beginnings of qw protocol support
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
53
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
59
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
62
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
66
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
68
69 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
70
71 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
72
73 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
74
75 vec3_t cl_playerstandmins;
76 vec3_t cl_playerstandmaxs;
77 vec3_t cl_playercrouchmins;
78 vec3_t cl_playercrouchmaxs;
79
80 mempool_t *cl_mempool;
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 int cl_max_entities;
86 int cl_max_csqcentities;
87 int cl_max_static_entities;
88 int cl_max_temp_entities;
89 int cl_max_effects;
90 int cl_max_beams;
91 int cl_max_dlights;
92 int cl_max_lightstyle;
93 int cl_max_brushmodel_entities;
94 int cl_activedlights;
95
96 entity_t *cl_entities;
97 entity_t *cl_csqcentities;      //[515]: csqc
98 unsigned char *cl_entities_active;
99 unsigned char *cl_csqcentities_active;  //[515]: csqc
100 entity_t *cl_static_entities;
101 entity_t *cl_temp_entities;
102 cl_effect_t *cl_effects;
103 beam_t *cl_beams;
104 dlight_t *cl_dlights;
105 lightstyle_t *cl_lightstyle;
106 int *cl_brushmodel_entities;
107
108 int cl_num_entities;
109 int cl_num_csqcentities;        //[515]: csqc
110 int cl_num_static_entities;
111 int cl_num_temp_entities;
112 int cl_num_brushmodel_entities;
113
114 // keep track of quake entities because they need to be killed if they get stale
115 extern int cl_lastquakeentity;
116 extern unsigned char cl_isquakeentity[MAX_EDICTS];
117
118 /*
119 =====================
120 CL_ClearState
121
122 =====================
123 */
124 void CL_ClearState(void)
125 {
126         int i;
127
128         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
129         if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
130         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
131         if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
132         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
133         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
134         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
135         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
136         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
137         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
138         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
139         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
140         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
141         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
142
143         if (!sv.active)
144                 Host_ClearMemory ();
145
146 // wipe the entire cl structure
147         memset (&cl, 0, sizeof(cl));
148         // reset the view zoom interpolation
149         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
150
151         cl_num_entities = 0;
152         cl_num_csqcentities = 0;        //[515]: csqc
153         cl_num_static_entities = 0;
154         cl_num_temp_entities = 0;
155         cl_num_brushmodel_entities = 0;
156
157         // tweak these if the game runs out
158         cl_max_entities = 256;
159         cl_max_csqcentities = 256;      //[515]: csqc
160         cl_max_static_entities = 256;
161         cl_max_temp_entities = 512;
162         cl_max_effects = 256;
163         cl_max_beams = 256;
164         cl_max_dlights = MAX_DLIGHTS;
165         cl_max_lightstyle = MAX_LIGHTSTYLES;
166         cl_max_brushmodel_entities = MAX_EDICTS;
167         cl_activedlights = 0;
168
169         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
170         cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
171         cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
172         cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
173         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
174         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
175         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
176         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
177         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
178         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
179         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
180
181         cl_lastquakeentity = 0;
182         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
183
184         // LordHavoc: have to set up the baseline info for alpha and other stuff
185         for (i = 0;i < cl_max_entities;i++)
186         {
187                 cl_entities[i].state_baseline = defaultstate;
188                 cl_entities[i].state_previous = defaultstate;
189                 cl_entities[i].state_current = defaultstate;
190         }
191
192         for (i = 0;i < cl_max_csqcentities;i++)
193         {
194                 cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
195                 cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
196                 cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
197                 cl_csqcentities[i].csqc = true;
198                 cl_csqcentities[i].state_current.number = -i;
199         }
200
201         if (gamemode == GAME_NEXUIZ)
202         {
203                 VectorSet(cl_playerstandmins, -16, -16, -24);
204                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
205                 VectorSet(cl_playercrouchmins, -16, -16, -24);
206                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
207         }
208         else
209         {
210                 VectorSet(cl_playerstandmins, -16, -16, -24);
211                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
212                 VectorSet(cl_playercrouchmins, -16, -16, -24);
213                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
214         }
215
216         CL_Screen_NewMap();
217         CL_Particles_Clear();
218         CL_CGVM_Clear();
219 }
220
221 void CL_ExpandEntities(int num)
222 {
223         int i, oldmaxentities;
224         entity_t *oldentities;
225         if (num >= cl_max_entities)
226         {
227                 if (!cl_entities)
228                         Sys_Error("CL_ExpandEntities: cl_entities not initialized");
229                 if (num >= MAX_EDICTS)
230                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
231                 oldmaxentities = cl_max_entities;
232                 oldentities = cl_entities;
233                 cl_max_entities = (num & ~255) + 256;
234                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
235                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
236                 Mem_Free(oldentities);
237                 for (i = oldmaxentities;i < cl_max_entities;i++)
238                 {
239                         cl_entities[i].state_baseline = defaultstate;
240                         cl_entities[i].state_previous = defaultstate;
241                         cl_entities[i].state_current = defaultstate;
242                 }
243         }
244 }
245
246 void CL_ExpandCSQCEntities(int num)
247 {
248         int i, oldmaxentities;
249         entity_t *oldentities;
250         if (num >= cl_max_csqcentities)
251         {
252                 if (!cl_csqcentities)
253                         Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
254                 if (num >= MAX_EDICTS)
255                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
256                 oldmaxentities = cl_max_csqcentities;
257                 oldentities = cl_csqcentities;
258                 cl_max_csqcentities = (num & ~255) + 256;
259                 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
260                 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
261                 Mem_Free(oldentities);
262                 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
263                 {
264                         cl_csqcentities[i].state_baseline = defaultstate;
265                         cl_csqcentities[i].state_previous = defaultstate;
266                         cl_csqcentities[i].state_current = defaultstate;
267                         cl_csqcentities[i].csqc = true;
268                         cl_csqcentities[i].state_current.number = -i;
269                 }
270         }
271 }
272
273 void CL_VM_ShutDown (void);
274 /*
275 =====================
276 CL_Disconnect
277
278 Sends a disconnect message to the server
279 This is also called on Host_Error, so it shouldn't cause any errors
280 =====================
281 */
282 void CL_Disconnect(void)
283 {
284         if (cls.state == ca_dedicated)
285                 return;
286
287         Con_DPrintf("CL_Disconnect\n");
288
289         CL_VM_ShutDown();
290 // stop sounds (especially looping!)
