
126         }
127
128         cl.num_dlights = 0;
129         cl.num_effects = 0;
130         cl.num_beams = 0;
131
132         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
133         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
134         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
135         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
136         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
137         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
138         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
139         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
140         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
141         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
142         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
143         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
144
145         // LordHavoc: have to set up the baseline info for alpha and other stuff
146         for (i = 0;i < cl.max_entities;i++)
147         {
148                 cl.entities[i].state_baseline = defaultstate;
149                 cl.entities[i].state_previous = defaultstate;
150                 cl.entities[i].state_current = defaultstate;
151         }
152
153         for (i = 0;i < cl.max_csqcentities;i++)
154         {
155                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
156                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
157                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
158                 cl.csqcentities[i].csqc = true;
159                 cl.csqcentities[i].state_current.number = -i;
160         }
161
162         if (gamemode == GAME_NEXUIZ)
163         {
164                 VectorSet(cl.playerstandmins, -16, -16, -24);
165                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
166                 VectorSet(cl.playercrouchmins, -16, -16, -24);
167                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
168         }
169         else
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
175         }
176
177         // disable until we get textures for it
178         R_ResetSkyBox();
179
180         ent = &cl.entities[0];
181         // entire entity array was cleared, so just fill in a few fields
182         ent->state_current.active = true;
183         ent->render.model = cl.worldmodel = NULL; // no world model yet
184         ent->render.scale = 1; // some of the renderer still relies on scale
185         ent->render.alpha = 1;
186         ent->render.colormap = -1; // no special coloring
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
190         CL_BoundingBoxForEntity(&ent->render);
191
192         // noclip is turned off at start
193         noclip_anglehack = false;
194
195         // mark all frames invalid for delta
196         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
197
198         CL_Screen_NewMap();
199 }
200
201 void CL_ExpandEntities(int num)
202 {
203         int i, oldmaxentities;
204         entity_t *oldentities;
205         if (num >= cl.max_entities)
206         {
207                 if (!cl.entities)
208                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
209                 if (num >= MAX_EDICTS)
210                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
211                 oldmaxentities = cl.max_entities;
212                 oldentities = cl.entities;
213                 cl.max_entities = (num & ~255) + 256;
214                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
215                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
216                 Mem_Free(oldentities);
217                 for (i = oldmaxentities;i < cl.max_entities;i++)
218                 {
219                         cl.entities[i].state_baseline = defaultstate;
220                         cl.entities[i].state_previous = defaultstate;
221                         cl.entities[i].state_current = defaultstate;
222                 }
223         }
224 }
225
226 void CL_ExpandCSQCEntities(int num)
227 {
228         int i, oldmaxentities;
229         entity_t *oldentities;
230         if (num >= cl.max_csqcentities)
231         {
232                 if (!cl.csqcentities)
233                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
234                 if (num >= MAX_EDICTS)
235                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
236                 oldmaxentities = cl.max_csqcentities;
237                 oldentities = cl.csqcentities;
238                 cl.max_csqcentities = (num & ~255) + 256;
239                 cl.csqcentities = Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
240                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
241                 Mem_Free(oldentities);
242                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
243                 {
244                         cl.csqcentities[i].state_baseline = defaultstate;
245                         cl.csqcentities[i].state_previous = defaultstate;
246                         cl.csqcentities[i].state_current = defaultstate;
247                         cl.csqcentities[i].csqc = true;
248                         cl.csqcentities[i].state_current.number = -i;
249                 }
250         }
251 }
252
253 void CL_VM_ShutDown (void);
254 /*
255 =====================
256 CL_Disconnect
257
258 Sends a disconnect message to the server
259 This is also called on Host_Error, so it shouldn't cause any errors
260 =====================
261 */
262 void CL_Disconnect(void)
263 {
264         if (cls.state == ca_dedicated)
265                 return;
266
267         Con_DPrintf("CL_Disconnect\n");
268
269         CL_VM_ShutDown();
270 // stop sounds (especially looping!)
271         S_StopAllSounds ();
272
273         // clear contents blends
274         cl.cshifts[0].percent = 0;
275         cl.cshifts[1].percent = 0;
276         cl.cshifts[2].percent = 0;
277         cl.cshifts[3].percent = 0;
278
279         cl.worldmodel = NULL;
280
281         if (cls.demoplayback)
282                 CL_StopPlayback();
283         else if (cls.netcon)
284         {
285                 sizebuf_t buf;
286                 unsigned char bufdata[8];
287                 if (cls.demorecording)
288                         CL_Stop_f();
289
290                 // send disconnect message 3 times to improve chances of server
291                 // receiving it (but it still fails sometimes)
292                 memset(&buf, 0, sizeof(buf));
293                 buf.data = bufdata;
294                 buf.maxsize = sizeof(bufdata);
295                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
296                 {
297                         Con_DPrint("Sending drop command\n");
298                         MSG_WriteByte(&buf, qw_clc_stringcmd);
299                         MSG_WriteString(&buf, "drop");
300                 }
301                 else
302                 {
303                         Con_DPrint("Sending clc_disconnect\n");
304                         MSG_WriteByte(&buf, clc_disconnect);
305                 }
306                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
307                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
308                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
309                 NetConn_Close(cls.netcon);
310                 cls.netcon = NULL;
311         }
312         cls.state = ca_disconnected;
313
314         cls.demoplayback = cls.timedemo = false;
315         cls.signon = 0;
316 }
317
318 void CL_Disconnect_f(void)
319 {
320         CL_Disconnect ();
321         if (sv.active)
322                 Host_ShutdownServer ();
323 }
324
325
326
327
328 /*
329 =====================
330 CL_EstablishConnection
331
332 Host should be either "local" or a net address
333 =====================
334 */
335 void CL_EstablishConnection(const char *host)
336 {
337         if (cls.state == ca_dedicated)
338                 return;
339
340         // clear menu's connect error message
341         M_Update_Return_Reason("");
342         cls.demonum = -1;
343
344         // stop demo loop in case this fails
345         CL_Disconnect();
346
347         // make sure the client ports are open before attempting to connect
348         NetConn_UpdateSockets();
349
350         // run a network frame
351         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
352
353         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
354         {
355                 cls.connect_trying = true;
356                 cls.connect_remainingtries = 3;
357                 cls.connect_nextsendtime = 0;
358                 M_Update_Return_Reason("Trying to connect...");
359                 // run several network frames to jump into the game quickly
360                 //if (sv.active)
361                 //{
362                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
363                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
364                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
365                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366                 //}
367         }
368         else
369         {
370                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
371                 M_Update_Return_Reason("No network");
