added separate world surfaces and world triangles stats counters for
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54
55 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78
79 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
80
81 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
82
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84
85 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
87
88 client_static_t cls;
89 client_state_t  cl;
90
91 #define MAX_PARTICLES                   32768   // default max # of particles at one time
92 #define MAX_DECALS                              32768   // default max # of decals at one time
93 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
94
95 /*
96 =====================
97 CL_ClearState
98
99 =====================
100 */
101 void CL_ClearState(void)
102 {
103         int i;
104         entity_t *ent;
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114
115         // enable rendering of the world and such
116         cl.csqc_vidvars.drawworld = true;
117         cl.csqc_vidvars.drawenginesbar = true;
118         cl.csqc_vidvars.drawcrosshair = true;
119
120         // set up the float version of the stats array for easier access to float stats
121         cl.statsf = (float *)cl.stats;
122
123         cl.num_entities = 0;
124         cl.num_static_entities = 0;
125         cl.num_temp_entities = 0;
126         cl.num_brushmodel_entities = 0;
127
128         // tweak these if the game runs out
129         cl.max_entities = 256;
130         cl.max_static_entities = 256;
131         cl.max_temp_entities = 512;
132         cl.max_effects = 256;
133         cl.max_beams = 256;
134         cl.max_dlights = MAX_DLIGHTS;
135         cl.max_lightstyle = MAX_LIGHTSTYLES;
136         cl.max_brushmodel_entities = MAX_EDICTS;
137         cl.max_particles = MAX_PARTICLES;
138         cl.max_decals = MAX_DECALS;
139         cl.max_showlmps = 0;
140
141 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
142         i = COM_CheckParm ("-particles");
143         if (i && i < com_argc - 1)
144         {
145                 cl.max_particles = (int)(atoi(com_argv[i+1]));
146                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
147                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
148         }
149
150         cl.num_dlights = 0;
151         cl.num_effects = 0;
152         cl.num_beams = 0;
153
154         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
158         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
159         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
160         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
161         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
162         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
163         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
165         cl.showlmps = NULL;
166
167         // LordHavoc: have to set up the baseline info for alpha and other stuff
168         for (i = 0;i < cl.max_entities;i++)
169         {
170                 cl.entities[i].state_baseline = defaultstate;
171                 cl.entities[i].state_previous = defaultstate;
172                 cl.entities[i].state_current = defaultstate;
173         }
174
175         if (gamemode == GAME_NEXUIZ)
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181         }
182         else
183         {
184                 VectorSet(cl.playerstandmins, -16, -16, -24);
185                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
186                 VectorSet(cl.playercrouchmins, -16, -16, -24);
187                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
188         }
189
190         // disable until we get textures for it
191         R_ResetSkyBox();
192
193         ent = &cl.entities[0];
194         // entire entity array was cleared, so just fill in a few fields
195         ent->state_current.active = true;
196         ent->render.model = cl.worldmodel = NULL; // no world model yet
197         ent->render.alpha = 1;
198         ent->render.colormap = -1; // no special coloring
199         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
200         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
201         CL_UpdateRenderEntity(&ent->render);
202
203         // noclip is turned off at start
204         noclip_anglehack = false;
205
206         // mark all frames invalid for delta
207         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208
209         // set bestweapon data back to Quake data
210         IN_BestWeapon_ResetData();
211
212         CL_Screen_NewMap();
213 }
214
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 {
217         int i;
218         qboolean fail = false;
219         if (!allowstarkey && key[0] == '*')
220                 fail = true;
221         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222                 fail = true;
223         for (i = 0;key[i];i++)
224                 if (key[i] <= ' ' || key[i] == '\"')
225                         fail = true;
226         for (i = 0;value[i];i++)
227                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228                         fail = true;
229         if (fail)
230         {
231                 if (!quiet)
232                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233                 return;
234         }
235         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236         if (cls.state == ca_connected && cls.netcon)
237         {
238                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239                 {
240                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242                 }
243                 else if (!strcasecmp(key, "name"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "playermodel"))
249                 {
250                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252                 }
253                 else if (!strcasecmp(key, "playerskin"))
254                 {
255                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257                 }
258                 else if (!strcasecmp(key, "topcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "bottomcolor"))
263                 {
264                         // don't send anything, the combined color code will be updated manually
265                 }
266                 else if (!strcasecmp(key, "rate"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
270                 }
271         }
272 }
273
274 void CL_ExpandEntities(int num)
275 {
276         int i, oldmaxentities;
277         entity_t *oldentities;
278         if (num >= cl.max_entities)
279         {
280                 if (!cl.entities)
281                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
282                 if (num >= MAX_EDICTS)
283                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
284                 oldmaxentities = cl.max_entities;
285                 oldentities = cl.entities;
286                 cl.max_entities = (num & ~255) + 256;
287                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
288                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
289                 Mem_Free(oldentities);
290                 for (i = oldmaxentities;i < cl.max_entities;i++)
291                 {
292                         cl.entities[i].state_baseline = defaultstate;
293                         cl.entities[i].state_previous = defaultstate;
294                         cl.entities[i].state_current = defaultstate;
295                 }
296         }
297 }
298
299 void CL_VM_ShutDown (void);
300 /*
301 =====================
302 CL_Disconnect
303
304 Sends a disconnect message to the server
305 This is also called on Host_Error, so it shouldn't cause any errors
306 =====================
307 */
308 void CL_Disconnect(void)
309 {
310         if (cls.state == ca_dedicated)
311                 return;
312
313         Curl_Clear_forthismap();
314
315         Con_DPrintf("CL_Disconnect\n");
316
317         CL_VM_ShutDown();
318 // stop sounds (especially looping!)
