changed all references to entity_render_t->frame to frame2 to eliminate
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 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"};
35 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"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 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" };
55 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" };
56
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 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)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
77
78 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)"};
79
80 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"};
81
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83
84 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)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
86
87 client_static_t cls;
88 client_state_t  cl;
89
90 #define MAX_PARTICLES                   32768   // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
92
93 /*
94 =====================
95 CL_ClearState
96
97 =====================
98 */
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104 // wipe the entire cl structure
105         Mem_EmptyPool(cls.levelmempool);
106         memset (&cl, 0, sizeof(cl));
107
108         S_StopAllSounds();
109
110         // reset the view zoom interpolation
111         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
112
113         // enable rendering of the world and such
114         cl.csqc_vidvars.drawworld = true;
115         cl.csqc_vidvars.drawenginesbar = true;
116         cl.csqc_vidvars.drawcrosshair = true;
117
118         // set up the float version of the stats array for easier access to float stats
119         cl.statsf = (float *)cl.stats;
120
121         cl.num_entities = 0;
122         cl.num_static_entities = 0;
123         cl.num_temp_entities = 0;
124         cl.num_brushmodel_entities = 0;
125
126         // tweak these if the game runs out
127         cl.max_entities = 256;
128         cl.max_static_entities = 256;
129         cl.max_temp_entities = 512;
130         cl.max_effects = 256;
131         cl.max_beams = 256;
132         cl.max_dlights = MAX_DLIGHTS;
133         cl.max_lightstyle = MAX_LIGHTSTYLES;
134         cl.max_brushmodel_entities = MAX_EDICTS;
135         cl.max_particles = MAX_PARTICLES;
136
137 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
138         i = COM_CheckParm ("-particles");
139         if (i && i < com_argc - 1)
140         {
141                 cl.max_particles = (int)(atoi(com_argv[i+1]));
142                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
143                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
144         }
145
146         cl.num_dlights = 0;
147         cl.num_effects = 0;
148         cl.num_beams = 0;
149
150         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
151         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
152         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
153         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
154         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
160
161         // LordHavoc: have to set up the baseline info for alpha and other stuff
162         for (i = 0;i < cl.max_entities;i++)
163         {
164                 cl.entities[i].state_baseline = defaultstate;
165                 cl.entities[i].state_previous = defaultstate;
166                 cl.entities[i].state_current = defaultstate;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.alpha = 1;
192         ent->render.colormap = -1; // no special coloring
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         CL_UpdateRenderEntity(&ent->render);
196
197         // noclip is turned off at start
198         noclip_anglehack = false;
199
200         // mark all frames invalid for delta
201         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202
203         CL_Screen_NewMap();
204 }
205
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 {
208         int i;
209         qboolean fail = false;
210         if (!allowstarkey && key[0] == '*')
211                 fail = true;
212         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
213                 fail = true;
214         for (i = 0;key[i];i++)
215                 if (key[i] <= ' ' || key[i] == '\"')
216                         fail = true;
217         for (i = 0;value[i];i++)
218                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
219                         fail = true;
220         if (fail)
221         {
222                 if (!quiet)
223                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
224                 return;
225         }
226         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
227         if (cls.state == ca_connected && cls.netcon)
228         {
229                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
230                 {
231                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
233                 }
234                 else if (!strcasecmp(key, "name"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "playermodel"))
240                 {
241                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
243                 }
244                 else if (!strcasecmp(key, "playerskin"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "topcolor"))
250                 {
251                         // don't send anything, the combined color code will be updated manually
252                 }
253                 else if (!strcasecmp(key, "bottomcolor"))
254                 {
255                         // don't send anything, the combined color code will be updated manually
256                 }
257                 else if (!strcasecmp(key, "rate"))
258                 {
259                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
260                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
261                 }
262         }
263 }
264
265 void CL_ExpandEntities(int num)
266 {
267         int i, oldmaxentities;
268         entity_t *oldentities;
269         if (num >= cl.max_entities)
270         {
271                 if (!cl.entities)
272                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
273                 if (num >= MAX_EDICTS)
274                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
275                 oldmaxentities = cl.max_entities;
276                 oldentities = cl.entities;
277                 cl.max_entities = (num & ~255) + 256;
278                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
279                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
280                 Mem_Free(oldentities);
281                 for (i = oldmaxentities;i < cl.max_entities;i++)
282                 {
283                         cl.entities[i].state_baseline = defaultstate;
284                         cl.entities[i].state_previous = defaultstate;
285                         cl.entities[i].state_current = defaultstate;
286                 }
287         }
288 }
289
290 void CL_VM_ShutDown (void);
291 /*
292 =====================
293 CL_Disconnect
294
295 Sends a disconnect message to the server
296 This is also called on Host_Error, so it shouldn't cause any errors
297 =====================
298 */
299 void CL_Disconnect(void)
300 {
301         if (cls.state == ca_dedicated)
302                 return;
303
304         Curl_Clear_forthismap();
305
306         Con_DPrintf("CL_Disconnect\n");
307
308         CL_VM_ShutDown();
309 // stop sounds (especially looping!)
310         S_StopAllSounds ();
311
312         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
313
314         // clear contents blends
315         cl.cshifts[0].percent = 0;
316         cl.cshifts[1].percent = 0;
317         cl.cshifts[2].percent = 0;
318         cl.cshifts[3].percent = 0;
319
320         cl.worldmodel = NULL;
321
322         CL_Parse_ErrorCleanUp();
323
324         if (cls.demoplayback)
325                 CL_StopPlayback();
326         else if (cls.netcon)
327         {
328                 sizebuf_t buf;
329                 unsigned char bufdata[8];
330                 if (cls.demorecording)
331                         CL_Stop_f();
332
333                 // send disconnect message 3 times to improve chances of server
334                 // receiving it (but it still fails sometimes)
335                 memset(&buf, 0, sizeof(buf));
336                 buf.data = bufdata;
337                 buf.maxsize = sizeof(bufdata);
338                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
339                 {
340                         Con_DPrint("Sending drop command\n");
341                         MSG_WriteByte(&buf, qw_clc_stringcmd);
342                         MSG_WriteString(&buf, "drop");
343                 }
344                 else
345                 {
346                         Con_DPrint("Sending clc_disconnect\n");
347                         MSG_WriteByte(&buf, clc_disconnect);
348                 }
349                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_Close(cls.netcon);
353                 cls.netcon = NULL;
354         }
355         cls.state = ca_disconnected;
356
357         cls.demoplayback = cls.timedemo = false;
358         cls.signon = 0;
359 }
360
361 void CL_Disconnect_f(void)
362 {
363         CL_Disconnect ();
364         if (sv.active)
365                 Host_ShutdownServer ();
366 }
367
368
369
370
371 /*
372 =====================
373 CL_EstablishConnection
374
375 Host should be either "local" or a net address
376 =====================
377 */
378 void CL_EstablishConnection(const char *host)
379 {
380         if (cls.state == ca_dedicated)
381                 return;
382
383         // clear menu's connect error message
384         M_Update_Return_Reason("");
385         cls.demonum = -1;
386
387         // stop demo loop in case this fails
388         if (cls.demoplayback)
389                 CL_StopPlayback();
390
391         // if downloads are running, cancel their finishing action
392         Curl_Clear_forthismap();
393
394         // make sure the client ports are open before attempting to connect
395         NetConn_UpdateSockets();
396
397         // run a network frame
398         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
399
400         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
401         {
402                 cls.connect_trying = true;
403                 cls.connect_remainingtries = 3;
404                 cls.connect_nextsendtime = 0;
405                 M_Update_Return_Reason("Trying to connect...");
406                 // run several network frames to jump into the game quickly
407                 //if (sv.active)
408                 //{
409                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //}
414         }
415         else
416         {
417                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
418                 M_Update_Return_Reason("No network");