372         }
373 }
374
375 /*
376 ==============
377 CL_PrintEntities_f
378 ==============
379 */
380 static void CL_PrintEntities_f(void)
381 {
382         entity_t *ent;
383         int i, j;
384         char name[32];
385
386         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
387         {
388                 if (!ent->state_current.active)
389                         continue;
390
391                 if (ent->render.model)
392                         strlcpy (name, ent->render.model->name, 25);
393                 else
394                         strcpy(name, "--no model--");
395                 for (j = (int)strlen(name);j < 25;j++)
396                         name[j] = ' ';
397                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
398         }
399 }
400
401 //static const vec3_t nomodelmins = {-16, -16, -16};
402 //static const vec3_t nomodelmaxs = {16, 16, 16};
403 void CL_BoundingBoxForEntity(entity_render_t *ent)
404 {
405         if (ent->model)
406         {
407                 //if (ent->angles[0] || ent->angles[2])
408                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
409                 {
410                         // pitch or roll
411                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
412                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
413                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
414                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
415                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
416                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
417                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
418                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
419                 }
420                 //else if (ent->angles[1])
421                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
422                 {
423                         // yaw
424                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
425                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
426                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
427                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
428                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
429                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
430                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
431                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
432                 }
433                 else
434                 {
435                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
436                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
437                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
438                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
439                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
440                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
441                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
442                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
443                 }
444         }
445         else
446         {
447                 ent->mins[0] = ent->matrix.m[0][3] - 16;
448                 ent->mins[1] = ent->matrix.m[1][3] - 16;
449                 ent->mins[2] = ent->matrix.m[2][3] - 16;
450                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
451                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
452                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
453                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
454                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
455         }
456 }
457
458 /*
459 ===============
460 CL_LerpPoint
461
462 Determines the fraction between the last two messages that the objects
463 should be put at.
464 ===============
465 */
466 static float CL_LerpPoint(void)
467 {
468         float f;
469
470         // dropped packet, or start of demo
471         if (cl.mtime[1] < cl.mtime[0] - 0.1)
472                 cl.mtime[1] = cl.mtime[0] - 0.1;
473
474         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
475
476         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
477         f = cl.mtime[0] - cl.mtime[1];
478         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
479         {
480                 cl.time = cl.mtime[0];
481                 return 1;
482         }
483
484         f = (cl.time - cl.mtime[1]) / f;
485         return bound(0, f, 1);
486 }
487
488 void CL_ClearTempEntities (void)
489 {
490         cl.num_temp_entities = 0;
491 }
492
493 entity_t *CL_NewTempEntity(void)
494 {
495         entity_t *ent;
496
497         if (r_refdef.numentities >= r_refdef.maxentities)
498                 return NULL;
499         if (cl.num_temp_entities >= cl.max_temp_entities)
500                 return NULL;
501         ent = &cl.temp_entities[cl.num_temp_entities++];
502         memset (ent, 0, sizeof(*ent));
503         r_refdef.entities[r_refdef.numentities++] = &ent->render;
504
505         ent->render.colormap = -1; // no special coloring
506         ent->render.scale = 1;
507         ent->render.alpha = 1;
508         VectorSet(ent->render.colormod, 1, 1, 1);
509         return ent;
510 }
511
512 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
513 {
514         int i;
515         cl_effect_t *e;
516         if (!modelindex) // sanity check
517                 return;
518         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
519         {
520                 if (e->active)
521                         continue;
522                 e->active = true;
523                 VectorCopy(org, e->origin);
524                 e->modelindex = modelindex;
525                 e->starttime = cl.time;
526                 e->startframe = startframe;
527                 e->endframe = startframe + framecount;
528                 e->framerate = framerate;
529
530                 e->frame = 0;
531                 e->frame1time = cl.time;
532                 e->frame2time = cl.time;
533                 cl.num_effects = max(cl.num_effects, i + 1);
534                 break;
535         }
536 }
537
538 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
539 {
540         int i;
541         dlight_t *dl;
542
543         /*
544 // first look for an exact key match
545         if (ent)
546         {
547                 dl = cl.dlights;
548                 for (i = 0;i < cl.num_dlights;i++, dl++)
549                         if (dl->ent == ent)
550                                 goto dlightsetup;
551         }
552         */
553
554 // then look for anything else
555         dl = cl.dlights;
556         for (i = 0;i < cl.num_dlights;i++, dl++)
557                 if (!dl->radius)
558                         goto dlightsetup;
559         // if we hit the end of the active dlights and found no gaps, add a new one
560         if (i < MAX_DLIGHTS)
561         {
562                 cl.num_dlights = i + 1;
563                 goto dlightsetup;
564         }
565
566         // unable to find one
567         return;
568
569 dlightsetup:
570         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
571         memset (dl, 0, sizeof(*dl));
572         Matrix4x4_Normalize(&dl->matrix, matrix);
573         dl->ent = ent;
574         dl->origin[0] = dl->matrix.m[0][3];
575         dl->origin[1] = dl->matrix.m[1][3];
576         dl->origin[2] = dl->matrix.m[2][3];
577         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
578         dl->matrix.m[0][3] = dl->origin[0];
579         dl->matrix.m[1][3] = dl->origin[1];
580         dl->matrix.m[2][3] = dl->origin[2];
581         dl->radius = radius;
582         dl->color[0] = red;
583         dl->color[1] = green;
584         dl->color[2] = blue;
585         dl->decay = decay;
586         if (lifetime)
587                 dl->die = cl.time + lifetime;
588         else
589                 dl->die = 0;
590         dl->cubemapnum = cubemapnum;
591         dl->style = style;
592         dl->shadow = shadowenable;
593         dl->corona = corona;
594         dl->flags = flags;
595         dl->coronasizescale = coronasizescale;
596         dl->ambientscale = ambientscale;
597         dl->diffusescale = diffusescale;
598         dl->specularscale = specularscale;
599 }
600
601 // called before entity relinking
602 void CL_DecayLights(void)
603 {
604         int i, oldmax;
605         dlight_t *dl;
606         float time, f;
607
608         time = cl.time - cl.oldtime;
609         oldmax = cl.num_dlights;
610         cl.num_dlights = 0;
611         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
612         {
613                 if (dl->radius)
614                 {
615                         f = dl->radius - time * dl->decay;
616                         if (cl.time < dl->die && f > 0)
617                         {
618                                 dl->radius = dl->radius - time * dl->decay;
619                                 cl.num_dlights = i + 1;
620                         }
621                         else
622                                 dl->radius = 0;
623                 }
624         }
625 }
626
627 // called after entity relinking