291         S_StopAllSounds ();
292
293         // clear contents blends
294         cl.cshifts[0].percent = 0;
295         cl.cshifts[1].percent = 0;
296         cl.cshifts[2].percent = 0;
297         cl.cshifts[3].percent = 0;
298
299         cl.worldmodel = NULL;
300
301         if (cls.demoplayback)
302                 CL_StopPlayback();
303         else if (cls.netcon)
304         {
305                 sizebuf_t buf;
306                 unsigned char bufdata[8];
307                 if (cls.demorecording)
308                         CL_Stop_f();
309
310                 // send clc_disconnect 3 times to improve chances of server receiving
311                 // it (but it still fails sometimes)
312                 Con_DPrint("Sending clc_disconnect\n");
313                 memset(&buf, 0, sizeof(buf));
314                 buf.data = bufdata;
315                 buf.maxsize = sizeof(bufdata);
316                 MSG_WriteByte(&buf, clc_disconnect);
317                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
318                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
319                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
320                 NetConn_Close(cls.netcon);
321                 cls.netcon = NULL;
322         }
323         cls.state = ca_disconnected;
324
325         cls.demoplayback = cls.timedemo = false;
326         cls.signon = 0;
327 }
328
329 void CL_Disconnect_f(void)
330 {
331         CL_Disconnect ();
332         if (sv.active)
333                 Host_ShutdownServer ();
334 }
335
336
337
338
339 /*
340 =====================
341 CL_EstablishConnection
342
343 Host should be either "local" or a net address
344 =====================
345 */
346 void CL_EstablishConnection(const char *host)
347 {
348         if (cls.state == ca_dedicated)
349                 return;
350
351         // clear menu's connect error message
352         M_Update_Return_Reason("");
353         cls.demonum = -1;
354
355         // stop demo loop in case this fails
356         CL_Disconnect();
357
358         // make sure the client ports are open before attempting to connect
359         NetConn_UpdateSockets();
360
361         // run a network frame
362         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
363
364         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
365         {
366                 cls.connect_trying = true;
367                 cls.connect_remainingtries = 3;
368                 cls.connect_nextsendtime = 0;
369                 M_Update_Return_Reason("Trying to connect...");
370                 // run several network frames to jump into the game quickly
371                 //if (sv.active)
372                 //{
373                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
374                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
375                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
376                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
377                 //}
378         }
379         else
380         {
381                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
382                 M_Update_Return_Reason("No network");
383         }
384 }
385
386 /*
387 ==============
388 CL_PrintEntities_f
389 ==============
390 */
391 static void CL_PrintEntities_f(void)
392 {
393         entity_t *ent;
394         int i, j;
395         char name[32];
396
397         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
398         {
399                 if (!ent->state_current.active)
400                         continue;
401
402                 if (ent->render.model)
403                         strlcpy (name, ent->render.model->name, 25);
404                 else
405                         strcpy(name, "--no model--");
406                 for (j = (int)strlen(name);j < 25;j++)
407                         name[j] = ' ';
408                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
409         }
410 }
411
412 //static const vec3_t nomodelmins = {-16, -16, -16};
413 //static const vec3_t nomodelmaxs = {16, 16, 16};
414 void CL_BoundingBoxForEntity(entity_render_t *ent)
415 {
416         if (ent->model)
417         {
418                 //if (ent->angles[0] || ent->angles[2])
419                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
420                 {
421                         // pitch or roll
422                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
423                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
424                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
425                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
426                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
427                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
428                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
429                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
430                 }
431                 //else if (ent->angles[1])
432                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
433                 {
434                         // yaw
435                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
436                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
437                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
438                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
439                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
440                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
441                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
442                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
443                 }
444                 else
445                 {
446                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
447                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
448                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
449                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
450                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
451                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
452                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
453                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
454                 }
455         }
456         else
457         {
458                 ent->mins[0] = ent->matrix.m[0][3] - 16;
459                 ent->mins[1] = ent->matrix.m[1][3] - 16;
460                 ent->mins[2] = ent->matrix.m[2][3] - 16;
461                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
462                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
463                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
464                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
465                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
466         }
467 }
468
469 /*
470 ===============
471 CL_LerpPoint
472
473 Determines the fraction between the last two messages that the objects
474 should be put at.