419         }
420 }
421
422 /*
423 ==============
424 CL_PrintEntities_f
425 ==============
426 */
427 static void CL_PrintEntities_f(void)
428 {
429         entity_t *ent;
430         int i;
431
432         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
433         {
434                 const char* modelname;
435
436                 if (!ent->state_current.active)
437                         continue;
438
439                 if (ent->render.model)
440                         modelname = ent->render.model->name;
441                 else
442                         modelname = "--no model--";
443                 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);
444         }
445 }
446
447 /*
448 ===============
449 CL_ModelIndexList_f
450
451 List all models in the client modelindex
452 ===============
453 */
454 static void CL_ModelIndexList_f(void)
455 {
456         int nModelIndexCnt = 1;
457
458         while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
459         { // Valid Model
460                 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
461                 nModelIndexCnt++;
462         }
463 }
464
465 //static const vec3_t nomodelmins = {-16, -16, -16};
466 //static const vec3_t nomodelmaxs = {16, 16, 16};
467 void CL_UpdateRenderEntity(entity_render_t *ent)
468 {
469         vec3_t org;
470         vec_t scale;
471         model_t *model = ent->model;
472         // update the inverse matrix for the renderer
473         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
474         // update the animation blend state
475         R_LerpAnimation(ent);
476         // we need the matrix origin to center the box
477         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
478         // update entity->render.scale because the renderer needs it
479         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
480         if (model)
481         {
482                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
483 #ifdef MATRIX4x4_OPENGLORIENTATION
484                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
485 #else
486                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
487 #endif
488                 {
489                         // pitch or roll
490                         VectorMA(org, scale, model->rotatedmins, ent->mins);
491                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
492                 }
493 #ifdef MATRIX4x4_OPENGLORIENTATION
494                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
495 #else
496                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
497 #endif
498                 {
499                         // yaw
500                         VectorMA(org, scale, model->yawmins, ent->mins);
501                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
502                 }
503                 else
504                 {
505                         VectorMA(org, scale, model->normalmins, ent->mins);
506                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
507                 }
508         }
509         else
510         {
511                 ent->mins[0] = org[0] - 16;
512                 ent->mins[1] = org[1] - 16;
513                 ent->mins[2] = org[2] - 16;
514                 ent->maxs[0] = org[0] + 16;
515                 ent->maxs[1] = org[1] + 16;
516                 ent->maxs[2] = org[2] + 16;
517         }
518 }
519
520 /*
521 ===============
522 CL_LerpPoint
523
524 Determines the fraction between the last two messages that the objects
525 should be put at.
526 ===============
527 */
528 static float CL_LerpPoint(void)
529 {
530         float f;
531
532         if (cl_nettimesyncboundmode.integer == 1)
533                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
534
535         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
536         if (cl.mtime[0] <= cl.mtime[1])
537         {
538                 cl.time = cl.mtime[0];
539                 return 1;
540         }
541
542         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
543         return bound(0, f, 1);
544 }
545
546 void CL_ClearTempEntities (void)
547 {
548         cl.num_temp_entities = 0;
549 }
550
551 entity_t *CL_NewTempEntity(void)
552 {
553         entity_t *ent;
554
555         if (r_refdef.numentities >= r_refdef.maxentities)
556                 return NULL;
557         if (cl.num_temp_entities >= cl.max_temp_entities)
558                 return NULL;
559         ent = &cl.temp_entities[cl.num_temp_entities++];
560         memset (ent, 0, sizeof(*ent));
561         r_refdef.entities[r_refdef.numentities++] = &ent->render;
562
563         ent->render.colormap = -1; // no special coloring
564         ent->render.alpha = 1;
565         VectorSet(ent->render.colormod, 1, 1, 1);
566         return ent;
567 }
568
569 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
570 {
571         int i;
572         cl_effect_t *e;
573         if (!modelindex) // sanity check
574                 return;
575         if (framerate < 1)
576         {
577                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
578                 return;
579         }
580         if (framecount < 1)
581         {
582                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
583                 return;
584         }
585         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
586         {
587                 if (e->active)
588                         continue;
589                 e->active = true;
590                 VectorCopy(org, e->origin);
591                 e->modelindex = modelindex;
592                 e->starttime = cl.time;
593                 e->startframe = startframe;
594                 e->endframe = startframe + framecount;
595                 e->framerate = framerate;
596
597                 e->frame = 0;
598                 e->frame1time = cl.time;
599                 e->frame2time = cl.time;
600                 cl.num_effects = max(cl.num_effects, i + 1);
601                 break;
602         }
603 }
604
605 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)
606 {
607         int i;
608         dlight_t *dl;
609
610         /*
611 // first look for an exact key match
612         if (ent)
613         {
614                 dl = cl.dlights;
615                 for (i = 0;i < cl.num_dlights;i++, dl++)
616                         if (dl->ent == ent)
617                                 goto dlightsetup;
618         }
619         */
620
621 // then look for anything else
622         dl = cl.dlights;
623         for (i = 0;i < cl.num_dlights;i++, dl++)
624                 if (!dl->radius)
625                         goto dlightsetup;
626         // if we hit the end of the active dlights and found no gaps, add a new one
627         if (i < MAX_DLIGHTS)
628         {
629                 cl.num_dlights = i + 1;
630                 goto dlightsetup;
631         }
632
633         // unable to find one
634         return;
635
636 dlightsetup:
637         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
638         memset (dl, 0, sizeof(*dl));
639         Matrix4x4_Normalize(&dl->matrix, matrix);
640         dl->ent = ent;
641         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
642         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
643         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
644         dl->radius = radius;
645         dl->color[0] = red;
646         dl->color[1] = green;
647         dl->color[2] = blue;
648         dl->initialradius = radius;
649         dl->initialcolor[0] = red;
650         dl->initialcolor[1] = green;
651         dl->initialcolor[2] = blue;
652         dl->decay = decay / radius; // changed decay to be a percentage decrease
653         dl->intensity = 1; // this is what gets decayed
654         if (lifetime)
655                 dl->die = cl.time + lifetime;
656         else
657                 dl->die = 0;
658         if (cubemapnum > 0)
659                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
660         else
661                 dl->cubemapname[0] = 0;
662         dl->style = style;
663         dl->shadow = shadowenable;
664         dl->corona = corona;
665         dl->flags = flags;
666         dl->coronasizescale = coronasizescale;
667         dl->ambientscale = ambientscale;
668         dl->diffusescale = diffusescale;
669         dl->specularscale = specularscale;
670 }
671
672 void CL_DecayLightFlashes(void)
673 {
674         int i, oldmax;
675         dlight_t *dl;
676         float time;
677
678         time = bound(0, cl.time - cl.oldtime, 0.1);
679         oldmax = cl.num_dlights;
680         cl.num_dlights = 0;
681         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
682         {
683                 if (dl->radius)
684                 {
685                         dl->intensity -= time * dl->decay;
686                         if (cl.time < dl->die && dl->intensity > 0)
687                         {
688                                 if (cl_dlights_decayradius.integer)
689                                         dl->radius = dl->initialradius * dl->intensity;
690                                 else
691                                         dl->radius = dl->initialradius;
692                                 if (cl_dlights_decaybrightness.integer)
693                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
694                                 else
695                                         VectorCopy(dl->initialcolor, dl->color);
696                                 cl.num_dlights = i + 1;
697                         }
698                         else
699                                 dl->radius = 0;
700                 }
701         }
702 }
703
704 // called before entity relinking
705 void CL_RelinkLightFlashes(void)
706 {
707         int i, j, k, l;
708         dlight_t *dl;
709         float frac, f;
710         matrix4x4_t tempmatrix;
711
712         if (r_dynamic.integer)
713         {
714                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
715                 {
716                         if (dl->radius)
717                         {
718                                 tempmatrix = dl->matrix;
719                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
720                                 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);
721                         }
722                 }
723         }
724
725 // light animations
726 // 'm' is normal light, 'a' is no light, 'z' is double bright
727         f = cl.time * 10;
728         i = (int)floor(f);
729         frac = f - i;
730         for (j = 0;j < cl.max_lightstyle;j++)
731         {
732                 if (!cl.lightstyle || !cl.lightstyle[j].length)
733                 {
734                         r_refdef.lightstylevalue[j] = 256;
735                         continue;
736                 }
737                 k = i % cl.lightstyle[j].length;
738                 l = (i-1) % cl.lightstyle[j].length;