628 void CL_UpdateLights(void)
629 {
630         int i, j, k, l;
631         dlight_t *dl;
632         float frac, f;
633
634         r_refdef.numlights = 0;
635         if (r_dynamic.integer)
636         {
637                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
638                 {
639                         if (dl->radius)
640                         {
641                                 R_RTLight_Update(dl, false);
642                                 r_refdef.lights[r_refdef.numlights++] = dl;
643                         }
644                 }
645         }
646
647 // light animations
648 // 'm' is normal light, 'a' is no light, 'z' is double bright
649         f = cl.time * 10;
650         i = (int)floor(f);
651         frac = f - i;
652         for (j = 0;j < cl.max_lightstyle;j++)
653         {
654                 if (!cl.lightstyle || !cl.lightstyle[j].length)
655                 {
656                         r_refdef.lightstylevalue[j] = 256;
657                         continue;
658                 }
659                 k = i % cl.lightstyle[j].length;
660                 l = (i-1) % cl.lightstyle[j].length;
661                 k = cl.lightstyle[j].map[k] - 'a';
662                 l = cl.lightstyle[j].map[l] - 'a';
663                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
664         }
665 }
666
667 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
668 {
669         float f;
670         entity_t *flag;
671         matrix4x4_t flagmatrix;
672
673         // this code taken from QuakeWorld
674         f = 14;
675         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
676         {
677                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
678                 { //axpain
679                         if      (player->render.frame2 == 29) f = f + 2;
680                         else if (player->render.frame2 == 30) f = f + 8;
681                         else if (player->render.frame2 == 31) f = f + 12;
682                         else if (player->render.frame2 == 32) f = f + 11;
683                         else if (player->render.frame2 == 33) f = f + 10;
684                         else if (player->render.frame2 == 34) f = f + 4;
685                 }
686                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
687                 { // pain
688                         if      (player->render.frame2 == 35) f = f + 2;
689                         else if (player->render.frame2 == 36) f = f + 10;
690                         else if (player->render.frame2 == 37) f = f + 10;
691                         else if (player->render.frame2 == 38) f = f + 8;
692                         else if (player->render.frame2 == 39) f = f + 4;
693                         else if (player->render.frame2 == 40) f = f + 2;
694                 }
695         }
696         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
697         {
698                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
699                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
700                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
701                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
702         }
703         // end of code taken from QuakeWorld
704
705         flag = CL_NewTempEntity();
706         if (!flag)
707                 return;
708
709         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
710         flag->render.skinnum = skin;
711         flag->render.colormap = -1; // no special coloring
712         flag->render.alpha = 1;
713         VectorSet(flag->render.colormod, 1, 1, 1);
714         // attach the flag to the player matrix
715         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
716         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
717         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
718         R_LerpAnimation(&flag->render);
719         CL_BoundingBoxForEntity(&flag->render);
720 }
721
722 #define MAXVIEWMODELS 32
723 entity_t *viewmodels[MAXVIEWMODELS];
724 int numviewmodels;
725
726 matrix4x4_t viewmodelmatrix;
727
728 static int entitylinkframenumber;
729
730 static const vec3_t muzzleflashorigin = {18, 0, 0};
731
732 extern void V_DriftPitch(void);
733 extern void V_FadeViewFlashs(void);
734 extern void V_CalcViewBlend(void);
735
736 extern void V_CalcRefdef(void);
737 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
738 void CL_LinkNetworkEntity(entity_t *e)
739 {
740         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
741         //matrix4x4_t dlightmatrix;
742         int j, k, l, trailtype, temp;
743         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
744         entity_t *t;
745         model_t *model;
746         trace_t trace;
747         //entity_persistent_t *p = &e->persistent;
748         //entity_render_t *r = &e->render;
749         if (e->persistent.linkframe != entitylinkframenumber)
750         {
751                 e->persistent.linkframe = entitylinkframenumber;
752                 // skip inactive entities and world
753                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
754                         return;
755                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
756                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
757                 e->render.flags = e->state_current.flags;
758                 e->render.effects = e->state_current.effects;
759                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
760                 if (e->state_current.flags & RENDER_COLORMAPPED)
761                 {
762                         int cb;
763                         unsigned char *cbcolor;
764                         e->render.colormap = e->state_current.colormap;
765                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
766                         cbcolor = (unsigned char *) (&palette_complete[cb]);
767                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
768                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
769                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
770                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
771                         cbcolor = (unsigned char *) (&palette_complete[cb]);
772                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
773                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
774                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
775                 }
776                 else if (e->state_current.colormap && cl.scores != NULL)
777                 {
778                         int cb;
779                         unsigned char *cbcolor;
780                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
781                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
782                         cbcolor = (unsigned char *) (&palette_complete[cb]);
783                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
784                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
785                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
786                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
787                         cbcolor = (unsigned char *) (&palette_complete[cb]);
788                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
789                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
790                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
791                 }
792                 else
793                 {
794                         e->render.colormap = -1; // no special coloring
795                         VectorClear(e->render.colormap_pantscolor);
796                         VectorClear(e->render.colormap_shirtcolor);
797                 }
798                 e->render.skinnum = e->state_current.skin;
799                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
800                 {
801                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
802                                 return;
803                         if (!e->csqc)
804                         {
805                                 if (cl.viewentity)
806                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
807                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
808                                 {
809                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
810                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
811                                 }
812                         }
813                         matrix = &viewmodelmatrix;
814                 }
815                 else
816                 {
817                         // if the tag entity is currently impossible, skip it
818                         if (!e->csqc)
819                         {
820                                 if (e->state_current.tagentity >= cl.num_entities)
821                                         return;
822                                 t = cl.entities + e->state_current.tagentity;
823                         }
824                         else
825                         {
826                                 if (e->state_current.tagentity >= cl.num_csqcentities)
827                                         return;