475 ===============
476 */
477 static float CL_LerpPoint(void)
478 {
479         float f;
480
481         // dropped packet, or start of demo
482         if (cl.mtime[1] < cl.mtime[0] - 0.1)
483                 cl.mtime[1] = cl.mtime[0] - 0.1;
484
485         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
486
487         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
488         f = cl.mtime[0] - cl.mtime[1];
489         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
490         {
491                 cl.time = cl.mtime[0];
492                 return 1;
493         }
494
495         f = (cl.time - cl.mtime[1]) / f;
496         return bound(0, f, 1);
497 }
498
499 void CL_ClearTempEntities (void)
500 {
501         cl_num_temp_entities = 0;
502 }
503
504 entity_t *CL_NewTempEntity(void)
505 {
506         entity_t *ent;
507
508         if (r_refdef.numentities >= r_refdef.maxentities)
509                 return NULL;
510         if (cl_num_temp_entities >= cl_max_temp_entities)
511                 return NULL;
512         ent = &cl_temp_entities[cl_num_temp_entities++];
513         memset (ent, 0, sizeof(*ent));
514         r_refdef.entities[r_refdef.numentities++] = &ent->render;
515
516         ent->render.colormap = -1; // no special coloring
517         ent->render.scale = 1;
518         ent->render.alpha = 1;
519         VectorSet(ent->render.colormod, 1, 1, 1);
520         return ent;
521 }
522
523 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
524 {
525         int i;
526         cl_effect_t *e;
527         if (!modelindex) // sanity check
528                 return;
529         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
530         {
531                 if (e->active)
532                         continue;
533                 e->active = true;
534                 VectorCopy(org, e->origin);
535                 e->modelindex = modelindex;
536                 e->starttime = cl.time;
537                 e->startframe = startframe;
538                 e->endframe = startframe + framecount;
539                 e->framerate = framerate;
540
541                 e->frame = 0;
542                 e->frame1time = cl.time;
543                 e->frame2time = cl.time;
544                 break;
545         }
546 }
547
548 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
549 {
550         int i;
551         dlight_t *dl;
552
553         /*
554 // first look for an exact key match
555         if (ent)
556         {
557                 dl = cl_dlights;
558                 for (i = 0;i < cl_activedlights;i++, dl++)
559                         if (dl->ent == ent)
560                                 goto dlightsetup;
561         }
562         */
563
564 // then look for anything else
565         dl = cl_dlights;
566         for (i = 0;i < cl_activedlights;i++, dl++)
567                 if (!dl->radius)
568                         goto dlightsetup;
569         // if we hit the end of the active dlights and found no gaps, add a new one
570         if (i < MAX_DLIGHTS)
571         {
572                 cl_activedlights = i + 1;
573                 goto dlightsetup;
574         }
575
576         // unable to find one
577         return;
578
579 dlightsetup:
580         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
581         memset (dl, 0, sizeof(*dl));
582         Matrix4x4_Normalize(&dl->matrix, matrix);
583         dl->ent = ent;
584         dl->origin[0] = dl->matrix.m[0][3];
585         dl->origin[1] = dl->matrix.m[1][3];
586         dl->origin[2] = dl->matrix.m[2][3];
587         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
588         dl->matrix.m[0][3] = dl->origin[0];
589         dl->matrix.m[1][3] = dl->origin[1];
590         dl->matrix.m[2][3] = dl->origin[2];
591         dl->radius = radius;
592         dl->color[0] = red;
593         dl->color[1] = green;
594         dl->color[2] = blue;
595         dl->decay = decay;
596         if (lifetime)
597                 dl->die = cl.time + lifetime;
598         else
599                 dl->die = 0;
600         dl->cubemapnum = cubemapnum;
601         dl->style = style;
602         dl->shadow = shadowenable;
603         dl->corona = corona;
604         dl->flags = flags;
605         dl->coronasizescale = coronasizescale;
606         dl->ambientscale = ambientscale;
607         dl->diffusescale = diffusescale;
608         dl->specularscale = specularscale;
609 }
610
611 // called before entity relinking
612 void CL_DecayLights(void)
613 {
614         int i, oldmax;
615         dlight_t *dl;
616         float time, f;
617
618         time = cl.time - cl.oldtime;
619         oldmax = cl_activedlights;
620         cl_activedlights = 0;
621         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
622         {
623                 if (dl->radius)
624                 {
625                         f = dl->radius - time * dl->decay;
626                         if (cl.time < dl->die && f > 0)
627                         {
628                                 dl->radius = dl->radius - time * dl->decay;
629                                 cl_activedlights = i + 1;
630                         }
631                         else
632                                 dl->radius = 0;
633                 }
634         }
635 }
636
637 // called after entity relinking
638 void CL_UpdateLights(void)
639 {
640         int i, j, k, l;
641         dlight_t *dl;
642         float frac, f;
643
644         r_refdef.numlights = 0;
645         if (r_dynamic.integer)
646         {
647                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
648                 {
649                         if (dl->radius)
650                         {
651                                 R_RTLight_Update(dl, false);
652                                 r_refdef.lights[r_refdef.numlights++] = dl;
653                         }
654                 }
655         }
656
657 // light animations
658 // 'm' is normal light, 'a' is no light, 'z' is double bright
659         f = cl.time * 10;
660         i = (int)floor(f);
661         frac = f - i;
662         for (j = 0;j < cl_max_lightstyle;j++)
663         {
664                 if (!cl_lightstyle || !cl_lightstyle[j].length)
665                 {
666                         r_refdef.lightstylevalue[j] = 256;
667                         continue;
668                 }
669                 k = i % cl_lightstyle[j].length;
670                 l = (i-1) % cl_lightstyle[j].length;
671                 k = cl_lightstyle[j].map[k] - 'a';
672                 l = cl_lightstyle[j].map[l] - 'a';
673                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
674         }
675 }
676
677 #define MAXVIEWMODELS 32
678 entity_t *viewmodels[MAXVIEWMODELS];
679 int numviewmodels;
680
681 matrix4x4_t viewmodelmatrix;
682
683 static int entitylinkframenumber;
684
685 static const vec3_t muzzleflashorigin = {18, 0, 0};
686
687 extern void V_DriftPitch(void);
688 extern void V_FadeViewFlashs(void);
689 extern void V_CalcViewBlend(void);
690
691 extern void V_CalcRefdef(void);
692 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
693 void CL_LinkNetworkEntity(entity_t *e)
694 {
695         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
696         //matrix4x4_t dlightmatrix;
697         int j, k, l, trailtype, temp;
698         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
699         entity_t *t;
700         model_t *model;
701         trace_t trace;
702         //entity_persistent_t *p = &e->persistent;
703         //entity_render_t *r = &e->render;
704         if (e->persistent.linkframe != entitylinkframenumber)
705         {
706                 e->persistent.linkframe = entitylinkframenumber;
707                 // skip inactive entities and world
708                 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
709                         return;
710                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
711                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
712                 e->render.flags = e->state_current.flags;
713                 e->render.effects = e->state_current.effects;
714                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
715                 if (e->state_current.flags & RENDER_COLORMAPPED)
716                 {
717                         int cb;
718                         unsigned char *cbcolor;
719                         e->render.colormap = e->state_current.colormap;
720                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
721                         cbcolor = (unsigned char *) (&palette_complete[cb]);
722                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
723                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
724                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
725                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
726                         cbcolor = (unsigned char *) (&palette_complete[cb]);
727                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
728                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
729                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
730                 }
731                 else if (e->state_current.colormap && cl.scores != NULL)
732                 {
733                         int cb;