319         S_StopAllSounds ();
320
321         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
322
323         // clear contents blends
324         cl.cshifts[0].percent = 0;
325         cl.cshifts[1].percent = 0;
326         cl.cshifts[2].percent = 0;
327         cl.cshifts[3].percent = 0;
328
329         cl.worldmodel = NULL;
330
331         CL_Parse_ErrorCleanUp();
332
333         if (cls.demoplayback)
334                 CL_StopPlayback();
335         else if (cls.netcon)
336         {
337                 sizebuf_t buf;
338                 unsigned char bufdata[8];
339                 if (cls.demorecording)
340                         CL_Stop_f();
341
342                 // send disconnect message 3 times to improve chances of server
343                 // receiving it (but it still fails sometimes)
344                 memset(&buf, 0, sizeof(buf));
345                 buf.data = bufdata;
346                 buf.maxsize = sizeof(bufdata);
347                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
348                 {
349                         Con_DPrint("Sending drop command\n");
350                         MSG_WriteByte(&buf, qw_clc_stringcmd);
351                         MSG_WriteString(&buf, "drop");
352                 }
353                 else
354                 {
355                         Con_DPrint("Sending clc_disconnect\n");
356                         MSG_WriteByte(&buf, clc_disconnect);
357                 }
358                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
359                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361                 NetConn_Close(cls.netcon);
362                 cls.netcon = NULL;
363         }
364         cls.state = ca_disconnected;
365
366         cls.demoplayback = cls.timedemo = false;
367         cls.signon = 0;
368 }
369
370 void CL_Disconnect_f(void)
371 {
372         CL_Disconnect ();
373         if (sv.active)
374                 Host_ShutdownServer ();
375 }
376
377
378
379
380 /*
381 =====================
382 CL_EstablishConnection
383
384 Host should be either "local" or a net address
385 =====================
386 */
387 void CL_EstablishConnection(const char *host)
388 {
389         if (cls.state == ca_dedicated)
390                 return;
391
392         // clear menu's connect error message
393         M_Update_Return_Reason("");
394         cls.demonum = -1;
395
396         // stop demo loop in case this fails
397         if (cls.demoplayback)
398                 CL_StopPlayback();
399
400         // if downloads are running, cancel their finishing action
401         Curl_Clear_forthismap();
402
403         // make sure the client ports are open before attempting to connect
404         NetConn_UpdateSockets();
405
406         // run a network frame
407         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
408
409         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
410         {
411                 cls.connect_trying = true;
412                 cls.connect_remainingtries = 3;
413                 cls.connect_nextsendtime = 0;
414                 M_Update_Return_Reason("Trying to connect...");
415                 // run several network frames to jump into the game quickly
416                 //if (sv.active)
417                 //{
418                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //}
423         }
424         else
425         {
426                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
427                 M_Update_Return_Reason("No network");
428         }
429 }
430
431 /*
432 ==============
433 CL_PrintEntities_f
434 ==============
435 */
436 static void CL_PrintEntities_f(void)
437 {
438         entity_t *ent;
439         int i;
440
441         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
442         {
443                 const char* modelname;
444
445                 if (!ent->state_current.active)
446                         continue;
447
448                 if (ent->render.model)
449                         modelname = ent->render.model->name;
450                 else
451                         modelname = "--no model--";
452                 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);
453         }
454 }
455
456 /*
457 ===============
458 CL_ModelIndexList_f
459
460 List information on all models in the client modelindex
461 ===============
462 */
463 static void CL_ModelIndexList_f(void)
464 {
465         int i = 1;
466
467         // Print Header
468         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
469
470         while(cl.model_precache[i] && i != MAX_MODELS)
471         { // Valid Model
472                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
473                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
474                 else
475                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
476                 i++;
477         }
478 }
479
480 /*
481 ===============
482 CL_SoundIndexList_f
483
484 List all sounds in the client soundindex
485 ===============
486 */
487 static void CL_SoundIndexList_f(void)
488 {
489         int i = 1;
490
491         while(cl.sound_precache[i] && i != MAX_SOUNDS)
492         { // Valid Sound
493                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
494                 i++;
495         }
496 }
497
498 //static const vec3_t nomodelmins = {-16, -16, -16};
499 //static const vec3_t nomodelmaxs = {16, 16, 16};
500 void CL_UpdateRenderEntity(entity_render_t *ent)
501 {
502         vec3_t org;
503         vec_t scale;
504         model_t *model = ent->model;
505         // update the inverse matrix for the renderer
506         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
507         // update the animation blend state
508         R_LerpAnimation(ent);
509         // we need the matrix origin to center the box
510         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
511         // update entity->render.scale because the renderer needs it
512         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
513         if (model)
514         {
515                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
516 #ifdef MATRIX4x4_OPENGLORIENTATION
517                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
518 #else
519                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
520 #endif
521                 {
522                         // pitch or roll
523                         VectorMA(org, scale, model->rotatedmins, ent->mins);
524                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
525                 }
526 #ifdef MATRIX4x4_OPENGLORIENTATION
527                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
528 #else
529                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
530 #endif
531                 {
532                         // yaw
533                         VectorMA(org, scale, model->yawmins, ent->mins);
534                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
535                 }
536                 else
537                 {
538                         VectorMA(org, scale, model->normalmins, ent->mins);
539                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
540                 }
541         }
542         else
543         {
544                 ent->mins[0] = org[0] - 16;
545                 ent->mins[1] = org[1] - 16;
546                 ent->mins[2] = org[2] - 16;
547                 ent->maxs[0] = org[0] + 16;
548                 ent->maxs[1] = org[1] + 16;
549                 ent->maxs[2] = org[2] + 16;
550         }
551 }
552
553 /*
554 ===============
555 CL_LerpPoint
556
557 Determines the fraction between the last two messages that the objects
558 should be put at.
559 ===============
560 */
561 static float CL_LerpPoint(void)
562 {
563         float f;
564
565         if (cl_nettimesyncboundmode.integer == 1)
566                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
567
568         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
569         if (cl.mtime[0] <= cl.mtime[1])
570         {
571                 cl.time = cl.mtime[0];
572                 return 1;
573         }
574
575         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
576         return bound(0, f, 1);
577 }
578
579 void CL_ClearTempEntities (void)
580 {
581         cl.num_temp_entities = 0;
582 }
583
584 entity_t *CL_NewTempEntity(void)
585 {
586         entity_t *ent;
587
588         if (r_refdef.numentities >= r_refdef.maxentities)
589                 return NULL;
590         if (cl.num_temp_entities >= cl.max_temp_entities)
591                 return NULL;
592         ent = &cl.temp_entities[cl.num_temp_entities++];
593         memset (ent, 0, sizeof(*ent));
594         r_refdef.entities[r_refdef.numentities++] = &ent->render;
595
596         ent->render.colormap = -1; // no special coloring
597         ent->render.alpha = 1;
598         VectorSet(ent->render.colormod, 1, 1, 1);
599         return ent;
600 }
601
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
603 {
604         int i;
605         cl_effect_t *e;
606         if (!modelindex) // sanity check
607                 return;
608         if (framerate < 1)
609         {
610                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
611                 return;
612         }
613         if (framecount < 1)
614         {
615                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
616                 return;
617         }
618         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
619         {
620                 if (e->active)
621                         continue;
622                 e->active = true;
623                 VectorCopy(org, e->origin);
624                 e->modelindex = modelindex;
625                 e->starttime = cl.time;
626                 e->startframe = startframe;
627                 e->endframe = startframe + framecount;
628                 e->framerate = framerate;
629
630                 e->frame = 0;
631                 e->frame1time = cl.time;
632                 e->frame2time = cl.time;
633                 cl.num_effects = max(cl.num_effects, i + 1);
634                 break;
635         }
636 }
637
638 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)
639 {
640         int i;
641         dlight_t *dl;
642
643         /*
644 // first look for an exact key match
645         if (ent)
646         {
647                 dl = cl.dlights;
648                 for (i = 0;i < cl.num_dlights;i++, dl++)
649                         if (dl->ent == ent)
650                                 goto dlightsetup;
651         }
652         */
653
654 // then look for anything else
655         dl = cl.dlights;
656         for (i = 0;i < cl.num_dlights;i++, dl++)
657                 if (!dl->radius)
658                         goto dlightsetup;
659         // if we hit the end of the active dlights and found no gaps, add a new one
660         if (i < MAX_DLIGHTS)
661         {
662                 cl.num_dlights = i + 1;
663                 goto dlightsetup;
664         }
665
666         // unable to find one
667         return;
668
669 dlightsetup:
670         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
671         memset (dl, 0, sizeof(*dl));
672         Matrix4x4_Normalize(&dl->matrix, matrix);
673         dl->ent = ent;
674         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
675         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
676         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
677         dl->radius = radius;
678         dl->color[0] = red;
679         dl->color[1] = green;
680         dl->color[2] = blue;