828                                 t = cl.csqcentities + e->state_current.tagentity;
829                         }
830                         // if the tag entity is inactive, skip it
831                         if (!t->state_current.active)
832                                 return;
833                         // note: this can link to world
834                         CL_LinkNetworkEntity(t);
835                         // make relative to the entity
836                         matrix = &t->render.matrix;
837                         // some properties of the tag entity carry over
838                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
839                         // if a valid tagindex is used, make it relative to that tag instead
840                         // FIXME: use a model function to get tag info (need to handle skeletal)
841                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
842                         {
843                                 // blend the matrices
844                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
845                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
846                                 {
847                                         matrix4x4_t tagmatrix;
848                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
849                                         d = t->render.frameblend[j].lerp;
850                                         for (l = 0;l < 4;l++)
851                                                 for (k = 0;k < 4;k++)
852                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
853                                 }
854                                 // concat the tag matrices onto the entity matrix
855                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
856                                 // use the constructed tag matrix
857                                 matrix = &tempmatrix;
858                         }
859                 }
860
861                 // movement lerp
862                 // if it's the player entity, update according to client movement
863                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
864                 {
865                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
866                         lerp = bound(0, lerp, 1);
867                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
868                         VectorSet(angles, 0, cl.viewangles[1], 0);
869                 }
870                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
871                 {
872                         // interpolate the origin and angles
873                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
874                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
875                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
876                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
877                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
878                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
879                 }
880                 else
881                 {
882                         // no interpolation
883                         VectorCopy(e->persistent.neworigin, origin);
884                         VectorCopy(e->persistent.newangles, angles);
885                 }
886
887                 // model setup and some modelflags
888                 if(e->state_current.modelindex < MAX_MODELS)
889                         e->render.model = cl.model_precache[e->state_current.modelindex];
890                 else
891                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
892                 if (e->render.model)
893                 {
894                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
895                         if (e->render.model->type == mod_alias)
896                                 angles[0] = -angles[0];
897                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
898                         {
899                                 angles[1] = ANGLEMOD(100*cl.time);
900                                 if (cl_itembobheight.value)
901                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
902                         }
903                         // transfer certain model flags to effects
904                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
905                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
906                                 VectorScale(e->render.colormod, 2, e->render.colormod);
907                 }
908                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
909                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
910                         angles[0] = -angles[0];
911
912                 // animation lerp
913                 if (e->render.frame2 == e->state_current.frame)
914                 {
915                         // update frame lerp fraction
916                         e->render.framelerp = 1;
917                         if (e->render.frame2time > e->render.frame1time)
918                         {
919                                 // make sure frame lerp won't last longer than 100ms
920                                 // (this mainly helps with models that use framegroups and
921                                 // switch between them infrequently)
922                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
923                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
924                         }
925                 }
926                 else
927                 {
928                         // begin a new frame lerp
929                         e->render.frame1 = e->render.frame2;
930                         e->render.frame1time = e->render.frame2time;
931                         e->render.frame = e->render.frame2 = e->state_current.frame;
932                         e->render.frame2time = cl.time;
933                         e->render.framelerp = 0;
934                 }
935                 R_LerpAnimation(&e->render);
936
937                 // set up the render matrix
938                 // FIXME: e->render.scale should go away
939                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
940                 // concat the matrices to make the entity relative to its tag
941                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
942                 // make the other useful stuff
943                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
944                 CL_BoundingBoxForEntity(&e->render);
945
946                 // handle effects now that we know where this entity is in the world...
947                 if (e->render.model && e->render.model->soundfromcenter)
948                 {
949                         // bmodels are treated specially since their origin is usually '0 0 0'
950                         vec3_t o;
951                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
952                         Matrix4x4_Transform(&e->render.matrix, o, origin);
953                 }
954                 else
955                 {
956                         origin[0] = e->render.matrix.m[0][3];
957                         origin[1] = e->render.matrix.m[1][3];
958                         origin[2] = e->render.matrix.m[2][3];
959                 }
960                 trailtype = -1;
961                 dlightradius = 0;
962                 dlightcolor[0] = 0;
963                 dlightcolor[1] = 0;
964                 dlightcolor[2] = 0;
965                 // LordHavoc: if the entity has no effects, don't check each
966                 if (e->render.effects)
967                 {
968                         if (e->render.effects & EF_BRIGHTFIELD)
969                         {
970                                 if (gamemode == GAME_NEXUIZ)
971                                 {
972                                         dlightradius = max(dlightradius, 200);
973                                         dlightcolor[0] += 0.75f;
974                                         dlightcolor[1] += 1.50f;
975                                         dlightcolor[2] += 3.00f;
976                                         trailtype = 8;
977                                 }
978                                 else
979                                         CL_EntityParticles(e);
980                         }
981                         if (e->render.effects & EF_MUZZLEFLASH)
982                                 e->persistent.muzzleflash = 1.0f;
983                         if (e->render.effects & EF_DIMLIGHT)
984                         {
985                                 dlightradius = max(dlightradius, 200);
986                                 dlightcolor[0] += 1.50f;
987                                 dlightcolor[1] += 1.50f;
988                                 dlightcolor[2] += 1.50f;
989                         }
990                         if (e->render.effects & EF_BRIGHTLIGHT)
991                         {
992                                 dlightradius = max(dlightradius, 400);
993                                 dlightcolor[0] += 3.00f;
994                                 dlightcolor[1] += 3.00f;
995                                 dlightcolor[2] += 3.00f;
996                         }