734                         unsigned char *cbcolor;
735                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
736                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
737                         cbcolor = (unsigned char *) (&palette_complete[cb]);
738                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
739                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
740                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
741                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
742                         cbcolor = (unsigned char *) (&palette_complete[cb]);
743                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
744                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
745                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
746                 }
747                 else
748                 {
749                         e->render.colormap = -1; // no special coloring
750                         VectorClear(e->render.colormap_pantscolor);
751                         VectorClear(e->render.colormap_shirtcolor);
752                 }
753                 e->render.skinnum = e->state_current.skin;
754                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
755                 {
756                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
757                                 return;
758                         if (!e->csqc)
759                         {
760                                 if (cl.viewentity)
761                                         CL_LinkNetworkEntity(cl_entities + cl.viewentity);
762                                 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
763                                 {
764                                         e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
765                                         e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
766                                 }
767                         }
768                         matrix = &viewmodelmatrix;
769                 }
770                 else
771                 {
772                         // if the tag entity is currently impossible, skip it
773                         if (!e->csqc)
774                         {
775                                 if (e->state_current.tagentity >= cl_num_entities)
776                                         return;
777                                 t = cl_entities + e->state_current.tagentity;
778                         }
779                         else
780                         {
781                                 if (e->state_current.tagentity >= cl_num_csqcentities)
782                                         return;
783                                 t = cl_csqcentities + e->state_current.tagentity;
784                         }
785                         // if the tag entity is inactive, skip it
786                         if (!t->state_current.active)
787                                 return;
788                         // note: this can link to world
789                         CL_LinkNetworkEntity(t);
790                         // make relative to the entity
791                         matrix = &t->render.matrix;
792                         // some properties of the tag entity carry over
793                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
794                         // if a valid tagindex is used, make it relative to that tag instead
795                         // FIXME: use a model function to get tag info (need to handle skeletal)
796                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
797                         {
798                                 // blend the matrices
799                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
800                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
801                                 {
802                                         matrix4x4_t tagmatrix;
803                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
804                                         d = t->render.frameblend[j].lerp;
805                                         for (l = 0;l < 4;l++)
806                                                 for (k = 0;k < 4;k++)
807                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
808                                 }
809                                 // concat the tag matrices onto the entity matrix
810                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
811                                 // use the constructed tag matrix
812                                 matrix = &tempmatrix;
813                         }
814                 }
815
816                 // movement lerp
817                 // if it's the player entity, update according to client movement
818                 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
819                 {
820                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
821                         lerp = bound(0, lerp, 1);
822                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
823                         VectorSet(angles, 0, cl.viewangles[1], 0);
824                 }
825                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
826                 {
827                         // interpolate the origin and angles
828                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
829                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
830                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
831                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
832                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
833                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
834                 }
835                 else
836                 {
837                         // no interpolation
838                         VectorCopy(e->persistent.neworigin, origin);
839                         VectorCopy(e->persistent.newangles, angles);
840                 }
841
842                 // model setup and some modelflags
843                 if(e->state_current.modelindex < MAX_MODELS)
844                         e->render.model = cl.model_precache[e->state_current.modelindex];
845                 else
846                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
847                 if (e->render.model)
848                 {
849                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
850                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
851                                 angles[0] = -angles[0];
852                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
853                         {
854                                 angles[1] = ANGLEMOD(100*cl.time);
855                                 if (cl_itembobheight.value)
856                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
857                         }
858                         // transfer certain model flags to effects
859                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
860                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
861                                 VectorScale(e->render.colormod, 2, e->render.colormod);
862                 }
863
864                 // animation lerp
865                 if (e->render.frame2 == e->state_current.frame)
866                 {
867                         // update frame lerp fraction
868                         e->render.framelerp = 1;
869                         if (e->render.frame2time > e->render.frame1time)
870                         {
871                                 // make sure frame lerp won't last longer than 100ms
872                                 // (this mainly helps with models that use framegroups and
873                                 // switch between them infrequently)
874                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
875                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
876                         }
877                 }
878                 else
879                 {
880                         // begin a new frame lerp
881                         e->render.frame1 = e->render.frame2;
882                         e->render.frame1time = e->render.frame2time;
883                         e->render.frame = e->render.frame2 = e->state_current.frame;
884                         e->render.frame2time = cl.time;
885                         e->render.framelerp = 0;
886                 }
887                 R_LerpAnimation(&e->render);
888
889                 // set up the render matrix
890                 // FIXME: e->render.scale should go away
891                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
892                 // concat the matrices to make the entity relative to its tag
893                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
894                 // make the other useful stuff
895                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
896                 CL_BoundingBoxForEntity(&e->render);
897
898                 // handle effects now that we know where this entity is in the world...