681         dl->initialradius = radius;
682         dl->initialcolor[0] = red;
683         dl->initialcolor[1] = green;
684         dl->initialcolor[2] = blue;
685         dl->decay = decay / radius; // changed decay to be a percentage decrease
686         dl->intensity = 1; // this is what gets decayed
687         if (lifetime)
688                 dl->die = cl.time + lifetime;
689         else
690                 dl->die = 0;
691         if (cubemapnum > 0)
692                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
693         else
694                 dl->cubemapname[0] = 0;
695         dl->style = style;
696         dl->shadow = shadowenable;
697         dl->corona = corona;
698         dl->flags = flags;
699         dl->coronasizescale = coronasizescale;
700         dl->ambientscale = ambientscale;
701         dl->diffusescale = diffusescale;
702         dl->specularscale = specularscale;
703 }
704
705 void CL_DecayLightFlashes(void)
706 {
707         int i, oldmax;
708         dlight_t *dl;
709         float time;
710
711         time = bound(0, cl.time - cl.oldtime, 0.1);
712         oldmax = cl.num_dlights;
713         cl.num_dlights = 0;
714         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
715         {
716                 if (dl->radius)
717                 {
718                         dl->intensity -= time * dl->decay;
719                         if (cl.time < dl->die && dl->intensity > 0)
720                         {
721                                 if (cl_dlights_decayradius.integer)
722                                         dl->radius = dl->initialradius * dl->intensity;
723                                 else
724                                         dl->radius = dl->initialradius;
725                                 if (cl_dlights_decaybrightness.integer)
726                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
727                                 else
728                                         VectorCopy(dl->initialcolor, dl->color);
729                                 cl.num_dlights = i + 1;
730                         }
731                         else
732                                 dl->radius = 0;
733                 }
734         }
735 }
736
737 // called before entity relinking
738 void CL_RelinkLightFlashes(void)
739 {
740         int i, j, k, l;
741         dlight_t *dl;
742         float frac, f;
743         matrix4x4_t tempmatrix;
744
745         if (r_dynamic.integer)
746         {
747                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
748                 {
749                         if (dl->radius)
750                         {
751                                 tempmatrix = dl->matrix;
752                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
753                                 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);
754                         }
755                 }
756         }
757
758 // light animations
759 // 'm' is normal light, 'a' is no light, 'z' is double bright
760         f = cl.time * 10;
761         i = (int)floor(f);
762         frac = f - i;
763         for (j = 0;j < cl.max_lightstyle;j++)
764         {
765                 if (!cl.lightstyle || !cl.lightstyle[j].length)
766                 {
767                         r_refdef.lightstylevalue[j] = 256;
768                         continue;
769                 }
770                 k = i % cl.lightstyle[j].length;
771                 l = (i-1) % cl.lightstyle[j].length;
772                 k = cl.lightstyle[j].map[k] - 'a';
773                 l = cl.lightstyle[j].map[l] - 'a';
774                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
775         }
776 }
777
778 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
779 {
780         float f;
781         entity_t *flag;
782         matrix4x4_t flagmatrix;
783
784         // this code taken from QuakeWorld
785         f = 14;
786         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
787         {
788                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
789                 { //axpain
790                         if      (player->render.frame2 == 29) f = f + 2;
791                         else if (player->render.frame2 == 30) f = f + 8;
792                         else if (player->render.frame2 == 31) f = f + 12;
793                         else if (player->render.frame2 == 32) f = f + 11;
794                         else if (player->render.frame2 == 33) f = f + 10;
795                         else if (player->render.frame2 == 34) f = f + 4;
796                 }
797                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
798                 { // pain
799                         if      (player->render.frame2 == 35) f = f + 2;
800                         else if (player->render.frame2 == 36) f = f + 10;
801                         else if (player->render.frame2 == 37) f = f + 10;
802                         else if (player->render.frame2 == 38) f = f + 8;
803                         else if (player->render.frame2 == 39) f = f + 4;
804                         else if (player->render.frame2 == 40) f = f + 2;
805                 }
806         }
807         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
808         {
809                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
810                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
811                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
812                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
813         }
814         // end of code taken from QuakeWorld
815
816         flag = CL_NewTempEntity();
817         if (!flag)
818                 return;
819
820         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
821         flag->render.skinnum = skin;
822         flag->render.colormap = -1; // no special coloring
823         flag->render.alpha = 1;
824         VectorSet(flag->render.colormod, 1, 1, 1);
825         // attach the flag to the player matrix
826         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
827         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
828         CL_UpdateRenderEntity(&flag->render);
829 }
830
831 matrix4x4_t viewmodelmatrix;
832
833 static const vec3_t muzzleflashorigin = {18, 0, 0};
834
835 extern void V_DriftPitch(void);
836 extern void V_FadeViewFlashs(void);
837 extern void V_CalcViewBlend(void);
838 extern void V_CalcRefdef(void);
839
840 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
841 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
842 {
843         const matrix4x4_t *matrix;
844         matrix4x4_t blendmatrix, tempmatrix, matrix2;
845         int j, k, l, frame;
846         float origin[3], angles[3], delta[3], lerp, d;
847         entity_t *t;
848         model_t *model;
849         //entity_persistent_t *p = &e->persistent;
850         //entity_render_t *r = &e->render;
851         // skip inactive entities and world
852         if (!e->state_current.active || e == cl.entities)
853                 return;
854         if (recursionlimit < 1)
855                 return;
856         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
857         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
858         e->render.flags = e->state_current.flags;
859         e->render.effects = e->state_current.effects;
860         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
861         e->render.entitynumber = e - cl.entities;
862         if (e->state_current.flags & RENDER_COLORMAPPED)
863         {
864                 unsigned char *cbcolor;
865                 e->render.colormap = e->state_current.colormap;
866                 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
867                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
868                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
869                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
870                 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
871                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
872                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
873                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
874         }
875         else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
876         {
877                 unsigned char *cbcolor;
878                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
879                 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
880                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
881                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
882                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
883                 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
884                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
885                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
886                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
887         }
888         else
889         {
890                 e->render.colormap = -1; // no special coloring
891                 VectorClear(e->render.colormap_pantscolor);
892                 VectorClear(e->render.colormap_shirtcolor);
893         }
894         e->render.skinnum = e->state_current.skin;
895         if (e->state_current.tagentity)
896         {
897                 // attached entity (gun held in player model's hand, etc)
898                 // if the tag entity is currently impossible, skip it
899                 if (e->state_current.tagentity >= cl.num_entities)
900                         return;
901                 t = cl.entities + e->state_current.tagentity;
902                 // if the tag entity is inactive, skip it
903                 if (!t->state_current.active)
904                         return;
905                 // update the parent first
906                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
907                 // make relative to the entity
908                 matrix = &t->render.matrix;
909                 // some properties of the tag entity carry over
910                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
911                 // if a valid tagindex is used, make it relative to that tag instead
912                 // FIXME: use a model function to get tag info (need to handle skeletal)
913                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
914                 {
915                         // blend the matrices
916                         memset(&blendmatrix, 0, sizeof(blendmatrix));
917                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
918                         {
919                                 matrix4x4_t tagmatrix;
920                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
921                                 d = t->render.frameblend[j].lerp;
922                                 for (l = 0;l < 4;l++)
923                                         for (k = 0;k < 4;k++)
924                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
925                         }
926                         // concat the tag matrices onto the entity matrix
927                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
928                         // use the constructed tag matrix
929                         matrix = &tempmatrix;
930                 }
931         }
932         else if (e->render.flags & RENDER_VIEWMODEL)
933         {
934                 // view-relative entity (guns and such)
935                 if (e->render.effects & EF_NOGUNBOB)