997                         // LordHavoc: more effects
998                         if (e->render.effects & EF_RED) // red
999                         {
1000                                 dlightradius = max(dlightradius, 200);
1001                                 dlightcolor[0] += 1.50f;
1002                                 dlightcolor[1] += 0.15f;
1003                                 dlightcolor[2] += 0.15f;
1004                         }
1005                         if (e->render.effects & EF_BLUE) // blue
1006                         {
1007                                 dlightradius = max(dlightradius, 200);
1008                                 dlightcolor[0] += 0.15f;
1009                                 dlightcolor[1] += 0.15f;
1010                                 dlightcolor[2] += 1.50f;
1011                         }
1012                         if (e->render.effects & EF_FLAME)
1013                         {
1014                                 mins[0] = origin[0] - 16.0f;
1015                                 mins[1] = origin[1] - 16.0f;
1016                                 mins[2] = origin[2] - 16.0f;
1017                                 maxs[0] = origin[0] + 16.0f;
1018                                 maxs[1] = origin[1] + 16.0f;
1019                                 maxs[2] = origin[2] + 16.0f;
1020                                 // how many flames to make
1021                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1022                                 CL_FlameCube(mins, maxs, temp);
1023                                 d = lhrandom(0.75f, 1);
1024                                 dlightradius = max(dlightradius, 200);
1025                                 dlightcolor[0] += d * 2.0f;
1026                                 dlightcolor[1] += d * 1.5f;
1027                                 dlightcolor[2] += d * 0.5f;
1028                         }
1029                         if (e->render.effects & EF_STARDUST)
1030                         {
1031                                 mins[0] = origin[0] - 16.0f;
1032                                 mins[1] = origin[1] - 16.0f;
1033                                 mins[2] = origin[2] - 16.0f;
1034                                 maxs[0] = origin[0] + 16.0f;
1035                                 maxs[1] = origin[1] + 16.0f;
1036                                 maxs[2] = origin[2] + 16.0f;
1037                                 // how many particles to make
1038                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1039                                 CL_Stardust(mins, maxs, temp);
1040                                 dlightradius = max(dlightradius, 200);
1041                                 dlightcolor[0] += 1.0f;
1042                                 dlightcolor[1] += 0.7f;
1043                                 dlightcolor[2] += 0.3f;
1044                         }
1045                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1046                         {
1047                                 // these are only set on player entities
1048                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1049                         }
1050                 }
1051                 // muzzleflash fades over time, and is offset a bit
1052                 if (e->persistent.muzzleflash > 0)
1053                 {
1054                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1055                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1056                         tempmatrix = e->render.matrix;
1057                         tempmatrix.m[0][3] = trace.endpos[0];
1058                         tempmatrix.m[1][3] = trace.endpos[1];
1059                         tempmatrix.m[2][3] = trace.endpos[2];
1060                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1061                         e->persistent.muzzleflash -= cl.frametime * 10;
1062                 }
1063                 // LordHavoc: if the model has no flags, don't check each
1064                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1065                 {
1066                         if (e->render.model->flags & EF_GIB)
1067                                 trailtype = 2;
1068                         else if (e->render.model->flags & EF_ZOMGIB)
1069                                 trailtype = 4;
1070                         else if (e->render.model->flags & EF_TRACER)
1071                         {
1072                                 trailtype = 3;
1073                                 //dlightradius = max(dlightradius, 100);
1074                                 //dlightcolor[0] += 0.25f;
1075                                 //dlightcolor[1] += 1.00f;
1076                                 //dlightcolor[2] += 0.25f;
1077                         }
1078                         else if (e->render.model->flags & EF_TRACER2)
1079                         {
1080                                 trailtype = 5;
1081                                 //dlightradius = max(dlightradius, 100);
1082                                 //dlightcolor[0] += 1.00f;
1083                                 //dlightcolor[1] += 0.60f;
1084                                 //dlightcolor[2] += 0.20f;
1085                         }
1086                         else if (e->render.model->flags & EF_ROCKET)
1087                         {
1088                                 trailtype = 0;
1089                                 dlightradius = max(dlightradius, 200);
1090                                 dlightcolor[0] += 3.00f;
1091                                 dlightcolor[1] += 1.50f;
1092                                 dlightcolor[2] += 0.50f;
1093                         }
1094                         else if (e->render.model->flags & EF_GRENADE)
1095                         {
1096                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1097                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1098                         }
1099                         else if (e->render.model->flags & EF_TRACER3)
1100                         {
1101                                 trailtype = 6;
1102                                 if (gamemode == GAME_PRYDON)
1103                                 {
1104                                         dlightradius = max(dlightradius, 100);
1105                                         dlightcolor[0] += 0.30f;
1106                                         dlightcolor[1] += 0.60f;
1107                                         dlightcolor[2] += 1.20f;
1108                                 }
1109                                 else
1110                                 {
1111                                         dlightradius = max(dlightradius, 200);
1112                                         dlightcolor[0] += 1.20f;
1113                                         dlightcolor[1] += 0.50f;
1114                                         dlightcolor[2] += 1.00f;
1115                                 }
1116                         }
1117                 }
1118                 // LordHavoc: customizable glow
1119                 if (e->state_current.glowsize)
1120                 {
1121                         // * 4 for the expansion from 0-255 to 0-1023 range,
1122                         // / 255 to scale down byte colors
1123                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1124                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1125                 }
1126                 // make the glow dlight
1127                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1128                 {
1129                         //dlightmatrix = e->render.matrix;
1130                         // hack to make glowing player light shine on their gun
1131                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1132                         //      dlightmatrix.m[2][3] += 30;
1133                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1134                 }
1135                 // custom rtlight
1136                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1137                 {
1138                         float light[4];
1139                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1140                         light[3] = e->state_current.light[3];
1141                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1142                                 VectorSet(light, 1, 1, 1);
1143                         if (light[3] == 0)
1144                                 light[3] = 350;
1145                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1146                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1147                 }
1148                 // do trails
1149                 if (e->render.flags & RENDER_GLOWTRAIL)
1150                         trailtype = 9;
1151                 if (trailtype >= 0)
1152                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1153                 VectorCopy(origin, e->persistent.trail_origin);
1154                 // tenebrae's sprites are all additive mode (weird)
1155                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1156                         e->render.effects |= EF_ADDITIVE;
1157                 // player model is only shown with chase_active on
1158                 if (!e->csqc)
1159                 if (e->state_current.number == cl.viewentity)