899                 if (e->render.model && e->render.model->soundfromcenter)
900                 {
901                         // bmodels are treated specially since their origin is usually '0 0 0'
902                         vec3_t o;
903                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
904                         Matrix4x4_Transform(&e->render.matrix, o, origin);
905                 }
906                 else
907                 {
908                         origin[0] = e->render.matrix.m[0][3];
909                         origin[1] = e->render.matrix.m[1][3];
910                         origin[2] = e->render.matrix.m[2][3];
911                 }
912                 trailtype = -1;
913                 dlightradius = 0;
914                 dlightcolor[0] = 0;
915                 dlightcolor[1] = 0;
916                 dlightcolor[2] = 0;
917                 // LordHavoc: if the entity has no effects, don't check each
918                 if (e->render.effects)
919                 {
920                         if (e->render.effects & EF_BRIGHTFIELD)
921                         {
922                                 if (gamemode == GAME_NEXUIZ)
923                                 {
924                                         dlightradius = max(dlightradius, 200);
925                                         dlightcolor[0] += 0.75f;
926                                         dlightcolor[1] += 1.50f;
927                                         dlightcolor[2] += 3.00f;
928                                         trailtype = 8;
929                                 }
930                                 else
931                                         CL_EntityParticles(e);
932                         }
933                         if (e->render.effects & EF_MUZZLEFLASH)
934                                 e->persistent.muzzleflash = 1.0f;
935                         if (e->render.effects & EF_DIMLIGHT)
936                         {
937                                 dlightradius = max(dlightradius, 200);
938                                 dlightcolor[0] += 1.50f;
939                                 dlightcolor[1] += 1.50f;
940                                 dlightcolor[2] += 1.50f;
941                         }
942                         if (e->render.effects & EF_BRIGHTLIGHT)
943                         {
944                                 dlightradius = max(dlightradius, 400);
945                                 dlightcolor[0] += 3.00f;
946                                 dlightcolor[1] += 3.00f;
947                                 dlightcolor[2] += 3.00f;
948                         }
949                         // LordHavoc: more effects
950                         if (e->render.effects & EF_RED) // red
951                         {
952                                 dlightradius = max(dlightradius, 200);
953                                 dlightcolor[0] += 1.50f;
954                                 dlightcolor[1] += 0.15f;
955                                 dlightcolor[2] += 0.15f;
956                         }
957                         if (e->render.effects & EF_BLUE) // blue
958                         {
959                                 dlightradius = max(dlightradius, 200);
960                                 dlightcolor[0] += 0.15f;
961                                 dlightcolor[1] += 0.15f;
962                                 dlightcolor[2] += 1.50f;
963                         }
964                         if (e->render.effects & EF_FLAME)
965                         {
966                                 mins[0] = origin[0] - 16.0f;
967                                 mins[1] = origin[1] - 16.0f;
968                                 mins[2] = origin[2] - 16.0f;
969                                 maxs[0] = origin[0] + 16.0f;
970                                 maxs[1] = origin[1] + 16.0f;
971                                 maxs[2] = origin[2] + 16.0f;
972                                 // how many flames to make
973                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
974                                 CL_FlameCube(mins, maxs, temp);
975                                 d = lhrandom(0.75f, 1);
976                                 dlightradius = max(dlightradius, 200);
977                                 dlightcolor[0] += d * 2.0f;
978                                 dlightcolor[1] += d * 1.5f;
979                                 dlightcolor[2] += d * 0.5f;
980                         }
981                         if (e->render.effects & EF_STARDUST)
982                         {
983                                 mins[0] = origin[0] - 16.0f;
984                                 mins[1] = origin[1] - 16.0f;
985                                 mins[2] = origin[2] - 16.0f;
986                                 maxs[0] = origin[0] + 16.0f;
987                                 maxs[1] = origin[1] + 16.0f;
988                                 maxs[2] = origin[2] + 16.0f;
989                                 // how many particles to make
990                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
991                                 CL_Stardust(mins, maxs, temp);
992                                 dlightradius = max(dlightradius, 200);
993                                 dlightcolor[0] += 1.0f;
994                                 dlightcolor[1] += 0.7f;
995                                 dlightcolor[2] += 0.3f;
996                         }
997                 }
998                 // muzzleflash fades over time, and is offset a bit
999                 if (e->persistent.muzzleflash > 0)
1000                 {
1001                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1002                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1003                         tempmatrix = e->render.matrix;
1004                         tempmatrix.m[0][3] = trace.endpos[0];
1005                         tempmatrix.m[1][3] = trace.endpos[1];
1006                         tempmatrix.m[2][3] = trace.endpos[2];
1007                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1008                         e->persistent.muzzleflash -= cl.frametime * 10;
1009                 }
1010                 // LordHavoc: if the model has no flags, don't check each
1011                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1012                 {
1013                         if (e->render.model->flags & EF_GIB)
1014                                 trailtype = 2;
1015                         else if (e->render.model->flags & EF_ZOMGIB)
1016                                 trailtype = 4;
1017                         else if (e->render.model->flags & EF_TRACER)
1018                         {
1019                                 trailtype = 3;
1020                                 //dlightradius = max(dlightradius, 100);
1021                                 //dlightcolor[0] += 0.25f;
1022                                 //dlightcolor[1] += 1.00f;
1023                                 //dlightcolor[2] += 0.25f;
1024                         }
1025                         else if (e->render.model->flags & EF_TRACER2)
1026                         {
1027                                 trailtype = 5;
1028                                 //dlightradius = max(dlightradius, 100);
1029                                 //dlightcolor[0] += 1.00f;
1030                                 //dlightcolor[1] += 0.60f;
1031                                 //dlightcolor[2] += 0.20f;
1032                         }
1033                         else if (e->render.model->flags & EF_ROCKET)
1034                         {
1035                                 trailtype = 0;
1036                                 dlightradius = max(dlightradius, 200);
1037                                 dlightcolor[0] += 3.00f;
1038                                 dlightcolor[1] += 1.50f;
1039                                 dlightcolor[2] += 0.50f;
1040                         }
1041                         else if (e->render.model->flags & EF_GRENADE)
1042                         {
1043                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1044                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1045                         }