936                         matrix = &r_view.matrix; // really attached to view
937                 else
938                         matrix = &viewmodelmatrix; // attached to gun bob matrix
939         }
940         else
941         {
942                 // world-relative entity (the normal kind)
943                 matrix = &identitymatrix;
944         }
945
946         // movement lerp
947         // if it's the predicted player entity, update according to client movement
948         // but don't lerp if going through a teleporter as it causes a bad lerp
949         // also don't use the predicted location if fixangle was set on both of
950         // the most recent server messages, as that cause means you are spectating
951         // someone or watching a cutscene of some sort
952         if (cl_nolerp.integer || cls.timedemo)
953                 interpolate = false;
954         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
955         {
956                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
957                 lerp = bound(0, lerp, 1);
958                 if (!interpolate)
959                         lerp = 1;
960                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
961                 VectorSet(angles, 0, cl.viewangles[1], 0);
962         }
963         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
964         {
965                 // interpolate the origin and angles
966                 lerp = max(0, lerp);
967                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
968                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
969                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
970                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
971                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
972                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
973         }
974         else
975         {
976                 // no interpolation
977                 VectorCopy(e->persistent.neworigin, origin);
978                 VectorCopy(e->persistent.newangles, angles);
979         }
980
981         // model setup and some modelflags
982         frame = e->state_current.frame;
983         if (e->state_current.modelindex < MAX_MODELS)
984                 e->render.model = cl.model_precache[e->state_current.modelindex];
985         else
986                 e->render.model = NULL;
987         if (e->render.model)
988         {
989                 if (e->render.skinnum >= e->render.model->numskins)
990                         e->render.skinnum = 0;
991                 if (frame >= e->render.model->numframes)
992                         frame = 0;
993                 // models can set flags such as EF_ROCKET
994                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
995                 if (!(e->render.effects & 0xFF800000))
996                         e->render.effects |= e->render.model->effects;
997                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
998                 if (e->render.model->type == mod_alias)
999                         angles[0] = -angles[0];
1000                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1001                         VectorScale(e->render.colormod, 2, e->render.colormod);
1002         }
1003         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1004         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1005                 angles[0] = -angles[0];
1006
1007         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1008         {
1009                 angles[1] = ANGLEMOD(100*cl.time);
1010                 if (cl_itembobheight.value)
1011                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1012         }
1013
1014         // animation lerp
1015         if (e->render.frame2 == frame)
1016         {
1017                 // update frame lerp fraction
1018                 e->render.framelerp = 1;
1019                 if (e->render.frame2time > e->render.frame1time)
1020                 {
1021                         // make sure frame lerp won't last longer than 100ms
1022                         // (this mainly helps with models that use framegroups and
1023                         // switch between them infrequently)
1024                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1025                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1026                 }
1027         }
1028         else
1029         {
1030                 // begin a new frame lerp
1031                 e->render.frame1 = e->render.frame2;
1032                 e->render.frame1time = e->render.frame2time;
1033                 e->render.frame2 = frame;
1034                 e->render.frame2time = cl.time;
1035                 e->render.framelerp = 0;
1036         }
1037
1038         // set up the render matrix
1039         if (matrix)
1040         {
1041                 // attached entity, this requires a matrix multiply (concat)
1042                 // FIXME: e->render.scale should go away
1043                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1044                 // concat the matrices to make the entity relative to its tag
1045                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1046                 // get the origin from the new matrix
1047                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1048         }
1049         else
1050         {
1051                 // unattached entities are faster to process
1052                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1053         }
1054
1055         // make the other useful stuff
1056         CL_UpdateRenderEntity(&e->render);
1057
1058         // tenebrae's sprites are all additive mode (weird)
1059         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1060                 e->render.effects |= EF_ADDITIVE;
1061         // player model is only shown with chase_active on
1062         if (e->state_current.number == cl.viewentity)
1063                 e->render.flags |= RENDER_EXTERIORMODEL;
1064         // either fullbright or lit
1065         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1066                 e->render.flags |= RENDER_LIGHT;
1067         // hide player shadow during intermission or nehahra movie
1068         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1069          && (e->render.alpha >= 1)
1070          && !(e->render.flags & RENDER_VIEWMODEL)
1071          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1072                 e->render.flags |= RENDER_SHADOW;
1073         if (e->render.flags & RENDER_VIEWMODEL)
1074                 e->render.flags |= RENDER_NOSELFSHADOW;
1075 }
1076
1077 // creates light and trails from an entity
1078 void CL_UpdateNetworkEntityTrail(entity_t *e)
1079 {
1080         effectnameindex_t trailtype;
1081         vec3_t origin;
1082
1083         // bmodels are treated specially since their origin is usually '0 0 0' and
1084         // their actual geometry is far from '0 0 0'
1085         if (e->render.model && e->render.model->soundfromcenter)
1086         {
1087                 vec3_t o;
1088                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1089                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1090         }
1091         else
1092                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1093
1094         // handle particle trails and such effects now that we know where this
1095         // entity is in the world...
1096         trailtype = EFFECT_NONE;
1097         // LordHavoc: if the entity has no effects, don't check each
1098         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1099         {
1100                 if (e->render.effects & EF_BRIGHTFIELD)
1101                 {
1102                         if (gamemode == GAME_NEXUIZ)
1103                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1104                         else
1105                                 CL_EntityParticles(e);
1106                 }
1107                 if (e->render.effects & EF_FLAME)
1108                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109                 if (e->render.effects & EF_STARDUST)
1110                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1111         }
1112         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1113         {
1114                 // these are only set on player entities
1115                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1116         }
1117         // muzzleflash fades over time
1118         if (e->persistent.muzzleflash > 0)
1119                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1120         // LordHavoc: if the entity has no effects, don't check each
1121         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1122         {
1123                 if (e->render.effects & EF_GIB)
1124                         trailtype = EFFECT_TR_BLOOD;
1125                 else if (e->render.effects & EF_ZOMGIB)
1126                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1127                 else if (e->render.effects & EF_TRACER)
1128                         trailtype = EFFECT_TR_WIZSPIKE;
1129                 else if (e->render.effects & EF_TRACER2)
1130                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1131                 else if (e->render.effects & EF_ROCKET)
1132                         trailtype = EFFECT_TR_ROCKET;
1133                 else if (e->render.effects & EF_GRENADE)
1134                 {
1135                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1136                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1137                 }
1138                 else if (e->render.effects & EF_TRACER3)
1139                         trailtype = EFFECT_TR_VORESPIKE;
1140         }
1141         // do trails
1142         if (e->render.flags & RENDER_GLOWTRAIL)
1143                 trailtype = EFFECT_TR_GLOWTRAIL;
1144         // check if a trail is allowed (it is not after a teleport for example)
1145         if (trailtype && e->persistent.trail_allowed)
1146         {
1147                 float len;
1148                 vec3_t vel;
1149                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1150                 len = e->state_current.time - e->state_previous.time;
1151                 if (len > 0)
1152                         len = 1.0f / len;
1153                 VectorScale(vel, len, vel);
1154                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1155         }
1156         // now that the entity has survived one trail update it is allowed to
1157         // leave a real trail on later frames
1158         e->persistent.trail_allowed = true;
1159         VectorCopy(origin, e->persistent.trail_origin);
1160 }
1161
1162
1163 /*
1164 ===============
1165 CL_UpdateViewEntities
1166 ===============
1167 */
1168 void CL_UpdateViewEntities(void)
1169 {
1170         int i;
1171         // update any RENDER_VIEWMODEL entities to use the new view matrix
1172         for (i = 1;i < cl.num_entities;i++)
1173         {
1174                 if (cl.entities_active[i])
1175                 {
1176                         entity_t *ent = cl.entities + i;
1177                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1178                                 CL_UpdateNetworkEntity(ent, 32, true);
1179                 }
1180         }
1181         // and of course the engine viewmodel needs updating as well
1182         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1183 }
1184
1185 /*
1186 ===============
1187 CL_UpdateNetworkCollisionEntities
1188 ===============
1189 */