739                 k = cl.lightstyle[j].map[k] - 'a';
740                 l = cl.lightstyle[j].map[l] - 'a';
741                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
742         }
743 }
744
745 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
746 {
747         float f;
748         entity_t *flag;
749         matrix4x4_t flagmatrix;
750
751         // this code taken from QuakeWorld
752         f = 14;
753         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
754         {
755                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
756                 { //axpain
757                         if      (player->render.frame2 == 29) f = f + 2;
758                         else if (player->render.frame2 == 30) f = f + 8;
759                         else if (player->render.frame2 == 31) f = f + 12;
760                         else if (player->render.frame2 == 32) f = f + 11;
761                         else if (player->render.frame2 == 33) f = f + 10;
762                         else if (player->render.frame2 == 34) f = f + 4;
763                 }
764                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
765                 { // pain
766                         if      (player->render.frame2 == 35) f = f + 2;
767                         else if (player->render.frame2 == 36) f = f + 10;
768                         else if (player->render.frame2 == 37) f = f + 10;
769                         else if (player->render.frame2 == 38) f = f + 8;
770                         else if (player->render.frame2 == 39) f = f + 4;
771                         else if (player->render.frame2 == 40) f = f + 2;
772                 }
773         }
774         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
775         {
776                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
777                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
778                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
779                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
780         }
781         // end of code taken from QuakeWorld
782
783         flag = CL_NewTempEntity();
784         if (!flag)
785                 return;
786
787         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
788         flag->render.skinnum = skin;
789         flag->render.colormap = -1; // no special coloring
790         flag->render.alpha = 1;
791         VectorSet(flag->render.colormod, 1, 1, 1);
792         // attach the flag to the player matrix
793         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
794         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
795         CL_UpdateRenderEntity(&flag->render);
796 }
797
798 matrix4x4_t viewmodelmatrix;
799
800 static const vec3_t muzzleflashorigin = {18, 0, 0};
801
802 extern void V_DriftPitch(void);
803 extern void V_FadeViewFlashs(void);
804 extern void V_CalcViewBlend(void);
805 extern void V_CalcRefdef(void);
806
807 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
808 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
809 {
810         const matrix4x4_t *matrix;
811         matrix4x4_t blendmatrix, tempmatrix, matrix2;
812         int j, k, l;
813         float origin[3], angles[3], delta[3], lerp, d;
814         entity_t *t;
815         model_t *model;
816         //entity_persistent_t *p = &e->persistent;
817         //entity_render_t *r = &e->render;
818         // skip inactive entities and world
819         if (!e->state_current.active || e == cl.entities)
820                 return;
821         if (recursionlimit < 1)
822                 return;
823         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
824         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
825         e->render.flags = e->state_current.flags;
826         e->render.effects = e->state_current.effects;
827         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
828         e->render.entitynumber = e - cl.entities;
829         if (e->state_current.flags & RENDER_COLORMAPPED)
830         {
831                 int cb;
832                 unsigned char *cbcolor;
833                 e->render.colormap = e->state_current.colormap;
834                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
835                 cbcolor = (unsigned char *) (&palette_complete[cb]);
836                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
837                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
838                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
839                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
840                 cbcolor = (unsigned char *) (&palette_complete[cb]);
841                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
842                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
843                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
844         }
845         else if (e->state_current.colormap && cl.scores != NULL)
846         {
847                 int cb;
848                 unsigned char *cbcolor;
849                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
850                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
851                 cbcolor = (unsigned char *) (&palette_complete[cb]);
852                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
853                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
854                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
855                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
856                 cbcolor = (unsigned char *) (&palette_complete[cb]);
857                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
858                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
859                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
860         }
861         else
862         {
863                 e->render.colormap = -1; // no special coloring
864                 VectorClear(e->render.colormap_pantscolor);
865                 VectorClear(e->render.colormap_shirtcolor);
866         }
867         e->render.skinnum = e->state_current.skin;
868         if (e->state_current.tagentity)
869         {
870                 // attached entity (gun held in player model's hand, etc)
871                 // if the tag entity is currently impossible, skip it
872                 if (e->state_current.tagentity >= cl.num_entities)
873                         return;
874                 t = cl.entities + e->state_current.tagentity;
875                 // if the tag entity is inactive, skip it
876                 if (!t->state_current.active)
877                         return;
878                 // update the parent first
879                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
880                 // make relative to the entity
881                 matrix = &t->render.matrix;
882                 // some properties of the tag entity carry over
883                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
884                 // if a valid tagindex is used, make it relative to that tag instead
885                 // FIXME: use a model function to get tag info (need to handle skeletal)
886                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
887                 {
888                         // blend the matrices
889                         memset(&blendmatrix, 0, sizeof(blendmatrix));
890                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
891                         {
892                                 matrix4x4_t tagmatrix;
893                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
894                                 d = t->render.frameblend[j].lerp;
895                                 for (l = 0;l < 4;l++)
896                                         for (k = 0;k < 4;k++)
897                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
898                         }
899                         // concat the tag matrices onto the entity matrix
900                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
901                         // use the constructed tag matrix
902                         matrix = &tempmatrix;
903                 }
904         }
905         else if (e->render.flags & RENDER_VIEWMODEL)
906         {
907                 // view-relative entity (guns and such)
908                 if (e->render.effects & EF_NOGUNBOB)
909                         matrix = &r_view.matrix; // really attached to view
910                 else
911                         matrix = &viewmodelmatrix; // attached to gun bob matrix
912         }
913         else
914         {
915                 // world-relative entity (the normal kind)
916                 matrix = &identitymatrix;
917         }
918
919         // movement lerp
920         // if it's the predicted player entity, update according to client movement
921         // but don't lerp if going through a teleporter as it causes a bad lerp
922         // also don't use the predicted location if fixangle was set on both of
923         // the most recent server messages, as that cause means you are spectating
924         // someone or watching a cutscene of some sort
925         if (cl_nolerp.integer || cls.timedemo)
926                 interpolate = false;
927         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
928         {
929                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
930                 lerp = bound(0, lerp, 1);
931                 if (!interpolate)
932                         lerp = 1;
933                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
934                 VectorSet(angles, 0, cl.viewangles[1], 0);
935         }
936         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
937         {
938                 // interpolate the origin and angles
939                 lerp = max(0, lerp);
940                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
941                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
942                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
943                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
944                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
945                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
946         }
947         else
948         {
949                 // no interpolation
950                 VectorCopy(e->persistent.neworigin, origin);
951                 VectorCopy(e->persistent.newangles, angles);
952         }
953
954         // model setup and some modelflags
955         if(e->state_current.modelindex < MAX_MODELS)
956                 e->render.model = cl.model_precache[e->state_current.modelindex];
957         if (e->render.model)
958         {
959                 // models can set flags such as EF_ROCKET
960                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
961                 if (!(e->render.effects & 0xFF800000))