1046                         else if (e->render.model->flags & EF_TRACER3)
1047                         {
1048                                 trailtype = 6;
1049                                 if (gamemode == GAME_PRYDON)
1050                                 {
1051                                         dlightradius = max(dlightradius, 100);
1052                                         dlightcolor[0] += 0.30f;
1053                                         dlightcolor[1] += 0.60f;
1054                                         dlightcolor[2] += 1.20f;
1055                                 }
1056                                 else
1057                                 {
1058                                         dlightradius = max(dlightradius, 200);
1059                                         dlightcolor[0] += 1.20f;
1060                                         dlightcolor[1] += 0.50f;
1061                                         dlightcolor[2] += 1.00f;
1062                                 }
1063                         }
1064                 }
1065                 // LordHavoc: customizable glow
1066                 if (e->state_current.glowsize)
1067                 {
1068                         // * 4 for the expansion from 0-255 to 0-1023 range,
1069                         // / 255 to scale down byte colors
1070                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1071                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1072                 }
1073                 // make the glow dlight
1074                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1075                 {
1076                         //dlightmatrix = e->render.matrix;
1077                         // hack to make glowing player light shine on their gun
1078                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1079                         //      dlightmatrix.m[2][3] += 30;
1080                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1081                 }
1082                 // custom rtlight
1083                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1084                 {
1085                         float light[4];
1086                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1087                         light[3] = e->state_current.light[3];
1088                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1089                                 VectorSet(light, 1, 1, 1);
1090                         if (light[3] == 0)
1091                                 light[3] = 350;
1092                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1093                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1094                 }
1095                 // do trails
1096                 if (e->render.flags & RENDER_GLOWTRAIL)
1097                         trailtype = 9;
1098                 if (trailtype >= 0)
1099                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1100                 VectorCopy(origin, e->persistent.trail_origin);
1101                 // tenebrae's sprites are all additive mode (weird)
1102                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1103                         e->render.effects |= EF_ADDITIVE;
1104                 // player model is only shown with chase_active on
1105                 if (!e->csqc)
1106                 if (e->state_current.number == cl.viewentity)
1107                         e->render.flags |= RENDER_EXTERIORMODEL;
1108                 // transparent stuff can't be lit during the opaque stage
1109                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1110                         e->render.flags |= RENDER_TRANSPARENT;
1111                 // double sided rendering mode causes backfaces to be visible
1112                 // (mostly useful on transparent stuff)
1113                 if (e->render.effects & EF_DOUBLESIDED)
1114                         e->render.flags |= RENDER_NOCULLFACE;
1115                 // either fullbright or lit
1116                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1117                         e->render.flags |= RENDER_LIGHT;
1118                 // hide player shadow during intermission or nehahra movie
1119                 if (!(e->render.effects & EF_NOSHADOW)
1120                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1121                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1122                         e->render.flags |= RENDER_SHADOW;
1123                 // as soon as player is known we can call V_CalcRefDef
1124                 if (!csqc_loaded)
1125                 if (e->state_current.number == cl.viewentity)
1126                         V_CalcRefdef();
1127                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1128                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1129                 // don't show entities with no modelindex (note: this still shows
1130                 // entities which have a modelindex that resolved to a NULL model)
1131                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1132                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1133                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1134                 //      Matrix4x4_Print(&e->render.matrix);
1135         }
1136 }
1137
1138 void CL_RelinkWorld(void)
1139 {
1140         entity_t *ent = &cl_entities[0];
1141         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1142         // FIXME: this should be done at load
1143         Matrix4x4_CreateIdentity(&ent->render.matrix);
1144         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1145         R_LerpAnimation(&ent->render);
1146         CL_BoundingBoxForEntity(&ent->render);
1147         ent->render.flags = RENDER_SHADOW;
1148         if (!r_fullbright.integer)
1149                 ent->render.flags |= RENDER_LIGHT;
1150         VectorSet(ent->render.colormod, 1, 1, 1);
1151         r_refdef.worldentity = &ent->render;
1152         r_refdef.worldmodel = cl.worldmodel;
1153 }
1154
1155 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1156 {
1157         entity_t *ent = &cl_csqcentities[0];
1158         if(!csqc_loaded)
1159                 return;
1160 //      cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1161         // FIXME: this should be done at load
1162         Matrix4x4_CreateIdentity(&ent->render.matrix);
1163         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1164         R_LerpAnimation(&ent->render);
1165         CL_BoundingBoxForEntity(&ent->render);
1166         ent->render.flags = RENDER_SHADOW;
1167         if (!r_fullbright.integer)
1168                 ent->render.flags |= RENDER_LIGHT;
1169         VectorSet(ent->render.colormod, 1, 1, 1);
1170 //      r_refdef.worldentity = &ent->render;
1171 //      r_refdef.worldmodel = cl.worldmodel;
1172 }
1173
1174 static void CL_RelinkStaticEntities(void)
1175 {
1176         int i;
1177         entity_t *e;
1178         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1179         {
1180                 e->render.flags = 0;
1181                 // transparent stuff can't be lit during the opaque stage
1182                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1183                         e->render.flags |= RENDER_TRANSPARENT;
1184                 // either fullbright or lit
1185                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1186                         e->render.flags |= RENDER_LIGHT;
1187                 // hide player shadow during intermission or nehahra movie
1188                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1189                         e->render.flags |= RENDER_SHADOW;
1190                 VectorSet(e->render.colormod, 1, 1, 1);
1191                 R_LerpAnimation(&e->render);
1192                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1193         }
1194 }
1195
1196 /*
1197 ===============
1198 CL_RelinkEntities
1199 ===============
1200 */
1201 static void CL_RelinkNetworkEntities(int drawmask)
1202 {
1203         entity_t *ent;
1204         int i, k;
1205
1206         if(!csqc_loaded)
1207         {
1208                 ent = &cl.viewent;