1160                         e->render.flags |= RENDER_EXTERIORMODEL;
1161                 // transparent stuff can't be lit during the opaque stage
1162                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1163                         e->render.flags |= RENDER_TRANSPARENT;
1164                 // double sided rendering mode causes backfaces to be visible
1165                 // (mostly useful on transparent stuff)
1166                 if (e->render.effects & EF_DOUBLESIDED)
1167                         e->render.flags |= RENDER_NOCULLFACE;
1168                 // either fullbright or lit
1169                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1170                         e->render.flags |= RENDER_LIGHT;
1171                 // hide player shadow during intermission or nehahra movie
1172                 if (!(e->render.effects & EF_NOSHADOW)
1173                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1174                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1175                         e->render.flags |= RENDER_SHADOW;
1176                 // as soon as player is known we can call V_CalcRefDef
1177                 if (!csqc_loaded)
1178                 if (e->state_current.number == cl.viewentity)
1179                         V_CalcRefdef();
1180                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1181                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1182                 // don't show entities with no modelindex (note: this still shows
1183                 // entities which have a modelindex that resolved to a NULL model)
1184                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1185                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1186                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1187                 //      Matrix4x4_Print(&e->render.matrix);
1188         }
1189 }
1190
1191 void CL_RelinkWorld(void)
1192 {
1193         entity_t *ent = &cl.entities[0];
1194         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1195         // FIXME: this should be done at load
1196         ent->render.matrix = identitymatrix;
1197         ent->render.inversematrix = identitymatrix;
1198         R_LerpAnimation(&ent->render);
1199         CL_BoundingBoxForEntity(&ent->render);
1200         ent->render.flags = RENDER_SHADOW;
1201         if (!r_fullbright.integer)
1202                 ent->render.flags |= RENDER_LIGHT;
1203         VectorSet(ent->render.colormod, 1, 1, 1);
1204         r_refdef.worldentity = &ent->render;
1205         r_refdef.worldmodel = cl.worldmodel;
1206 }
1207
1208 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1209 {
1210         entity_t *ent = &cl.csqcentities[0];
1211         if(!csqc_loaded)
1212                 return;
1213 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1214         // FIXME: this should be done at load
1215         ent->render.matrix = identitymatrix;
1216         ent->render.inversematrix = identitymatrix;
1217         R_LerpAnimation(&ent->render);
1218         CL_BoundingBoxForEntity(&ent->render);
1219         ent->render.flags = RENDER_SHADOW;
1220         if (!r_fullbright.integer)
1221                 ent->render.flags |= RENDER_LIGHT;
1222         VectorSet(ent->render.colormod, 1, 1, 1);
1223 //      r_refdef.worldentity = &ent->render;
1224 //      r_refdef.worldmodel = cl.worldmodel;
1225 }
1226
1227 static void CL_RelinkStaticEntities(void)
1228 {
1229         int i;
1230         entity_t *e;
1231         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1232         {
1233                 e->render.flags = 0;
1234                 // transparent stuff can't be lit during the opaque stage
1235                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1236                         e->render.flags |= RENDER_TRANSPARENT;
1237                 // either fullbright or lit
1238                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1239                         e->render.flags |= RENDER_LIGHT;
1240                 // hide player shadow during intermission or nehahra movie
1241                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1242                         e->render.flags |= RENDER_SHADOW;
1243                 VectorSet(e->render.colormod, 1, 1, 1);
1244                 R_LerpAnimation(&e->render);
1245                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1246         }
1247 }
1248
1249 /*
1250 ===============
1251 CL_RelinkEntities
1252 ===============
1253 */
1254 static void CL_RelinkNetworkEntities(int drawmask)
1255 {
1256         entity_t *ent;
1257         int i, k;
1258
1259         if(!csqc_loaded)
1260         {
1261                 ent = &cl.viewent;
1262                 ent->state_previous = ent->state_current;
1263                 ent->state_current = defaultstate;
1264                 ent->state_current.time = cl.time;
1265                 ent->state_current.number = -1;
1266                 ent->state_current.active = true;
1267                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1268                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1269                 ent->state_current.flags = RENDER_VIEWMODEL;
1270                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1271                         ent->state_current.modelindex = 0;
1272                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1273                 {
1274                         if (gamemode == GAME_TRANSFUSION)
1275                                 ent->state_current.alpha = 128;
1276                         else
1277                                 ent->state_current.modelindex = 0;
1278                 }
1279
1280                 // reset animation interpolation on weaponmodel if model changed
1281                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1282                 {
1283                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1284                         ent->render.frame1time = ent->render.frame2time = cl.time;
1285                         ent->render.framelerp = 1;
1286                 }
1287         }
1288
1289         // start on the entity after the world
1290         entitylinkframenumber++;
1291         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1292         {
1293                 for (i = 1;i < cl.num_entities;i++)
1294                 {
1295                         if (cl.entities_active[i])
1296                         {
1297                                 ent = cl.entities + i;
1298                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1299                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1300                                 {
1301                                         cl.entities_active[i] = false;
1302                                         continue;
1303                                 }
1304                                 if (ent->state_current.active)
1305                                         CL_LinkNetworkEntity(ent);
1306                                 else
1307                                         cl.entities_active[i] = false;
1308                         }
1309                 }
1310         }
1311
1312         //[515]: csqc
1313         if(csqc_loaded)
1314         {
1315                 for (i=1,k=cl.num_csqcentities;k;i++)
1316                 {
1317                         if (cl.csqcentities_active[i])
1318                         {
1319                                 --k;
1320                                 ent = cl.csqcentities + i;
1321                                 if (ent->state_current.active)
1322                                         CL_LinkNetworkEntity(ent);
1323                                 else
1324                                         cl.csqcentities_active[i] = false;
1325                         }
1326                 }
1327         }
1328         else
1329                 CL_LinkNetworkEntity(&cl.viewent);
1330 }
1331
1332 static void CL_RelinkEffects(void)
1333 {
1334         int i, intframe;
1335         cl_effect_t *e;
1336         entity_t *ent;
1337         float frame;
1338
1339         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1340         {
1341                 if (e->active)
1342                 {
1343                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1344                         intframe = frame;
1345                         if (intframe < 0 || intframe >= e->endframe)
1346                         {
1347                                 memset(e, 0, sizeof(*e));
1348                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1349                                         cl.num_effects--;
1350                                 continue;
1351                         }
1352
1353                         if (intframe != e->frame)
1354                         {
1355                                 e->frame = intframe;
1356                                 e->frame1time = e->frame2time;
1357                                 e->frame2time = cl.time;
1358                         }
1359
1360                         // if we're drawing effects, get a new temp entity
1361                         // (NewTempEntity adds it to the render entities list for us)