1190 void CL_UpdateNetworkCollisionEntities(void)
1191 {
1192         entity_t *ent;
1193         int i;
1194
1195         // start on the entity after the world
1196         cl.num_brushmodel_entities = 0;
1197         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1198         {
1199                 if (cl.entities_active[i])
1200                 {
1201                         ent = cl.entities + i;
1202                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1203                         {
1204                                 // do not interpolate the bmodels for this
1205                                 CL_UpdateNetworkEntity(ent, 32, false);
1206                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1207                         }
1208                 }
1209         }
1210 }
1211
1212 /*
1213 ===============
1214 CL_UpdateNetworkEntities
1215 ===============
1216 */
1217 void CL_UpdateNetworkEntities(void)
1218 {
1219         entity_t *ent;
1220         int i;
1221
1222         // start on the entity after the world
1223         for (i = 1;i < cl.num_entities;i++)
1224         {
1225                 if (cl.entities_active[i])
1226                 {
1227                         ent = cl.entities + i;
1228                         if (ent->state_current.active)
1229                         {
1230                                 CL_UpdateNetworkEntity(ent, 32, true);
1231                                 // view models should never create light/trails
1232                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1233                                         CL_UpdateNetworkEntityTrail(ent);
1234                         }
1235                         else
1236                                 cl.entities_active[i] = false;
1237                 }
1238         }
1239 }
1240
1241 void CL_UpdateViewModel(void)
1242 {
1243         entity_t *ent;
1244         ent = &cl.viewent;
1245         ent->state_previous = ent->state_current;
1246         ent->state_current = defaultstate;
1247         ent->state_current.time = cl.time;
1248         ent->state_current.number = -1;
1249         ent->state_current.active = true;
1250         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1251         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1252         ent->state_current.flags = RENDER_VIEWMODEL;
1253         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1254                 ent->state_current.modelindex = 0;
1255         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1256         {
1257                 if (gamemode == GAME_TRANSFUSION)
1258                         ent->state_current.alpha = 128;
1259                 else
1260                         ent->state_current.modelindex = 0;
1261         }
1262         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1263         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1264
1265         // reset animation interpolation on weaponmodel if model changed
1266         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1267         {
1268                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1269                 ent->render.frame1time = ent->render.frame2time = cl.time;
1270                 ent->render.framelerp = 1;
1271         }
1272         CL_UpdateNetworkEntity(ent, 32, true);
1273 }
1274
1275 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1276 void CL_LinkNetworkEntity(entity_t *e)
1277 {
1278         effectnameindex_t trailtype;
1279         vec3_t origin;
1280         vec3_t dlightcolor;
1281         vec_t dlightradius;
1282
1283         // skip inactive entities and world
1284         if (!e->state_current.active || e == cl.entities)
1285                 return;
1286         if (e->state_current.tagentity)
1287         {
1288                 // if the tag entity is currently impossible, skip it
1289                 if (e->state_current.tagentity >= cl.num_entities)
1290                         return;
1291                 // if the tag entity is inactive, skip it
1292                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1293                         return;
1294         }
1295
1296         // create entity dlights associated with this entity
1297         if (e->render.model && e->render.model->soundfromcenter)
1298         {
1299                 // bmodels are treated specially since their origin is usually '0 0 0'
1300                 vec3_t o;
1301                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1302                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1303         }
1304         else
1305                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1306         trailtype = EFFECT_NONE;
1307         dlightradius = 0;
1308         dlightcolor[0] = 0;
1309         dlightcolor[1] = 0;
1310         dlightcolor[2] = 0;
1311         // LordHavoc: if the entity has no effects, don't check each
1312         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1313         {
1314                 if (e->render.effects & EF_BRIGHTFIELD)
1315                 {
1316                         if (gamemode == GAME_NEXUIZ)
1317                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1318                 }
1319                 if (e->render.effects & EF_DIMLIGHT)
1320                 {
1321                         dlightradius = max(dlightradius, 200);
1322                         dlightcolor[0] += 1.50f;
1323                         dlightcolor[1] += 1.50f;
1324                         dlightcolor[2] += 1.50f;
1325                 }
1326                 if (e->render.effects & EF_BRIGHTLIGHT)
1327                 {
1328                         dlightradius = max(dlightradius, 400);
1329                         dlightcolor[0] += 3.00f;
1330                         dlightcolor[1] += 3.00f;
1331                         dlightcolor[2] += 3.00f;
1332                 }
1333                 // LordHavoc: more effects
1334                 if (e->render.effects & EF_RED) // red
1335                 {
1336                         dlightradius = max(dlightradius, 200);
1337                         dlightcolor[0] += 1.50f;
1338                         dlightcolor[1] += 0.15f;
1339                         dlightcolor[2] += 0.15f;
1340                 }
1341                 if (e->render.effects & EF_BLUE) // blue
1342                 {
1343                         dlightradius = max(dlightradius, 200);
1344                         dlightcolor[0] += 0.15f;
1345                         dlightcolor[1] += 0.15f;
1346                         dlightcolor[2] += 1.50f;
1347                 }
1348                 if (e->render.effects & EF_FLAME)
1349                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350                 if (e->render.effects & EF_STARDUST)
1351                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1352         }
1353         // muzzleflash fades over time, and is offset a bit
1354         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1355         {
1356                 vec3_t v2;
1357                 vec3_t color;
1358                 trace_t trace;
1359                 matrix4x4_t tempmatrix;
1360                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1361                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1362                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1363                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1364                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1365                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1366                 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);
1367         }
1368         // LordHavoc: if the model has no flags, don't check each
1369         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1370         {
1371                 if (e->render.effects & EF_GIB)
1372                         trailtype = EFFECT_TR_BLOOD;
1373                 else if (e->render.effects & EF_ZOMGIB)
1374                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1375                 else if (e->render.effects & EF_TRACER)
1376                         trailtype = EFFECT_TR_WIZSPIKE;
1377                 else if (e->render.effects & EF_TRACER2)
1378                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1379                 else if (e->render.effects & EF_ROCKET)
1380                         trailtype = EFFECT_TR_ROCKET;
1381                 else if (e->render.effects & EF_GRENADE)
1382                 {
1383                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1384                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1385                 }
1386                 else if (e->render.effects & EF_TRACER3)
1387                         trailtype = EFFECT_TR_VORESPIKE;
1388         }
1389         // LordHavoc: customizable glow
1390         if (e->state_current.glowsize)
1391         {
1392                 // * 4 for the expansion from 0-255 to 0-1023 range,
1393                 // / 255 to scale down byte colors
1394                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1395                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1396         }
1397         // make the glow dlight
1398         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1399         {
1400                 matrix4x4_t dlightmatrix;
1401                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1402                 // hack to make glowing player light shine on their gun
1403                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1404                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1405                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1406                 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);
1407         }
1408         // custom rtlight
1409         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1410         {
1411                 matrix4x4_t dlightmatrix;
1412                 float light[4];
1413                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1414                 light[3] = e->state_current.light[3];
1415                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1416                         VectorSet(light, 1, 1, 1);
1417                 if (light[3] == 0)
1418                         light[3] = 350;
1419                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1420                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1421                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1422                 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);
1423         }
1424         // do trail light
1425         if (e->render.flags & RENDER_GLOWTRAIL)
1426                 trailtype = EFFECT_TR_GLOWTRAIL;
1427         if (trailtype)
1428                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1429
1430         // don't show viewmodels in certain situations
1431         if (e->render.flags & RENDER_VIEWMODEL)
1432                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1433                         return;
1434         // don't show entities with no modelindex (note: this still shows
1435         // entities which have a modelindex that resolved to a NULL model)
1436         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1437                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1438         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1439         //      Matrix4x4_Print(&e->render.matrix);
1440 }
1441
1442 void CL_RelinkWorld(void)
1443 {
1444         entity_t *ent = &cl.entities[0];