962                         e->render.effects |= e->render.model->effects;
963                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
964                 if (e->render.model->type == mod_alias)
965                         angles[0] = -angles[0];
966                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
967                         VectorScale(e->render.colormod, 2, e->render.colormod);
968         }
969         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
970         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
971                 angles[0] = -angles[0];
972
973         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
974         {
975                 angles[1] = ANGLEMOD(100*cl.time);
976                 if (cl_itembobheight.value)
977                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
978         }
979
980         // animation lerp
981         if (e->render.frame2 == e->state_current.frame)
982         {
983                 // update frame lerp fraction
984                 e->render.framelerp = 1;
985                 if (e->render.frame2time > e->render.frame1time)
986                 {
987                         // make sure frame lerp won't last longer than 100ms
988                         // (this mainly helps with models that use framegroups and
989                         // switch between them infrequently)
990                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
991                         e->render.framelerp = bound(0, e->render.framelerp, 1);
992                 }
993         }
994         else
995         {
996                 // begin a new frame lerp
997                 e->render.frame1 = e->render.frame2;
998                 e->render.frame1time = e->render.frame2time;
999                 e->render.frame2 = e->state_current.frame;
1000                 e->render.frame2time = cl.time;
1001                 e->render.framelerp = 0;
1002         }
1003
1004         // set up the render matrix
1005         if (matrix)
1006         {
1007                 // attached entity, this requires a matrix multiply (concat)
1008                 // FIXME: e->render.scale should go away
1009                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1010                 // concat the matrices to make the entity relative to its tag
1011                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1012                 // get the origin from the new matrix
1013                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1014         }
1015         else
1016         {
1017                 // unattached entities are faster to process
1018                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1019         }
1020
1021         // make the other useful stuff
1022         CL_UpdateRenderEntity(&e->render);
1023
1024         // tenebrae's sprites are all additive mode (weird)
1025         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1026                 e->render.effects |= EF_ADDITIVE;
1027         // player model is only shown with chase_active on
1028         if (e->state_current.number == cl.viewentity)
1029                 e->render.flags |= RENDER_EXTERIORMODEL;
1030         // either fullbright or lit
1031         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1032                 e->render.flags |= RENDER_LIGHT;
1033         // hide player shadow during intermission or nehahra movie
1034         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1035          && (e->render.alpha >= 1)
1036          && !(e->render.flags & RENDER_VIEWMODEL)
1037          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1038                 e->render.flags |= RENDER_SHADOW;
1039         if (e->render.flags & RENDER_VIEWMODEL)
1040                 e->render.flags |= RENDER_NOSELFSHADOW;
1041 }
1042
1043 // creates light and trails from an entity
1044 void CL_UpdateNetworkEntityTrail(entity_t *e)
1045 {
1046         effectnameindex_t trailtype;
1047         vec3_t origin;
1048
1049         // bmodels are treated specially since their origin is usually '0 0 0' and
1050         // their actual geometry is far from '0 0 0'
1051         if (e->render.model && e->render.model->soundfromcenter)
1052         {
1053                 vec3_t o;
1054                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1055                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1056         }
1057         else
1058                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1059
1060         // handle particle trails and such effects now that we know where this
1061         // entity is in the world...
1062         trailtype = EFFECT_NONE;
1063         // LordHavoc: if the entity has no effects, don't check each
1064         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1065         {
1066                 if (e->render.effects & EF_BRIGHTFIELD)
1067                 {
1068                         if (gamemode == GAME_NEXUIZ)
1069                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1070                         else
1071                                 CL_EntityParticles(e);
1072                 }
1073                 if (e->render.effects & EF_FLAME)
1074                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1075                 if (e->render.effects & EF_STARDUST)
1076                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1077         }
1078         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1079         {
1080                 // these are only set on player entities
1081                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1082         }
1083         // muzzleflash fades over time
1084         if (e->persistent.muzzleflash > 0)
1085                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1086         // LordHavoc: if the entity has no effects, don't check each
1087         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1088         {
1089                 if (e->render.effects & EF_GIB)
1090                         trailtype = EFFECT_TR_BLOOD;
1091                 else if (e->render.effects & EF_ZOMGIB)
1092                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1093                 else if (e->render.effects & EF_TRACER)
1094                         trailtype = EFFECT_TR_WIZSPIKE;
1095                 else if (e->render.effects & EF_TRACER2)
1096                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1097                 else if (e->render.effects & EF_ROCKET)
1098                         trailtype = EFFECT_TR_ROCKET;
1099                 else if (e->render.effects & EF_GRENADE)
1100                 {
1101                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1102                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1103                 }
1104                 else if (e->render.effects & EF_TRACER3)
1105                         trailtype = EFFECT_TR_VORESPIKE;
1106         }
1107         // do trails
1108         if (e->render.flags & RENDER_GLOWTRAIL)
1109                 trailtype = EFFECT_TR_GLOWTRAIL;
1110         // check if a trail is allowed (it is not after a teleport for example)
1111         if (trailtype && e->persistent.trail_allowed)
1112         {
1113                 float len;
1114                 vec3_t vel;
1115                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1116                 len = e->state_current.time - e->state_previous.time;
1117                 if (len > 0)
1118                         len = 1.0f / len;
1119                 VectorScale(vel, len, vel);
1120                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1121         }
1122         // now that the entity has survived one trail update it is allowed to
1123         // leave a real trail on later frames
1124         e->persistent.trail_allowed = true;
1125         VectorCopy(origin, e->persistent.trail_origin);
1126 }
1127
1128
1129 /*
1130 ===============
1131 CL_UpdateViewEntities
1132 ===============
1133 */
1134 void CL_UpdateViewEntities(void)
1135 {
1136         int i;
1137         // update any RENDER_VIEWMODEL entities to use the new view matrix
1138         for (i = 1;i < cl.num_entities;i++)
1139         {
1140                 if (cl.entities_active[i])
1141                 {
1142                         entity_t *ent = cl.entities + i;
1143                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1144                                 CL_UpdateNetworkEntity(ent, 32, true);
1145                 }
1146         }
1147         // and of course the engine viewmodel needs updating as well
1148         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1149 }
1150
1151 /*
1152 ===============
1153 CL_UpdateNetworkCollisionEntities
1154 ===============
1155 */
1156 void CL_UpdateNetworkCollisionEntities(void)
1157 {
1158         entity_t *ent;
1159         int i;
1160
1161         // start on the entity after the world
1162         cl.num_brushmodel_entities = 0;
1163         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1164         {
1165                 if (cl.entities_active[i])
1166                 {
1167                         ent = cl.entities + i;
1168                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1169                         {
1170                                 // do not interpolate the bmodels for this
1171                                 CL_UpdateNetworkEntity(ent, 32, false);
1172                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1173                         }
1174                 }
1175         }
1176 }
1177
1178 /*
1179 ===============
1180 CL_UpdateNetworkEntities
1181 ===============
1182 */
1183 void CL_UpdateNetworkEntities(void)
1184 {
1185         entity_t *ent;
1186         int i;
1187
1188         // start on the entity after the world
1189         for (i = 1;i < cl.num_entities;i++)
1190         {
1191                 if (cl.entities_active[i])
1192                 {
1193                         ent = cl.entities + i;
1194                         if (ent->state_current.active)
1195                         {
1196                                 CL_UpdateNetworkEntity(ent, 32, true);
1197                                 // view models should never create light/trails
1198                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1199                                         CL_UpdateNetworkEntityTrail(ent);
1200                         }
1201                         else
1202                                 cl.entities_active[i] = false;
1203                 }
1204         }
1205 }
1206
1207 void CL_UpdateViewModel(void)
1208 {
1209         entity_t *ent;
1210         ent = &cl.viewent;
1211         ent->state_previous = ent->state_current;
1212         ent->state_current = defaultstate;
1213         ent->state_current.time = cl.time;
1214         ent->state_current.number = -1;
1215         ent->state_current.active = true;