1209                 ent->state_previous = ent->state_current;
1210                 ent->state_current = defaultstate;
1211                 ent->state_current.time = cl.time;
1212                 ent->state_current.number = -1;
1213                 ent->state_current.active = true;
1214                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1215                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1216                 ent->state_current.flags = RENDER_VIEWMODEL;
1217                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1218                         ent->state_current.modelindex = 0;
1219                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1220                 {
1221                         if (gamemode == GAME_TRANSFUSION)
1222                                 ent->state_current.alpha = 128;
1223                         else
1224                                 ent->state_current.modelindex = 0;
1225                 }
1226
1227                 // reset animation interpolation on weaponmodel if model changed
1228                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1229                 {
1230                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1231                         ent->render.frame1time = ent->render.frame2time = cl.time;
1232                         ent->render.framelerp = 1;
1233                 }
1234         }
1235
1236         // start on the entity after the world
1237         entitylinkframenumber++;
1238         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1239         {
1240                 for (i = 1;i < cl_num_entities;i++)
1241                 {
1242                         if (cl_entities_active[i])
1243                         {
1244                                 ent = cl_entities + i;
1245                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1246                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1247                                 {
1248                                         cl_entities_active[i] = false;
1249                                         continue;
1250                                 }
1251                                 if (ent->state_current.active)
1252                                         CL_LinkNetworkEntity(ent);
1253                                 else
1254                                         cl_entities_active[i] = false;
1255                         }
1256                 }
1257         }
1258
1259         //[515]: csqc
1260         if(csqc_loaded)
1261         {
1262                 for (i=1,k=cl_num_csqcentities;k;i++)
1263                 {
1264                         if (cl_csqcentities_active[i])
1265                         {
1266                                 --k;
1267                                 ent = cl_csqcentities + i;
1268                                 if (ent->state_current.active)
1269                                         CL_LinkNetworkEntity(ent);
1270                                 else
1271                                         cl_csqcentities_active[i] = false;
1272                         }
1273                 }
1274         }
1275         else
1276                 CL_LinkNetworkEntity(&cl.viewent);
1277 }
1278
1279 static void CL_RelinkEffects(void)
1280 {
1281         int i, intframe;
1282         cl_effect_t *e;
1283         entity_t *ent;
1284         float frame;
1285
1286         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1287         {
1288                 if (e->active)
1289                 {
1290                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1291                         intframe = frame;
1292                         if (intframe < 0 || intframe >= e->endframe)
1293                         {
1294                                 memset(e, 0, sizeof(*e));
1295                                 continue;
1296                         }
1297
1298                         if (intframe != e->frame)
1299                         {
1300                                 e->frame = intframe;
1301                                 e->frame1time = e->frame2time;
1302                                 e->frame2time = cl.time;
1303                         }
1304
1305                         // if we're drawing effects, get a new temp entity
1306                         // (NewTempEntity adds it to the render entities list for us)
1307                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1308                         {
1309                                 // interpolation stuff
1310                                 ent->render.frame1 = intframe;
1311                                 ent->render.frame2 = intframe + 1;
1312                                 if (ent->render.frame2 >= e->endframe)
1313                                         ent->render.frame2 = -1; // disappear
1314                                 ent->render.framelerp = frame - intframe;
1315                                 ent->render.frame1time = e->frame1time;
1316                                 ent->render.frame2time = e->frame2time;
1317
1318                                 // normal stuff
1319                                 if(e->modelindex < MAX_MODELS)
1320                                         ent->render.model = cl.model_precache[e->modelindex];
1321                                 else
1322                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1323                                 ent->render.frame = ent->render.frame2;
1324                                 ent->render.colormap = -1; // no special coloring
1325                                 ent->render.alpha = 1;
1326                                 VectorSet(ent->render.colormod, 1, 1, 1);
1327
1328                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1329                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1330                                 R_LerpAnimation(&ent->render);
1331                                 CL_BoundingBoxForEntity(&ent->render);
1332                         }
1333                 }
1334         }
1335 }
1336
1337 void CL_RelinkBeams(void)
1338 {
1339         int i;
1340         beam_t *b;
1341         vec3_t dist, org;
1342         float d;
1343         entity_t *ent;
1344         float yaw, pitch;
1345         float forward;
1346         matrix4x4_t tempmatrix;
1347
1348         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1349         {
1350                 if (!b->model || b->endtime < cl.time)
1351                         continue;
1352
1353                 // if coming from the player, update the start position
1354                 //if (b->entity == cl.viewentity)
1355                 //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1356                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1357                 {
1358                         entity_render_t *r = &cl_entities[b->entity].render;
1359                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1360                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1361                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1362                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1363                 }
1364
1365                 if (b->lightning)
1366                 {
1367                         if (cl_beams_lightatend.integer)
1368                         {
1369                                 // FIXME: create a matrix from the beam start/end orientation
1370                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1371                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1372                         }
1373                         if (cl_beams_polygons.integer)
1374                                 continue;
1375                 }
1376
1377                 // calculate pitch and yaw
1378                 VectorSubtract (b->end, b->start, dist);
1379
1380                 if (dist[1] == 0 && dist[0] == 0)
1381                 {
1382                         yaw = 0;
1383                         if (dist[2] > 0)
1384                                 pitch = 90;
1385                         else
1386                                 pitch = 270;
1387                 }