1445         // FIXME: this should be done at load
1446         ent->render.matrix = identitymatrix;
1447         CL_UpdateRenderEntity(&ent->render);
1448         ent->render.flags = RENDER_SHADOW;
1449         if (!r_fullbright.integer)
1450                 ent->render.flags |= RENDER_LIGHT;
1451         VectorSet(ent->render.colormod, 1, 1, 1);
1452         r_refdef.worldentity = &ent->render;
1453         r_refdef.worldmodel = cl.worldmodel;
1454 }
1455
1456 static void CL_RelinkStaticEntities(void)
1457 {
1458         int i;
1459         entity_t *e;
1460         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1461         {
1462                 e->render.flags = 0;
1463                 // if the model was not loaded when the static entity was created we
1464                 // need to re-fetch the model pointer
1465                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1466                 CL_UpdateRenderEntity(&e->render);
1467                 // either fullbright or lit
1468                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1469                         e->render.flags |= RENDER_LIGHT;
1470                 // hide player shadow during intermission or nehahra movie
1471                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1472                         e->render.flags |= RENDER_SHADOW;
1473                 VectorSet(e->render.colormod, 1, 1, 1);
1474                 R_LerpAnimation(&e->render);
1475                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1476         }
1477 }
1478
1479 /*
1480 ===============
1481 CL_RelinkEntities
1482 ===============
1483 */
1484 static void CL_RelinkNetworkEntities(void)
1485 {
1486         entity_t *ent;
1487         int i;
1488
1489         // start on the entity after the world
1490         for (i = 1;i < cl.num_entities;i++)
1491         {
1492                 if (cl.entities_active[i])
1493                 {
1494                         ent = cl.entities + i;
1495                         if (ent->state_current.active)
1496                                 CL_LinkNetworkEntity(ent);
1497                         else
1498                                 cl.entities_active[i] = false;
1499                 }
1500         }
1501 }
1502
1503 static void CL_RelinkEffects(void)
1504 {
1505         int i, intframe;
1506         cl_effect_t *e;
1507         entity_t *ent;
1508         float frame;
1509
1510         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1511         {
1512                 if (e->active)
1513                 {
1514                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1515                         intframe = (int)frame;
1516                         if (intframe < 0 || intframe >= e->endframe)
1517                         {
1518                                 memset(e, 0, sizeof(*e));
1519                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1520                                         cl.num_effects--;
1521                                 continue;
1522                         }
1523
1524                         if (intframe != e->frame)
1525                         {
1526                                 e->frame = intframe;
1527                                 e->frame1time = e->frame2time;
1528                                 e->frame2time = cl.time;
1529                         }
1530
1531                         // if we're drawing effects, get a new temp entity
1532                         // (NewTempEntity adds it to the render entities list for us)
1533                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1534                         {
1535                                 // interpolation stuff
1536                                 ent->render.frame1 = intframe;
1537                                 ent->render.frame2 = intframe + 1;
1538                                 if (ent->render.frame2 >= e->endframe)
1539                                         ent->render.frame2 = -1; // disappear
1540                                 ent->render.framelerp = frame - intframe;
1541                                 ent->render.frame1time = e->frame1time;
1542                                 ent->render.frame2time = e->frame2time;
1543
1544                                 // normal stuff
1545                                 if(e->modelindex < MAX_MODELS)
1546                                         ent->render.model = cl.model_precache[e->modelindex];
1547                                 else
1548                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1549                                 ent->render.colormap = -1; // no special coloring
1550                                 ent->render.alpha = 1;
1551                                 VectorSet(ent->render.colormod, 1, 1, 1);
1552
1553                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1554                                 CL_UpdateRenderEntity(&ent->render);
1555                         }
1556                 }
1557         }
1558 }
1559
1560 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1561 {
1562         VectorCopy(b->start, start);
1563         VectorCopy(b->end, end);
1564
1565         // if coming from the player, update the start position
1566         if (b->entity == cl.viewentity)
1567         {
1568                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1569                 {
1570                         // LordHavoc: this is a stupid hack from Quake that makes your
1571                         // lightning appear to come from your waist and cover less of your
1572                         // view
1573                         // in Quake this hack was applied to all players (causing the
1574                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1575                         // only applies to your own lightning, and only in first person
1576                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1577                 }
1578                 if (cl_beams_instantaimhack.integer)
1579                 {
1580                         vec3_t dir, localend;
1581                         vec_t len;
1582                         // LordHavoc: this updates the beam direction to match your
1583                         // viewangles
1584                         VectorSubtract(end, start, dir);
1585                         len = VectorLength(dir);
1586                         VectorNormalize(dir);
1587                         VectorSet(localend, len, 0, 0);
1588                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1589                 }
1590         }
1591 }
1592
1593 void CL_RelinkBeams(void)
1594 {
1595         int i;
1596         beam_t *b;
1597         vec3_t dist, org, start, end;
1598         float d;
1599         entity_t *ent;
1600         double yaw, pitch;
1601         float forward;
1602         matrix4x4_t tempmatrix;
1603
1604         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1605         {
1606                 if (!b->model)
1607                         continue;
1608                 if (b->endtime < cl.time)
1609                 {
1610                         b->model = NULL;
1611                         continue;
1612                 }
1613
1614                 CL_Beam_CalculatePositions(b, start, end);
1615
1616                 if (b->lightning)
1617                 {
1618                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1619                         {
1620                                 // FIXME: create a matrix from the beam start/end orientation
1621                                 vec3_t dlightcolor;
1622                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1623                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1624                                 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);
1625                         }
1626                         if (cl_beams_polygons.integer)
1627                                 continue;
1628                 }
1629
1630                 // calculate pitch and yaw
1631                 // (this is similar to the QuakeC builtin function vectoangles)
1632                 VectorSubtract(end, start, dist);
1633                 if (dist[1] == 0 && dist[0] == 0)
1634                 {
1635                         yaw = 0;
1636                         if (dist[2] > 0)
1637                                 pitch = 90;
1638                         else
1639                                 pitch = 270;
1640                 }
1641                 else
1642                 {
1643                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1644                         if (yaw < 0)
1645                                 yaw += 360;
1646
1647                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1648                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1649                         if (pitch < 0)
1650                                 pitch += 360;
1651                 }
1652
1653                 // add new entities for the lightning
1654                 VectorCopy (start, org);
1655                 d = VectorNormalizeLength(dist);
1656                 while (d > 0)
1657                 {
1658                         ent = CL_NewTempEntity ();
1659                         if (!ent)
1660                                 return;
1661                         //VectorCopy (org, ent->render.origin);
1662                         ent->render.model = b->model;
1663                         //ent->render.effects = EF_FULLBRIGHT;
1664                         //ent->render.angles[0] = pitch;
1665                         //ent->render.angles[1] = yaw;
1666                         //ent->render.angles[2] = rand()%360;
1667                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1668                         CL_UpdateRenderEntity(&ent->render);
1669                         VectorMA(org, 30, dist, org);
1670                         d -= 30;
1671                 }
1672         }
1673
1674         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1675                 cl.num_beams--;
1676 }
1677
1678 static void CL_RelinkQWNails(void)
1679 {
1680         int i;
1681         vec_t *v;
1682         entity_t *ent;
1683
1684         for (i = 0;i < cl.qw_num_nails;i++)
1685         {
1686                 v = cl.qw_nails[i];
1687
1688                 // if we're drawing effects, get a new temp entity
1689                 // (NewTempEntity adds it to the render entities list for us)
1690                 if (!(ent = CL_NewTempEntity()))
1691                         continue;
1692
1693                 // normal stuff
1694                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1695                 ent->render.colormap = -1; // no special coloring
1696                 ent->render.alpha = 1;
1697                 VectorSet(ent->render.colormod, 1, 1, 1);
1698
1699                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1700                 CL_UpdateRenderEntity(&ent->render);
1701         }
1702 }
1703
1704 void CL_LerpPlayer(float frac)
1705 {
1706         int i;
1707
1708         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1709         for (i = 0;i < 3;i++)
1710         {
1711                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1712                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1713                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1714         }
1715
1716         // interpolate the angles if playing a demo or spectating someone
1717         if (cls.demoplayback || cl.fixangle[0])
1718         {
1719                 for (i = 0;i < 3;i++)
1720                 {