1216         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1217         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1218         ent->state_current.flags = RENDER_VIEWMODEL;
1219         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1220                 ent->state_current.modelindex = 0;
1221         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1222         {
1223                 if (gamemode == GAME_TRANSFUSION)
1224                         ent->state_current.alpha = 128;
1225                 else
1226                         ent->state_current.modelindex = 0;
1227         }
1228         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1229         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1230
1231         // reset animation interpolation on weaponmodel if model changed
1232         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1233         {
1234                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1235                 ent->render.frame1time = ent->render.frame2time = cl.time;
1236                 ent->render.framelerp = 1;
1237         }
1238         CL_UpdateNetworkEntity(ent, 32, true);
1239 }
1240
1241 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1242 void CL_LinkNetworkEntity(entity_t *e)
1243 {
1244         effectnameindex_t trailtype;
1245         vec3_t origin;
1246         vec3_t dlightcolor;
1247         vec_t dlightradius;
1248
1249         // skip inactive entities and world
1250         if (!e->state_current.active || e == cl.entities)
1251                 return;
1252         if (e->state_current.tagentity)
1253         {
1254                 // if the tag entity is currently impossible, skip it
1255                 if (e->state_current.tagentity >= cl.num_entities)
1256                         return;
1257                 // if the tag entity is inactive, skip it
1258                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1259                         return;
1260         }
1261
1262         // create entity dlights associated with this entity
1263         if (e->render.model && e->render.model->soundfromcenter)
1264         {
1265                 // bmodels are treated specially since their origin is usually '0 0 0'
1266                 vec3_t o;
1267                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1268                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1269         }
1270         else
1271                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1272         trailtype = EFFECT_NONE;
1273         dlightradius = 0;
1274         dlightcolor[0] = 0;
1275         dlightcolor[1] = 0;
1276         dlightcolor[2] = 0;
1277         // LordHavoc: if the entity has no effects, don't check each
1278         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1279         {
1280                 if (e->render.effects & EF_BRIGHTFIELD)
1281                 {
1282                         if (gamemode == GAME_NEXUIZ)
1283                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1284                 }
1285                 if (e->render.effects & EF_DIMLIGHT)
1286                 {
1287                         dlightradius = max(dlightradius, 200);
1288                         dlightcolor[0] += 1.50f;
1289                         dlightcolor[1] += 1.50f;
1290                         dlightcolor[2] += 1.50f;
1291                 }
1292                 if (e->render.effects & EF_BRIGHTLIGHT)
1293                 {
1294                         dlightradius = max(dlightradius, 400);
1295                         dlightcolor[0] += 3.00f;
1296                         dlightcolor[1] += 3.00f;
1297                         dlightcolor[2] += 3.00f;
1298                 }
1299                 // LordHavoc: more effects
1300                 if (e->render.effects & EF_RED) // red
1301                 {
1302                         dlightradius = max(dlightradius, 200);
1303                         dlightcolor[0] += 1.50f;
1304                         dlightcolor[1] += 0.15f;
1305                         dlightcolor[2] += 0.15f;
1306                 }
1307                 if (e->render.effects & EF_BLUE) // blue
1308                 {
1309                         dlightradius = max(dlightradius, 200);
1310                         dlightcolor[0] += 0.15f;
1311                         dlightcolor[1] += 0.15f;
1312                         dlightcolor[2] += 1.50f;
1313                 }
1314                 if (e->render.effects & EF_FLAME)
1315                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1316                 if (e->render.effects & EF_STARDUST)
1317                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1318         }
1319         // muzzleflash fades over time, and is offset a bit
1320         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1321         {
1322                 vec3_t v2;
1323                 vec3_t color;
1324                 trace_t trace;
1325                 matrix4x4_t tempmatrix;
1326                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1327                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1328                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1329                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1330                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1331                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1332                 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);
1333         }
1334         // LordHavoc: if the model has no flags, don't check each
1335         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1336         {
1337                 if (e->render.effects & EF_GIB)
1338                         trailtype = EFFECT_TR_BLOOD;
1339                 else if (e->render.effects & EF_ZOMGIB)
1340                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1341                 else if (e->render.effects & EF_TRACER)
1342                         trailtype = EFFECT_TR_WIZSPIKE;
1343                 else if (e->render.effects & EF_TRACER2)
1344                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1345                 else if (e->render.effects & EF_ROCKET)
1346                         trailtype = EFFECT_TR_ROCKET;
1347                 else if (e->render.effects & EF_GRENADE)
1348                 {
1349                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1350                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1351                 }
1352                 else if (e->render.effects & EF_TRACER3)
1353                         trailtype = EFFECT_TR_VORESPIKE;
1354         }
1355         // LordHavoc: customizable glow
1356         if (e->state_current.glowsize)
1357         {
1358                 // * 4 for the expansion from 0-255 to 0-1023 range,
1359                 // / 255 to scale down byte colors
1360                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1361                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1362         }
1363         // make the glow dlight
1364         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1365         {
1366                 matrix4x4_t dlightmatrix;
1367                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1368                 // hack to make glowing player light shine on their gun
1369                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1370                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1371                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1372                 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);
1373         }
1374         // custom rtlight
1375         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1376         {
1377                 matrix4x4_t dlightmatrix;
1378                 float light[4];
1379                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1380                 light[3] = e->state_current.light[3];
1381                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1382                         VectorSet(light, 1, 1, 1);
1383                 if (light[3] == 0)
1384                         light[3] = 350;
1385                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1386                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1387                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1388                 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);
1389         }
1390         // do trail light
1391         if (e->render.flags & RENDER_GLOWTRAIL)
1392                 trailtype = EFFECT_TR_GLOWTRAIL;
1393         if (trailtype)
1394                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1395
1396         // don't show viewmodels in certain situations
1397         if (e->render.flags & RENDER_VIEWMODEL)
1398                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1399                         return;
1400         // don't show entities with no modelindex (note: this still shows
1401         // entities which have a modelindex that resolved to a NULL model)
1402         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1403                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1404         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1405         //      Matrix4x4_Print(&e->render.matrix);
1406 }
1407
1408 void CL_RelinkWorld(void)
1409 {
1410         entity_t *ent = &cl.entities[0];
1411         // FIXME: this should be done at load
1412         ent->render.matrix = identitymatrix;
1413         CL_UpdateRenderEntity(&ent->render);
1414         ent->render.flags = RENDER_SHADOW;
1415         if (!r_fullbright.integer)
1416                 ent->render.flags |= RENDER_LIGHT;
1417         VectorSet(ent->render.colormod, 1, 1, 1);
1418         r_refdef.worldentity = &ent->render;
1419         r_refdef.worldmodel = cl.worldmodel;
1420 }
1421
1422 static void CL_RelinkStaticEntities(void)
1423 {
1424         int i;
1425         entity_t *e;
1426         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1427         {
1428                 e->render.flags = 0;
1429                 // if the model was not loaded when the static entity was created we
1430                 // need to re-fetch the model pointer
1431                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1432                 CL_UpdateRenderEntity(&e->render);
1433                 // either fullbright or lit
1434                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1435                         e->render.flags |= RENDER_LIGHT;
1436                 // hide player shadow during intermission or nehahra movie
1437                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1438                         e->render.flags |= RENDER_SHADOW;
1439                 VectorSet(e->render.colormod, 1, 1, 1);
1440                 R_LerpAnimation(&e->render);
1441                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1442         }
1443 }
1444
1445 /*
1446 ===============