1362                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1363                         {
1364                                 // interpolation stuff
1365                                 ent->render.frame1 = intframe;
1366                                 ent->render.frame2 = intframe + 1;
1367                                 if (ent->render.frame2 >= e->endframe)
1368                                         ent->render.frame2 = -1; // disappear
1369                                 ent->render.framelerp = frame - intframe;
1370                                 ent->render.frame1time = e->frame1time;
1371                                 ent->render.frame2time = e->frame2time;
1372
1373                                 // normal stuff
1374                                 if(e->modelindex < MAX_MODELS)
1375                                         ent->render.model = cl.model_precache[e->modelindex];
1376                                 else
1377                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1378                                 ent->render.frame = ent->render.frame2;
1379                                 ent->render.colormap = -1; // no special coloring
1380                                 ent->render.alpha = 1;
1381                                 VectorSet(ent->render.colormod, 1, 1, 1);
1382
1383                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1384                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1385                                 R_LerpAnimation(&ent->render);
1386                                 CL_BoundingBoxForEntity(&ent->render);
1387                         }
1388                 }
1389         }
1390 }
1391
1392 void CL_RelinkBeams(void)
1393 {
1394         int i;
1395         beam_t *b;
1396         vec3_t dist, org;
1397         float d;
1398         entity_t *ent;
1399         float yaw, pitch;
1400         float forward;
1401         matrix4x4_t tempmatrix;
1402
1403         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1404         {
1405                 if (!b->model)
1406                         continue;
1407                 if (b->endtime < cl.time)
1408                 {
1409                         b->model = NULL;
1410                         continue;
1411                 }
1412
1413                 // if coming from the player, update the start position
1414                 //if (b->entity == cl.viewentity)
1415                 //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1416                 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1417                 {
1418                         entity_render_t *r = &cl.entities[b->entity].render;
1419                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1420                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1421                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1422                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1423                 }
1424
1425                 if (b->lightning)
1426                 {
1427                         if (cl_beams_lightatend.integer)
1428                         {
1429                                 // FIXME: create a matrix from the beam start/end orientation
1430                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1431                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1432                         }
1433                         if (cl_beams_polygons.integer)
1434                                 continue;
1435                 }
1436
1437                 // calculate pitch and yaw
1438                 VectorSubtract (b->end, b->start, dist);
1439
1440                 if (dist[1] == 0 && dist[0] == 0)
1441                 {
1442                         yaw = 0;
1443                         if (dist[2] > 0)
1444                                 pitch = 90;
1445                         else
1446                                 pitch = 270;
1447                 }
1448                 else
1449                 {
1450                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1451                         if (yaw < 0)
1452                                 yaw += 360;
1453
1454                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1455                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1456                         if (pitch < 0)
1457                                 pitch += 360;
1458                 }
1459
1460                 // add new entities for the lightning
1461                 VectorCopy (b->start, org);
1462                 d = VectorNormalizeLength(dist);
1463                 while (d > 0)
1464                 {
1465                         ent = CL_NewTempEntity ();
1466                         if (!ent)
1467                                 return;
1468                         //VectorCopy (org, ent->render.origin);
1469                         ent->render.model = b->model;
1470                         //ent->render.effects = EF_FULLBRIGHT;
1471                         //ent->render.angles[0] = pitch;
1472                         //ent->render.angles[1] = yaw;
1473                         //ent->render.angles[2] = rand()%360;
1474                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1475                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1476                         R_LerpAnimation(&ent->render);
1477                         CL_BoundingBoxForEntity(&ent->render);
1478                         VectorMA(org, 30, dist, org);
1479                         d -= 30;
1480                 }
1481         }
1482
1483         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1484                 cl.num_beams--;
1485 }
1486
1487 static void CL_RelinkQWNails(void)
1488 {
1489         int i;
1490         vec_t *v;
1491         entity_t *ent;
1492
1493         for (i = 0;i < cl.qw_num_nails;i++)
1494         {
1495                 v = cl.qw_nails[i];
1496
1497                 // if we're drawing effects, get a new temp entity
1498                 // (NewTempEntity adds it to the render entities list for us)
1499                 if (!(ent = CL_NewTempEntity()))
1500                         continue;
1501
1502                 // normal stuff
1503                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1504                 ent->render.colormap = -1; // no special coloring
1505                 ent->render.alpha = 1;
1506                 VectorSet(ent->render.colormod, 1, 1, 1);
1507
1508                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1509                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1510                 R_LerpAnimation(&ent->render);
1511                 CL_BoundingBoxForEntity(&ent->render);
1512         }
1513 }
1514
1515 void CL_LerpPlayer(float frac)
1516 {
1517         int i;
1518         float d;
1519
1520         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1521         for (i = 0;i < 3;i++)
1522         {
1523                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1524                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1525                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1526         }
1527
1528         if (cls.demoplayback)
1529         {
1530                 // interpolate the angles
1531                 for (i = 0;i < 3;i++)
1532                 {
1533                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1534                         if (d > 180)
1535                                 d -= 360;
1536                         else if (d < -180)
1537                                 d += 360;
1538                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1539                 }
1540         }
1541 }
1542
1543 void CSQC_RelinkAllEntities (int drawmask)
1544 {
1545         CL_RelinkNetworkEntities(drawmask);
1546         if(drawmask & ENTMASK_ENGINE)
1547         {
1548                 // move particles
1549                 CL_MoveParticles();
1550                 R_MoveExplosions();
1551         }
1552
1553         // link stuff
1554         CL_RelinkWorld();
1555         CL_RelinkCSQCWorld();   //[515]: csqc
1556         if(drawmask & ENTMASK_ENGINE)
1557         {
1558                 CL_RelinkStaticEntities();
1559                 CL_RelinkBeams();
1560                 CL_RelinkEffects();
1561                 CL_RelinkQWNails();
1562         }
1563 }
1564
1565 /*
1566 ===============
1567 CL_ReadFromServer
1568
1569 Read all incoming data from the server
1570 ===============
1571 */
1572 extern void CL_ClientMovement_Replay();
1573
1574 int CL_ReadFromServer(void)
1575 {
1576         CL_ReadDemoMessage();
1577         CL_SendMove();
1578
1579         r_refdef.time = cl.time;
1580         r_refdef.extraupdate = !r_speeds.integer;
1581         r_refdef.numentities = 0;
1582         r_refdef.viewentitymatrix = identitymatrix;
1583         cl.num_brushmodel_entities = 0;
1584
1585         if (cls.state == ca_connected && cls.signon == SIGNONS)
1586         {
1587                 // prepare for a new frame
1588                 CL_LerpPlayer(CL_LerpPoint());
1589                 CL_DecayLights();
1590                 CL_ClearTempEntities();
1591                 V_DriftPitch();
1592                 V_FadeViewFlashs();
1593
1594                 // relink network entities (note: this sets up the view!)