1721                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1722                         if (d > 180)
1723                                 d -= 360;
1724                         else if (d < -180)
1725                                 d += 360;
1726                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1727                 }
1728         }
1729 }
1730
1731 void CSQC_RelinkAllEntities (int drawmask)
1732 {
1733         // link stuff
1734         CL_RelinkWorld();
1735         CL_RelinkStaticEntities();
1736         CL_RelinkBeams();
1737         CL_RelinkEffects();
1738
1739         // link stuff
1740         if (drawmask & ENTMASK_ENGINE)
1741         {
1742                 CL_RelinkNetworkEntities();
1743                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1744                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1745                 CL_RelinkQWNails();
1746         }
1747
1748         // update view blend
1749         V_CalcViewBlend();
1750 }
1751
1752 /*
1753 ===============
1754 CL_UpdateWorld
1755
1756 Update client game world for a new frame
1757 ===============
1758 */
1759 void CL_UpdateWorld(void)
1760 {
1761         r_refdef.extraupdate = !r_speeds.integer;
1762         r_refdef.numentities = 0;
1763         r_refdef.numlights = 0;
1764         r_view.matrix = identitymatrix;
1765
1766         cl.num_brushmodel_entities = 0;
1767
1768         if (cls.state == ca_connected && cls.signon == SIGNONS)
1769         {
1770                 // prepare for a new frame
1771                 CL_LerpPlayer(CL_LerpPoint());
1772                 CL_DecayLightFlashes();
1773                 CL_ClearTempEntities();
1774                 V_DriftPitch();
1775                 V_FadeViewFlashs();
1776
1777                 // if prediction is enabled we have to update all the collidable
1778                 // network entities before the prediction code can be run
1779                 CL_UpdateNetworkCollisionEntities();
1780
1781                 // now update the player prediction
1782                 CL_ClientMovement_Replay();
1783
1784                 // update the player entity (which may be predicted)
1785                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1786
1787                 // now update the view (which depends on that player entity)
1788                 V_CalcRefdef();
1789
1790                 // now update all the network entities and create particle trails
1791                 // (some entities may depend on the view)
1792                 CL_UpdateNetworkEntities();
1793
1794                 // update the engine-based viewmodel
1795                 CL_UpdateViewModel();
1796
1797                 CL_RelinkLightFlashes();
1798                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1799
1800                 // move decals, particles, and any other effects
1801                 CL_MoveDecals();
1802                 CL_MoveParticles();
1803                 R_MoveExplosions();
1804         }
1805
1806         r_refdef.time = cl.time;
1807 }
1808
1809 // LordHavoc: pausedemo command
1810 static void CL_PauseDemo_f (void)
1811 {
1812         cls.demopaused = !cls.demopaused;
1813         if (cls.demopaused)
1814                 Con_Print("Demo paused\n");
1815         else
1816                 Con_Print("Demo unpaused\n");
1817 }
1818
1819 /*
1820 ======================
1821 CL_Fog_f
1822 ======================
1823 */
1824 static void CL_Fog_f (void)
1825 {
1826         if (Cmd_Argc () == 1)
1827         {
1828                 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);
1829                 return;
1830         }
1831         r_refdef.fog_density = atof(Cmd_Argv(1));
1832         r_refdef.fog_red = atof(Cmd_Argv(2));
1833         r_refdef.fog_green = atof(Cmd_Argv(3));
1834         r_refdef.fog_blue = atof(Cmd_Argv(4));
1835 }
1836
1837 /*
1838 ====================
1839 CL_TimeRefresh_f
1840
1841 For program optimization
1842 ====================
1843 */
1844 static void CL_TimeRefresh_f (void)
1845 {
1846         int i;
1847         float timestart, timedelta;
1848
1849         r_refdef.extraupdate = false;
1850
1851         timestart = Sys_DoubleTime();
1852         for (i = 0;i < 128;i++)
1853         {
1854                 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);
1855                 CL_UpdateScreen();
1856         }
1857         timedelta = Sys_DoubleTime() - timestart;
1858
1859         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1860 }
1861
1862 void CL_AreaStats_f(void)
1863 {
1864         World_PrintAreaStats(&cl.world, "client");
1865 }
1866
1867 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1868 {
1869         int i;
1870         cl_locnode_t *loc;
1871         cl_locnode_t *best;
1872         vec3_t nearestpoint;
1873         vec_t dist, bestdist;
1874         best = NULL;
1875         bestdist = 0;
1876         for (loc = cl.locnodes;loc;loc = loc->next)
1877         {
1878                 for (i = 0;i < 3;i++)
1879                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1880                 dist = VectorDistance2(nearestpoint, point);
1881                 if (bestdist > dist || !best)
1882                 {
1883                         bestdist = dist;
1884                         best = loc;
1885                         if (bestdist < 1)
1886                                 break;
1887                 }
1888         }
1889         return best;
1890 }
1891
1892 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1893 {
1894         cl_locnode_t *loc;
1895         loc = CL_Locs_FindNearest(point);
1896         if (loc)
1897                 strlcpy(buffer, loc->name, buffersize);
1898         else
1899                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1900 }
1901
1902 void CL_Locs_FreeNode(cl_locnode_t *node)
1903 {
1904         cl_locnode_t **pointer, **next;
1905         for (pointer = &cl.locnodes;*pointer;pointer = next)
1906         {
1907                 next = &(*pointer)->next;
1908                 if (*pointer == node)
1909                 {
1910                         *pointer = node->next;
1911                         Mem_Free(node);
1912                 }
1913         }
1914         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1915 }
1916
1917 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1918 {
1919         cl_locnode_t *node, **pointer;
1920         int namelen;
1921         if (!name)
1922                 name = "";
1923         namelen = strlen(name);
1924         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1925         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1926         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1927         node->name = (char *)(node + 1);
1928         memcpy(node->name, name, namelen);
1929         node->name[namelen] = 0;
1930         // link it into the tail of the list to preserve the order
1931         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1932                 ;
1933         *pointer = node;
1934 }
1935
1936 void CL_Locs_Add_f(void)
1937 {
1938         vec3_t mins, maxs;
1939         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1940         {
1941                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1942                 return;
1943         }
1944         mins[0] = atof(Cmd_Argv(1));
1945         mins[1] = atof(Cmd_Argv(2));
1946         mins[2] = atof(Cmd_Argv(3));
1947         if (Cmd_Argc() == 8)
1948         {
1949                 maxs[0] = atof(Cmd_Argv(4));
1950                 maxs[1] = atof(Cmd_Argv(5));
1951                 maxs[2] = atof(Cmd_Argv(6));
1952                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1953         }
1954         else
1955                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1956 }
1957
1958 void CL_Locs_RemoveNearest_f(void)
1959 {
1960         cl_locnode_t *loc;
1961         loc = CL_Locs_FindNearest(r_view.origin);
1962         if (loc)
1963                 CL_Locs_FreeNode(loc);
1964         else
1965                 Con_Printf("no loc point or box found for your location\n");
1966 }
1967
1968 void CL_Locs_Clear_f(void)
1969 {
1970         while (cl.locnodes)
1971                 CL_Locs_FreeNode(cl.locnodes);
1972 }
1973
1974 void CL_Locs_Save_f(void)
1975 {
1976         cl_locnode_t *loc;
1977         qfile_t *outfile;
1978         char locfilename[MAX_QPATH];
1979         if (!cl.locnodes)
1980         {
1981                 Con_Printf("No loc points/boxes exist!\n");
1982                 return;
1983         }
1984         if (cls.state != ca_connected || !cl.worldmodel)
1985         {
1986                 Con_Printf("No level loaded!\n");
1987                 return;
1988         }
1989         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1990         strlcat(locfilename, ".loc", sizeof(locfilename));
1991
1992         outfile = FS_Open(locfilename, "w", false, false);
1993         if (!outfile)
1994                 return;
1995         // if any boxes are used then this is a proquake-format loc file, which
1996         // allows comments, so add some relevant information at the start
1997         for (loc = cl.locnodes;loc;loc = loc->next)
1998                 if (!VectorCompare(loc->mins, loc->maxs))
1999                         break;
2000         if (loc)
2001         {
2002                 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);
2003                 for (loc = cl.locnodes;loc;loc = loc->next)
2004                         if (VectorCompare(loc->mins, loc->maxs))
2005                                 break;
2006                 if (loc)
2007                         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");
2008         }
2009         for (loc = cl.locnodes;loc;loc = loc->next)
2010         {
2011                 if (VectorCompare(loc->mins, loc->maxs))
2012                 {
2013                         int len;
2014                         const char *s;
2015                         const char *in = loc->name;
2016                         char name[MAX_INPUTLINE];
2017                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2018                         {
2019                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2020                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2021                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2022                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2023                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2024                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2025                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2026                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2027                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2028                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2029                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2030                                 else s = NULL;
2031                                 if (s)
2032                                 {
2033                                         while (len < (int)sizeof(name) - 1 && *s)
2034                                                 name[len++] = *s++;
2035                                         continue;
2036                                 }
2037                                 name[len++] = *in++;
2038                         }
2039                         name[len] = 0;
2040                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2041                 }
2042                 else
2043                         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);