1447 CL_RelinkEntities
1448 ===============
1449 */
1450 static void CL_RelinkNetworkEntities(void)
1451 {
1452         entity_t *ent;
1453         int i;
1454
1455         // start on the entity after the world
1456         for (i = 1;i < cl.num_entities;i++)
1457         {
1458                 if (cl.entities_active[i])
1459                 {
1460                         ent = cl.entities + i;
1461                         if (ent->state_current.active)
1462                                 CL_LinkNetworkEntity(ent);
1463                         else
1464                                 cl.entities_active[i] = false;
1465                 }
1466         }
1467 }
1468
1469 static void CL_RelinkEffects(void)
1470 {
1471         int i, intframe;
1472         cl_effect_t *e;
1473         entity_t *ent;
1474         float frame;
1475
1476         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1477         {
1478                 if (e->active)
1479                 {
1480                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1481                         intframe = (int)frame;
1482                         if (intframe < 0 || intframe >= e->endframe)
1483                         {
1484                                 memset(e, 0, sizeof(*e));
1485                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1486                                         cl.num_effects--;
1487                                 continue;
1488                         }
1489
1490                         if (intframe != e->frame)
1491                         {
1492                                 e->frame = intframe;
1493                                 e->frame1time = e->frame2time;
1494                                 e->frame2time = cl.time;
1495                         }
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 (r_draweffects.integer && (ent = CL_NewTempEntity()))
1500                         {
1501                                 // interpolation stuff
1502                                 ent->render.frame1 = intframe;
1503                                 ent->render.frame2 = intframe + 1;
1504                                 if (ent->render.frame2 >= e->endframe)
1505                                         ent->render.frame2 = -1; // disappear
1506                                 ent->render.framelerp = frame - intframe;
1507                                 ent->render.frame1time = e->frame1time;
1508                                 ent->render.frame2time = e->frame2time;
1509
1510                                 // normal stuff
1511                                 if(e->modelindex < MAX_MODELS)
1512                                         ent->render.model = cl.model_precache[e->modelindex];
1513                                 else
1514                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1515                                 ent->render.colormap = -1; // no special coloring
1516                                 ent->render.alpha = 1;
1517                                 VectorSet(ent->render.colormod, 1, 1, 1);
1518
1519                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1520                                 CL_UpdateRenderEntity(&ent->render);
1521                         }
1522                 }
1523         }
1524 }
1525
1526 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1527 {
1528         VectorCopy(b->start, start);
1529         VectorCopy(b->end, end);
1530
1531         // if coming from the player, update the start position
1532         if (b->entity == cl.viewentity)
1533         {
1534                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1535                 {
1536                         // LordHavoc: this is a stupid hack from Quake that makes your
1537                         // lightning appear to come from your waist and cover less of your
1538                         // view
1539                         // in Quake this hack was applied to all players (causing the
1540                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1541                         // only applies to your own lightning, and only in first person
1542                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1543                 }
1544                 if (cl_beams_instantaimhack.integer)
1545                 {
1546                         vec3_t dir, localend;
1547                         vec_t len;
1548                         // LordHavoc: this updates the beam direction to match your
1549                         // viewangles
1550                         VectorSubtract(end, start, dir);
1551                         len = VectorLength(dir);
1552                         VectorNormalize(dir);
1553                         VectorSet(localend, len, 0, 0);
1554                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1555                 }
1556         }
1557 }
1558
1559 void CL_RelinkBeams(void)
1560 {
1561         int i;
1562         beam_t *b;
1563         vec3_t dist, org, start, end;
1564         float d;
1565         entity_t *ent;
1566         double yaw, pitch;
1567         float forward;
1568         matrix4x4_t tempmatrix;
1569
1570         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1571         {
1572                 if (!b->model)
1573                         continue;
1574                 if (b->endtime < cl.time)
1575                 {
1576                         b->model = NULL;
1577                         continue;
1578                 }
1579
1580                 CL_Beam_CalculatePositions(b, start, end);
1581
1582                 if (b->lightning)
1583                 {
1584                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1585                         {
1586                                 // FIXME: create a matrix from the beam start/end orientation
1587                                 vec3_t dlightcolor;
1588                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1589                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1590                                 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);
1591                         }
1592                         if (cl_beams_polygons.integer)
1593                                 continue;
1594                 }
1595
1596                 // calculate pitch and yaw
1597                 // (this is similar to the QuakeC builtin function vectoangles)
1598                 VectorSubtract(end, start, dist);
1599                 if (dist[1] == 0 && dist[0] == 0)
1600                 {
1601                         yaw = 0;
1602                         if (dist[2] > 0)
1603                                 pitch = 90;
1604                         else
1605                                 pitch = 270;
1606                 }
1607                 else
1608                 {
1609                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1610                         if (yaw < 0)
1611                                 yaw += 360;
1612
1613                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1614                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1615                         if (pitch < 0)
1616                                 pitch += 360;
1617                 }
1618
1619                 // add new entities for the lightning
1620                 VectorCopy (start, org);
1621                 d = VectorNormalizeLength(dist);
1622                 while (d > 0)
1623                 {
1624                         ent = CL_NewTempEntity ();
1625                         if (!ent)
1626                                 return;
1627                         //VectorCopy (org, ent->render.origin);
1628                         ent->render.model = b->model;
1629                         //ent->render.effects = EF_FULLBRIGHT;
1630                         //ent->render.angles[0] = pitch;
1631                         //ent->render.angles[1] = yaw;
1632                         //ent->render.angles[2] = rand()%360;
1633                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1634                         CL_UpdateRenderEntity(&ent->render);
1635                         VectorMA(org, 30, dist, org);
1636                         d -= 30;
1637                 }
1638         }
1639
1640         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1641                 cl.num_beams--;
1642 }
1643
1644 static void CL_RelinkQWNails(void)
1645 {
1646         int i;
1647         vec_t *v;
1648         entity_t *ent;
1649
1650         for (i = 0;i < cl.qw_num_nails;i++)
1651         {
1652                 v = cl.qw_nails[i];
1653
1654                 // if we're drawing effects, get a new temp entity
1655                 // (NewTempEntity adds it to the render entities list for us)
1656                 if (!(ent = CL_NewTempEntity()))
1657                         continue;
1658
1659                 // normal stuff
1660                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1661                 ent->render.colormap = -1; // no special coloring
1662                 ent->render.alpha = 1;
1663                 VectorSet(ent->render.colormod, 1, 1, 1);
1664
1665                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1666                 CL_UpdateRenderEntity(&ent->render);
1667         }
1668 }
1669
1670 void CL_LerpPlayer(float frac)
1671 {
1672         int i;
1673
1674         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1675         for (i = 0;i < 3;i++)
1676         {
1677                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1678                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1679                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1680         }
1681
1682         // interpolate the angles if playing a demo or spectating someone
1683         if (cls.demoplayback || cl.fixangle[0])
1684         {
1685                 for (i = 0;i < 3;i++)
1686                 {
1687                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1688                         if (d > 180)
1689                                 d -= 360;
1690                         else if (d < -180)
1691                                 d += 360;
1692                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1693                 }
1694         }
1695 }
1696
1697 void CSQC_RelinkAllEntities (int drawmask)
1698 {
1699         // link stuff
1700         CL_RelinkWorld();
1701         CL_RelinkStaticEntities();
1702         CL_RelinkBeams();
1703         CL_RelinkEffects();
1704
1705         // link stuff
1706         if (drawmask & ENTMASK_ENGINE)
1707         {
1708                 CL_RelinkNetworkEntities();
1709                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1710                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1711                 CL_RelinkQWNails();
1712         }
1713
1714         // update view blend
1715         V_CalcViewBlend();
1716 }
1717
1718 /*
1719 ===============
1720 CL_UpdateWorld
1721
1722 Update client game world for a new frame