1595                 CL_ClientMovement_Replay();
1596                 if(!csqc_loaded)        //[515]: csqc
1597                 {
1598                         CL_RelinkNetworkEntities(65535);
1599
1600                         // move particles
1601                         CL_MoveParticles();
1602                         R_MoveExplosions();
1603
1604                         // link stuff
1605                         CL_RelinkWorld();
1606                         CL_RelinkCSQCWorld();   //[515]: csqc
1607                         CL_RelinkStaticEntities();
1608                         CL_RelinkBeams();
1609                         CL_RelinkEffects();
1610                         CL_RelinkQWNails();
1611                 }
1612                 else
1613                         csqc_frame = true;
1614
1615                 CL_UpdateLights();
1616
1617                 // update view blend
1618                 V_CalcViewBlend();
1619         }
1620
1621         return 0;
1622 }
1623
1624 // LordHavoc: pausedemo command
1625 static void CL_PauseDemo_f (void)
1626 {
1627         cls.demopaused = !cls.demopaused;
1628         if (cls.demopaused)
1629                 Con_Print("Demo paused\n");
1630         else
1631                 Con_Print("Demo unpaused\n");
1632 }
1633
1634 /*
1635 ======================
1636 CL_Fog_f
1637 ======================
1638 */
1639 static void CL_Fog_f (void)
1640 {
1641         if (Cmd_Argc () == 1)
1642         {
1643                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1644                 return;
1645         }
1646         fog_density = atof(Cmd_Argv(1));
1647         fog_red = atof(Cmd_Argv(2));
1648         fog_green = atof(Cmd_Argv(3));
1649         fog_blue = atof(Cmd_Argv(4));
1650 }
1651
1652 /*
1653 ====================
1654 CL_TimeRefresh_f
1655
1656 For program optimization
1657 ====================
1658 */
1659 static void CL_TimeRefresh_f (void)
1660 {
1661         int i;
1662         float timestart, timedelta, oldangles[3];
1663
1664         r_refdef.extraupdate = false;
1665         VectorCopy(cl.viewangles, oldangles);
1666         VectorClear(cl.viewangles);
1667
1668         timestart = Sys_DoubleTime();
1669         for (i = 0;i < 128;i++)
1670         {
1671                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1672                 CL_UpdateScreen();
1673         }
1674         timedelta = Sys_DoubleTime() - timestart;
1675
1676         VectorCopy(oldangles, cl.viewangles);
1677         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1678 }
1679
1680 /*
1681 ===========
1682 CL_Shutdown
1683 ===========
1684 */
1685 void CL_Shutdown (void)
1686 {
1687         CL_Particles_Shutdown();
1688         CL_Parse_Shutdown();
1689
1690         Mem_FreePool (&cls.permanentmempool);
1691         Mem_FreePool (&cls.levelmempool);
1692 }
1693
1694 /*
1695 =================
1696 CL_Init
1697 =================
1698 */
1699 void CL_Init (void)
1700 {
1701         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1702         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1703
1704         memset(&r_refdef, 0, sizeof(r_refdef));
1705         // max entities sent to renderer per frame
1706         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1707         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1708
1709         CL_InitInput ();
1710
1711 //
1712 // register our commands
1713 //
1714         Cvar_RegisterVariable (&csqc_progname);
1715         Cvar_RegisterVariable (&csqc_progcrc);
1716
1717         Cvar_RegisterVariable (&cl_upspeed);
1718         Cvar_RegisterVariable (&cl_forwardspeed);
1719         Cvar_RegisterVariable (&cl_backspeed);
1720         Cvar_RegisterVariable (&cl_sidespeed);
1721         Cvar_RegisterVariable (&cl_movespeedkey);
1722         Cvar_RegisterVariable (&cl_yawspeed);
1723         Cvar_RegisterVariable (&cl_pitchspeed);
1724         Cvar_RegisterVariable (&cl_anglespeedkey);
1725         Cvar_RegisterVariable (&cl_shownet);
1726         Cvar_RegisterVariable (&cl_nolerp);
1727         Cvar_RegisterVariable (&lookspring);
1728         Cvar_RegisterVariable (&lookstrafe);
1729         Cvar_RegisterVariable (&sensitivity);
1730         Cvar_RegisterVariable (&freelook);
1731
1732         Cvar_RegisterVariable (&m_pitch);
1733         Cvar_RegisterVariable (&m_yaw);
1734         Cvar_RegisterVariable (&m_forward);
1735         Cvar_RegisterVariable (&m_side);
1736
1737         Cvar_RegisterVariable (&cl_itembobspeed);
1738         Cvar_RegisterVariable (&cl_itembobheight);
1739
1740         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1741         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1742         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1743         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1744         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1745         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1746
1747         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1748
1749         // LordHavoc: added pausedemo
1750         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)");
1751
1752         Cvar_RegisterVariable(&r_draweffects);
1753         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1754         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1755         Cvar_RegisterVariable(&cl_explosions_size_start);
1756         Cvar_RegisterVariable(&cl_explosions_size_end);
1757         Cvar_RegisterVariable(&cl_explosions_lifetime);
1758         Cvar_RegisterVariable(&cl_stainmaps);
1759         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1760         Cvar_RegisterVariable(&cl_beams_polygons);
1761         Cvar_RegisterVariable(&cl_beams_relative);
1762         Cvar_RegisterVariable(&cl_beams_lightatend);
1763         Cvar_RegisterVariable(&cl_noplayershadow);
1764
1765         Cvar_RegisterVariable(&cl_prydoncursor);
1766
1767         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1768
1769         // for QW connections
1770         Cvar_RegisterVariable(&qport);
1771         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1772
1773         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1774
1775         CL_Parse_Init();
1776         CL_Particles_Init();
1777         CL_Screen_Init();
1778
1779         CL_Video_Init();
1780 }
1781
1782
1783