2044         }
2045         FS_Close(outfile);
2046 }
2047
2048 void CL_Locs_Reload_f(void)
2049 {
2050         int i, linenumber, limit, len;
2051         const char *s;
2052         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2053         fs_offset_t filesize;
2054         vec3_t mins, maxs;
2055         char locfilename[MAX_QPATH];
2056         char name[MAX_INPUTLINE];
2057
2058         if (cls.state != ca_connected || !cl.worldmodel)
2059         {
2060                 Con_Printf("No level loaded!\n");
2061                 return;
2062         }
2063
2064         CL_Locs_Clear_f();
2065
2066         // try maps/something.loc first (LordHavoc: where I think they should be)
2067         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2068         strlcat(locfilename, ".loc", sizeof(locfilename));
2069         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2070         if (!filedata)
2071         {
2072                 // try proquake name as well (LordHavoc: I hate path mangling)
2073                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2074                 strlcat(locfilename, ".loc", sizeof(locfilename));
2075                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2076                 if (!filedata)
2077                         return;
2078         }
2079         text = filedata;
2080         textend = filedata + filesize;
2081         for (linenumber = 1;text < textend;linenumber++)
2082         {
2083                 linestart = text;
2084                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2085                         ;
2086                 lineend = text;
2087                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2088                         text++;
2089                 if (text < textend)
2090                         text++;
2091                 // trim trailing whitespace
2092                 while (lineend > linestart && lineend[-1] <= ' ')
2093                         lineend--;
2094                 // trim leading whitespace
2095                 while (linestart < lineend && *linestart <= ' ')
2096                         linestart++;
2097                 // check if this is a comment
2098                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2099                         continue;
2100                 linetext = linestart;
2101                 limit = 3;
2102                 for (i = 0;i < limit;i++)
2103                 {
2104                         if (linetext >= lineend)
2105                                 break;
2106                         // note: a missing number is interpreted as 0
2107                         if (i < 3)
2108                                 mins[i] = atof(linetext);
2109                         else
2110                                 maxs[i - 3] = atof(linetext);
2111                         // now advance past the number
2112                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2113                                 linetext++;
2114                         // advance through whitespace
2115                         if (linetext < lineend)
2116                         {
2117                                 if (*linetext == ',')
2118                                 {
2119                                         linetext++;
2120                                         limit = 6;
2121                                         // note: comma can be followed by whitespace
2122                                 }
2123                                 if (*linetext <= ' ')
2124                                 {
2125                                         // skip whitespace
2126                                         while (linetext < lineend && *linetext <= ' ')
2127                                                 linetext++;
2128                                 }
2129                         }
2130                 }
2131                 // if this is a quoted name, remove the quotes
2132                 if (i == 6)
2133                 {
2134                         if (linetext >= lineend || *linetext != '"')
2135                                 continue; // proquake location names are always quoted
2136                         lineend--;
2137                         linetext++;
2138                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2139                         memcpy(name, linetext, len);
2140                         name[len] = 0;
2141                         // add the box to the list
2142                         CL_Locs_AddNode(mins, maxs, name);
2143                 }
2144                 // if a point was parsed, it needs to be scaled down by 8 (since
2145                 // point-based loc files were invented by a proxy which dealt
2146                 // directly with quake protocol coordinates, which are *8), turn
2147                 // it into a box
2148                 else if (i == 3)
2149                 {
2150                         // interpret silly fuhquake macros
2151                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2152                         {
2153                                 if (*linetext == '$')
2154                                 {
2155                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2156                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2157                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2158                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2159                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2160                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2161                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2162                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2163                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2164                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2165                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2166                                         else s = NULL;
2167                                         if (s)
2168                                         {
2169                                                 while (len < (int)sizeof(name) - 1 && *s)
2170                                                         name[len++] = *s++;
2171                                                 continue;
2172                                         }
2173                                 }
2174                                 name[len++] = *linetext++;
2175                         }
2176                         name[len] = 0;
2177                         // add the point to the list
2178                         VectorScale(mins, (1.0 / 8.0), mins);
2179                         CL_Locs_AddNode(mins, mins, name);
2180                 }
2181                 else
2182                         continue;
2183         }
2184 }
2185
2186 /*
2187 ===========
2188 CL_Shutdown
2189 ===========
2190 */
2191 void CL_Shutdown (void)
2192 {
2193         CL_Screen_Shutdown();
2194         CL_Particles_Shutdown();
2195         CL_Parse_Shutdown();
2196
2197         Mem_FreePool (&cls.permanentmempool);
2198         Mem_FreePool (&cls.levelmempool);
2199 }
2200
2201 /*
2202 =================
2203 CL_Init
2204 =================
2205 */
2206 void CL_Init (void)
2207 {
2208         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2209         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2210
2211         memset(&r_refdef, 0, sizeof(r_refdef));
2212         // max entities sent to renderer per frame
2213         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2214         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2215
2216         CL_InitInput ();
2217
2218 //
2219 // register our commands
2220 //
2221         Cvar_RegisterVariable (&cl_upspeed);
2222         Cvar_RegisterVariable (&cl_forwardspeed);
2223         Cvar_RegisterVariable (&cl_backspeed);
2224         Cvar_RegisterVariable (&cl_sidespeed);
2225         Cvar_RegisterVariable (&cl_movespeedkey);
2226         Cvar_RegisterVariable (&cl_yawspeed);
2227         Cvar_RegisterVariable (&cl_pitchspeed);
2228         Cvar_RegisterVariable (&cl_anglespeedkey);
2229         Cvar_RegisterVariable (&cl_shownet);
2230         Cvar_RegisterVariable (&cl_nolerp);
2231         Cvar_RegisterVariable (&lookspring);
2232         Cvar_RegisterVariable (&lookstrafe);
2233         Cvar_RegisterVariable (&sensitivity);
2234         Cvar_RegisterVariable (&freelook);
2235
2236         Cvar_RegisterVariable (&m_pitch);
2237         Cvar_RegisterVariable (&m_yaw);
2238         Cvar_RegisterVariable (&m_forward);
2239         Cvar_RegisterVariable (&m_side);
2240
2241         Cvar_RegisterVariable (&cl_itembobspeed);
2242         Cvar_RegisterVariable (&cl_itembobheight);
2243
2244         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2245         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2246         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2247         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2248         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2249         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2250
2251         // Support Client-side Model Index List
2252         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2253         // Support Client-side Sound Index List
2254         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2255
2256         Cvar_RegisterVariable (&cl_autodemo);
2257         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2258
2259         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2260
2261         // LordHavoc: added pausedemo
2262         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)");
2263
2264         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2265
2266         Cvar_RegisterVariable(&r_draweffects);
2267         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2268         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2269         Cvar_RegisterVariable(&cl_explosions_size_start);
2270         Cvar_RegisterVariable(&cl_explosions_size_end);
2271         Cvar_RegisterVariable(&cl_explosions_lifetime);
2272         Cvar_RegisterVariable(&cl_stainmaps);
2273         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2274         Cvar_RegisterVariable(&cl_beams_polygons);
2275         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2276         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2277         Cvar_RegisterVariable(&cl_beams_lightatend);
2278         Cvar_RegisterVariable(&cl_noplayershadow);
2279         Cvar_RegisterVariable(&cl_dlights_decayradius);
2280         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2281
2282         Cvar_RegisterVariable(&cl_prydoncursor);
2283
2284         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2285
2286         // for QW connections
2287         Cvar_RegisterVariable(&qport);
2288         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2289
2290         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2291
2292         Cvar_RegisterVariable(&cl_locs_enable);
2293         Cvar_RegisterVariable(&cl_locs_show);
2294         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)");
2295         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)");
2296         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2297         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2298         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2299
2300         CL_Parse_Init();
2301         CL_Particles_Init();
2302         CL_Screen_Init();
2303
2304         CL_Video_Init();
2305 }
2306
2307
2308