1723 ===============
1724 */
1725 void CL_UpdateWorld(void)
1726 {
1727         r_refdef.extraupdate = !r_speeds.integer;
1728         r_refdef.numentities = 0;
1729         r_refdef.numlights = 0;
1730         r_view.matrix = identitymatrix;
1731
1732         cl.num_brushmodel_entities = 0;
1733
1734         if (cls.state == ca_connected && cls.signon == SIGNONS)
1735         {
1736                 // prepare for a new frame
1737                 CL_LerpPlayer(CL_LerpPoint());
1738                 CL_DecayLightFlashes();
1739                 CL_ClearTempEntities();
1740                 V_DriftPitch();
1741                 V_FadeViewFlashs();
1742
1743                 // if prediction is enabled we have to update all the collidable
1744                 // network entities before the prediction code can be run
1745                 CL_UpdateNetworkCollisionEntities();
1746
1747                 // now update the player prediction
1748                 CL_ClientMovement_Replay();
1749
1750                 // update the player entity (which may be predicted)
1751                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1752
1753                 // now update the view (which depends on that player entity)
1754                 V_CalcRefdef();
1755
1756                 // now update all the network entities and create particle trails
1757                 // (some entities may depend on the view)
1758                 CL_UpdateNetworkEntities();
1759
1760                 // update the engine-based viewmodel
1761                 CL_UpdateViewModel();
1762
1763                 CL_RelinkLightFlashes();
1764                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1765
1766                 // move particles
1767                 CL_MoveParticles();
1768                 R_MoveExplosions();
1769         }
1770
1771         r_refdef.time = cl.time;
1772 }
1773
1774 // LordHavoc: pausedemo command
1775 static void CL_PauseDemo_f (void)
1776 {
1777         cls.demopaused = !cls.demopaused;
1778         if (cls.demopaused)
1779                 Con_Print("Demo paused\n");
1780         else
1781                 Con_Print("Demo unpaused\n");
1782 }
1783
1784 /*
1785 ======================
1786 CL_Fog_f
1787 ======================
1788 */
1789 static void CL_Fog_f (void)
1790 {
1791         if (Cmd_Argc () == 1)
1792         {
1793                 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);
1794                 return;
1795         }
1796         r_refdef.fog_density = atof(Cmd_Argv(1));
1797         r_refdef.fog_red = atof(Cmd_Argv(2));
1798         r_refdef.fog_green = atof(Cmd_Argv(3));
1799         r_refdef.fog_blue = atof(Cmd_Argv(4));
1800 }
1801
1802 /*
1803 ====================
1804 CL_TimeRefresh_f
1805
1806 For program optimization
1807 ====================
1808 */
1809 static void CL_TimeRefresh_f (void)
1810 {
1811         int i;
1812         float timestart, timedelta;
1813
1814         r_refdef.extraupdate = false;
1815
1816         timestart = Sys_DoubleTime();
1817         for (i = 0;i < 128;i++)
1818         {
1819                 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);
1820                 CL_UpdateScreen();
1821         }
1822         timedelta = Sys_DoubleTime() - timestart;
1823
1824         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1825 }
1826
1827 void CL_AreaStats_f(void)
1828 {
1829         World_PrintAreaStats(&cl.world, "client");
1830 }
1831
1832 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1833 {
1834         int i;
1835         cl_locnode_t *loc;
1836         cl_locnode_t *best;
1837         vec3_t nearestpoint;
1838         vec_t dist, bestdist;
1839         best = NULL;
1840         bestdist = 0;
1841         for (loc = cl.locnodes;loc;loc = loc->next)
1842         {
1843                 for (i = 0;i < 3;i++)
1844                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1845                 dist = VectorDistance2(nearestpoint, point);
1846                 if (bestdist > dist || !best)
1847                 {
1848                         bestdist = dist;
1849                         best = loc;
1850                         if (bestdist < 1)
1851                                 break;
1852                 }
1853         }
1854         return best;
1855 }
1856
1857 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1858 {
1859         cl_locnode_t *loc;
1860         loc = CL_Locs_FindNearest(point);
1861         if (loc)
1862                 strlcpy(buffer, loc->name, buffersize);
1863         else
1864                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1865 }
1866
1867 void CL_Locs_FreeNode(cl_locnode_t *node)
1868 {
1869         cl_locnode_t **pointer, **next;
1870         for (pointer = &cl.locnodes;*pointer;pointer = next)
1871         {
1872                 next = &(*pointer)->next;
1873                 if (*pointer == node)
1874                 {
1875                         *pointer = node->next;
1876                         Mem_Free(node);
1877                 }
1878         }
1879         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1880 }
1881
1882 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1883 {
1884         cl_locnode_t *node, **pointer;
1885         int namelen;
1886         if (!name)
1887                 name = "";
1888         namelen = strlen(name);
1889         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1890         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1891         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1892         node->name = (char *)(node + 1);
1893         memcpy(node->name, name, namelen);
1894         node->name[namelen] = 0;
1895         // link it into the tail of the list to preserve the order
1896         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1897                 ;
1898         *pointer = node;
1899 }
1900
1901 void CL_Locs_Add_f(void)
1902 {
1903         vec3_t mins, maxs;
1904         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1905         {
1906                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1907                 return;
1908         }
1909         mins[0] = atof(Cmd_Argv(1));
1910         mins[1] = atof(Cmd_Argv(2));
1911         mins[2] = atof(Cmd_Argv(3));
1912         if (Cmd_Argc() == 8)
1913         {
1914                 maxs[0] = atof(Cmd_Argv(4));
1915                 maxs[1] = atof(Cmd_Argv(5));
1916                 maxs[2] = atof(Cmd_Argv(6));
1917                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1918         }
1919         else
1920                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1921 }
1922
1923 void CL_Locs_RemoveNearest_f(void)
1924 {
1925         cl_locnode_t *loc;
1926         loc = CL_Locs_FindNearest(r_view.origin);
1927         if (loc)
1928                 CL_Locs_FreeNode(loc);
1929         else
1930                 Con_Printf("no loc point or box found for your location\n");
1931 }
1932
1933 void CL_Locs_Clear_f(void)
1934 {
1935         while (cl.locnodes)
1936                 CL_Locs_FreeNode(cl.locnodes);
1937 }
1938
1939 void CL_Locs_Save_f(void)
1940 {
1941         cl_locnode_t *loc;
1942         qfile_t *outfile;
1943         char locfilename[MAX_QPATH];
1944         if (!cl.locnodes)
1945         {
1946                 Con_Printf("No loc points/boxes exist!\n");
1947                 return;
1948         }
1949         if (cls.state != ca_connected || !cl.worldmodel)
1950         {
1951                 Con_Printf("No level loaded!\n");
1952                 return;
1953         }
1954         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1955         strlcat(locfilename, ".loc", sizeof(locfilename));
1956
1957         outfile = FS_Open(locfilename, "w", false, false);
1958         if (!outfile)
1959                 return;
1960         // if any boxes are used then this is a proquake-format loc file, which
1961         // allows comments, so add some relevant information at the start
1962         for (loc = cl.locnodes;loc;loc = loc->next)
1963                 if (!VectorCompare(loc->mins, loc->maxs))
1964                         break;
1965         if (loc)
1966         {
1967                 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);
1968                 for (loc = cl.locnodes;loc;loc = loc->next)
1969                         if (VectorCompare(loc->mins, loc->maxs))
1970                                 break;
1971                 if (loc)
1972                         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");
1973         }
1974         for (loc = cl.locnodes;loc;loc = loc->next)
1975         {
1976                 if (VectorCompare(loc->mins, loc->maxs))
1977                 {
1978                         int len;
1979                         const char *s;
1980                         const char *in = loc->name;
1981                         char name[MAX_INPUTLINE];
1982                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1983                         {
1984                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1985                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1986                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1987                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1988                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1989                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1990                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1991                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1992                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1993                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1994                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1995                                 else s = NULL;
1996                                 if (s)
1997                                 {
1998                                         while (len < (int)sizeof(name) - 1 && *s)
1999                                                 name[len++] = *s++;
2000                                         continue;
2001                                 }
2002                                 name[len++] = *in++;
2003                         }
2004                         name[len] = 0;
2005                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2006                 }
2007                 else
2008                         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);
2009         }
2010         FS_Close(outfile);
2011 }
2012
2013 void CL_Locs_Reload_f(void)
2014 {
2015         int i, linenumber, limit, len;
2016         const char *s;
2017         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2018         fs_offset_t filesize;
2019         vec3_t mins, maxs;
2020         char locfilename[MAX_QPATH];
2021         char name[MAX_INPUTLINE];
2022
2023         if (cls.state != ca_connected || !cl.worldmodel)
2024         {
2025                 Con_Printf("No level loaded!\n");
2026                 return;
2027         }
2028
2029         CL_Locs_Clear_f();
2030
2031         // try maps/something.loc first (LordHavoc: where I think they should be)
2032         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2033         strlcat(locfilename, ".loc", sizeof(locfilename));
2034         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2035         if (!filedata)
2036         {
2037                 // try proquake name as well (LordHavoc: I hate path mangling)
2038                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2039                 strlcat(locfilename, ".loc", sizeof(locfilename));
2040                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2041                 if (!filedata)
2042                         return;
2043         }
2044         text = filedata;
2045         textend = filedata + filesize;
2046         for (linenumber = 1;text < textend;linenumber++)
2047         {
2048                 linestart = text;
2049                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2050                         ;
2051                 lineend = text;
2052                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2053                         text++;
2054                 if (text < textend)
2055                         text++;
2056                 // trim trailing whitespace
2057                 while (lineend > linestart && lineend[-1] <= ' ')
2058                         lineend--;
2059                 // trim leading whitespace
2060                 while (linestart < lineend && *linestart <= ' ')
2061                         linestart++;
2062                 // check if this is a comment
2063                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2064                         continue;
2065                 linetext = linestart;
2066                 limit = 3;
2067                 for (i = 0;i < limit;i++)
2068                 {
2069                         if (linetext >= lineend)
2070                                 break;
2071                         // note: a missing number is interpreted as 0
2072                         if (i < 3)
2073                                 mins[i] = atof(linetext);
2074                         else
2075                                 maxs[i - 3] = atof(linetext);
2076                         // now advance past the number
2077                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2078                                 linetext++;
2079                         // advance through whitespace
2080                         if (linetext < lineend)
2081                         {
2082                                 if (*linetext == ',')
2083                                 {
2084                                         linetext++;
2085                                         limit = 6;
2086                                         // note: comma can be followed by whitespace
2087                                 }
2088                                 if (*linetext <= ' ')
2089                                 {
2090                                         // skip whitespace
2091                                         while (linetext < lineend && *linetext <= ' ')
2092                                                 linetext++;
2093                                 }
2094                         }
2095                 }
2096                 // if this is a quoted name, remove the quotes
2097                 if (i == 6)
2098                 {
2099                         if (linetext >= lineend || *linetext != '"')
2100                                 continue; // proquake location names are always quoted
2101                         lineend--;
2102                         linetext++;
2103                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2104                         memcpy(name, linetext, len);
2105                         name[len] = 0;
2106                         // add the box to the list
2107                         CL_Locs_AddNode(mins, maxs, name);
2108                 }
2109                 // if a point was parsed, it needs to be scaled down by 8 (since
2110                 // point-based loc files were invented by a proxy which dealt
2111                 // directly with quake protocol coordinates, which are *8), turn
2112                 // it into a box
2113                 else if (i == 3)
2114                 {
2115                         // interpret silly fuhquake macros
2116                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2117                         {
2118                                 if (*linetext == '$')
2119                                 {
2120                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2121                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2122                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2123                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2124                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2125                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2126                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2127                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2128                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2129                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2130                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2131                                         else s = NULL;
2132                                         if (s)
2133                                         {
2134                                                 while (len < (int)sizeof(name) - 1 && *s)
2135                                                         name[len++] = *s++;
2136                                                 continue;
2137                                         }
2138                                 }
2139                                 name[len++] = *linetext++;
2140                         }
2141                         name[len] = 0;
2142                         // add the point to the list
2143                         VectorScale(mins, (1.0 / 8.0), mins);
2144                         CL_Locs_AddNode(mins, mins, name);
2145                 }
2146                 else
2147                         continue;
2148         }
2149 }
2150
2151 /*
2152 ===========
2153 CL_Shutdown
2154 ===========
2155 */
2156 void CL_Shutdown (void)
2157 {
2158         CL_Screen_Shutdown();
2159         CL_Particles_Shutdown();
2160         CL_Parse_Shutdown();
2161
2162         Mem_FreePool (&cls.permanentmempool);
2163         Mem_FreePool (&cls.levelmempool);
2164 }
2165
2166 /*
2167 =================
2168 CL_Init
2169 =================
2170 */
2171 void CL_Init (void)
2172 {
2173         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2174         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2175
2176         memset(&r_refdef, 0, sizeof(r_refdef));
2177         // max entities sent to renderer per frame
2178         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2179         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2180
2181         CL_InitInput ();
2182
2183 //
2184 // register our commands
2185 //
2186         Cvar_RegisterVariable (&cl_upspeed);
2187         Cvar_RegisterVariable (&cl_forwardspeed);
2188         Cvar_RegisterVariable (&cl_backspeed);
2189         Cvar_RegisterVariable (&cl_sidespeed);
2190         Cvar_RegisterVariable (&cl_movespeedkey);
2191         Cvar_RegisterVariable (&cl_yawspeed);
2192         Cvar_RegisterVariable (&cl_pitchspeed);
2193         Cvar_RegisterVariable (&cl_anglespeedkey);
2194         Cvar_RegisterVariable (&cl_shownet);
2195         Cvar_RegisterVariable (&cl_nolerp);
2196         Cvar_RegisterVariable (&lookspring);
2197         Cvar_RegisterVariable (&lookstrafe);
2198         Cvar_RegisterVariable (&sensitivity);
2199         Cvar_RegisterVariable (&freelook);
2200
2201         Cvar_RegisterVariable (&m_pitch);
2202         Cvar_RegisterVariable (&m_yaw);
2203         Cvar_RegisterVariable (&m_forward);
2204         Cvar_RegisterVariable (&m_side);
2205
2206         Cvar_RegisterVariable (&cl_itembobspeed);
2207         Cvar_RegisterVariable (&cl_itembobheight);
2208
2209         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2210         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2211         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2212         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2213         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2214         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2215
2216         // Support Client-side Model Index List
2217         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2218
2219         Cvar_RegisterVariable (&cl_autodemo);
2220         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2221
2222         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2223
2224         // LordHavoc: added pausedemo
2225         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)");
2226
2227         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2228
2229         Cvar_RegisterVariable(&r_draweffects);
2230         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2231         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2232         Cvar_RegisterVariable(&cl_explosions_size_start);
2233         Cvar_RegisterVariable(&cl_explosions_size_end);
2234         Cvar_RegisterVariable(&cl_explosions_lifetime);
2235         Cvar_RegisterVariable(&cl_stainmaps);
2236         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2237         Cvar_RegisterVariable(&cl_beams_polygons);
2238         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2239         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2240         Cvar_RegisterVariable(&cl_beams_lightatend);
2241         Cvar_RegisterVariable(&cl_noplayershadow);
2242         Cvar_RegisterVariable(&cl_dlights_decayradius);
2243         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2244
2245         Cvar_RegisterVariable(&cl_prydoncursor);
2246
2247         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2248
2249         // for QW connections
2250         Cvar_RegisterVariable(&qport);
2251         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2252
2253         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2254
2255         Cvar_RegisterVariable(&cl_locs_enable);
2256         Cvar_RegisterVariable(&cl_locs_show);
2257         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)");
2258         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)");
2259         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2260         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2261         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2262
2263         CL_Parse_Init();
2264         CL_Particles_Init();
2265         CL_Screen_Init();
2266
2267         CL_Video_Init();
2268 }
2269
2270
2271