1388                 else
1389                 {
1390                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1391                         if (yaw < 0)
1392                                 yaw += 360;
1393
1394                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1395                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1396                         if (pitch < 0)
1397                                 pitch += 360;
1398                 }
1399
1400                 // add new entities for the lightning
1401                 VectorCopy (b->start, org);
1402                 d = VectorNormalizeLength(dist);
1403                 while (d > 0)
1404                 {
1405                         ent = CL_NewTempEntity ();
1406                         if (!ent)
1407                                 return;
1408                         //VectorCopy (org, ent->render.origin);
1409                         ent->render.model = b->model;
1410                         //ent->render.effects = EF_FULLBRIGHT;
1411                         //ent->render.angles[0] = pitch;
1412                         //ent->render.angles[1] = yaw;
1413                         //ent->render.angles[2] = rand()%360;
1414                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1415                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1416                         R_LerpAnimation(&ent->render);
1417                         CL_BoundingBoxForEntity(&ent->render);
1418                         VectorMA(org, 30, dist, org);
1419                         d -= 30;
1420                 }
1421         }
1422 }
1423
1424 void CL_LerpPlayer(float frac)
1425 {
1426         int i;
1427         float d;
1428
1429         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1430         for (i = 0;i < 3;i++)
1431         {
1432                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1433                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1434                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1435         }
1436
1437         if (cls.demoplayback)
1438         {
1439                 // interpolate the angles
1440                 for (i = 0;i < 3;i++)
1441                 {
1442                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1443                         if (d > 180)
1444                                 d -= 360;
1445                         else if (d < -180)
1446                                 d += 360;
1447                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1448                 }
1449         }
1450 }
1451
1452 void CSQC_RelinkAllEntities (int drawmask)
1453 {
1454         CL_RelinkNetworkEntities(drawmask);
1455         if(drawmask & ENTMASK_ENGINE)
1456         {
1457                 // move particles
1458                 CL_MoveParticles();
1459                 R_MoveExplosions();
1460         }
1461
1462         // link stuff
1463         CL_RelinkWorld();
1464         CL_RelinkCSQCWorld();   //[515]: csqc
1465         if(drawmask & ENTMASK_ENGINE)
1466         {
1467                 CL_RelinkStaticEntities();
1468                 CL_RelinkBeams();
1469                 CL_RelinkEffects();
1470         }
1471 }
1472
1473 /*
1474 ===============
1475 CL_ReadFromServer
1476
1477 Read all incoming data from the server
1478 ===============
1479 */
1480 extern void CL_ClientMovement_Replay();
1481
1482 int CL_ReadFromServer(void)
1483 {
1484         CL_ReadDemoMessage();
1485         CL_SendMove();
1486
1487         r_refdef.time = cl.time;
1488         r_refdef.extraupdate = !r_speeds.integer;
1489         r_refdef.numentities = 0;
1490         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1491         cl_num_brushmodel_entities = 0;
1492
1493         if (cls.state == ca_connected && cls.signon == SIGNONS)
1494         {
1495                 // prepare for a new frame
1496                 CL_LerpPlayer(CL_LerpPoint());
1497                 CL_DecayLights();
1498                 CL_ClearTempEntities();
1499                 V_DriftPitch();
1500                 V_FadeViewFlashs();
1501
1502                 // relink network entities (note: this sets up the view!)
1503                 CL_ClientMovement_Replay();
1504                 if(!csqc_loaded)        //[515]: csqc
1505                 {
1506                         CL_RelinkNetworkEntities(65535);
1507
1508                         // move particles
1509                         CL_MoveParticles();
1510                         R_MoveExplosions();
1511
1512                         // link stuff
1513                         CL_RelinkWorld();
1514                         CL_RelinkCSQCWorld();   //[515]: csqc
1515                         CL_RelinkStaticEntities();
1516                         CL_RelinkBeams();
1517                         CL_RelinkEffects();
1518                 }
1519                 else
1520                         csqc_frame = true;
1521
1522                 // run cgame code (which can add more entities)
1523                 CL_CGVM_Frame();
1524
1525                 CL_UpdateLights();
1526
1527                 // update view blend
1528                 V_CalcViewBlend();
1529         }
1530
1531         return 0;
1532 }
1533
1534 // LordHavoc: pausedemo command
1535 static void CL_PauseDemo_f (void)
1536 {
1537         cls.demopaused = !cls.demopaused;
1538         if (cls.demopaused)
1539                 Con_Print("Demo paused\n");
1540         else
1541                 Con_Print("Demo unpaused\n");
1542 }
1543
1544 /*
1545 ======================
1546 CL_Fog_f
1547 ======================
1548 */
1549 static void CL_Fog_f (void)
1550 {
1551         if (Cmd_Argc () == 1)
1552         {
1553                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1554                 return;
1555         }
1556         fog_density = atof(Cmd_Argv(1));
1557         fog_red = atof(Cmd_Argv(2));
1558         fog_green = atof(Cmd_Argv(3));
1559         fog_blue = atof(Cmd_Argv(4));
1560 }
1561
1562 /*
1563 ====================
1564 CL_TimeRefresh_f
1565
1566 For program optimization
1567 ====================
1568 */
1569 static void CL_TimeRefresh_f (void)
1570 {
1571         int i;
1572         float timestart, timedelta, oldangles[3];
1573
1574         r_refdef.extraupdate = false;
1575         VectorCopy(cl.viewangles, oldangles);
1576         VectorClear(cl.viewangles);
1577
1578         timestart = Sys_DoubleTime();
1579         for (i = 0;i < 128;i++)
1580         {
1581                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1582                 CL_UpdateScreen();
1583         }
1584         timedelta = Sys_DoubleTime() - timestart;
1585
1586         VectorCopy(oldangles, cl.viewangles);
1587         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1588 }
1589
1590 /*
1591 ===========
1592 CL_Shutdown
1593 ===========
1594 */
1595 void CL_Shutdown (void)
1596 {
1597         CL_CGVM_Shutdown();
1598         CL_Particles_Shutdown();
1599         CL_Parse_Shutdown();
1600
1601         Mem_FreePool (&cl_mempool);
1602 }
1603
1604 /*
1605 =================
1606 CL_Init
1607 =================
1608 */
1609 void CL_Init (void)
1610 {
1611         cl_mempool = Mem_AllocPool("client", 0, NULL);
1612
1613         memset(&r_refdef, 0, sizeof(r_refdef));
1614         // max entities sent to renderer per frame
1615         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1616         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1617         // 256k drawqueue buffer
1618         // TODO: make dynamic
1619         r_refdef.maxdrawqueuesize = 256 * 1024;
1620         r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1621
1622         CL_InitInput ();
1623
1624 //
1625 // register our commands
1626 //
1627         Cvar_RegisterVariable (&csqc_progname);
1628         Cvar_RegisterVariable (&csqc_progcrc);
1629
1630         Cvar_RegisterVariable (&cl_upspeed);
1631         Cvar_RegisterVariable (&cl_forwardspeed);
1632         Cvar_RegisterVariable (&cl_backspeed);
1633         Cvar_RegisterVariable (&cl_sidespeed);
1634         Cvar_RegisterVariable (&cl_movespeedkey);
1635         Cvar_RegisterVariable (&cl_yawspeed);
1636         Cvar_RegisterVariable (&cl_pitchspeed);
1637         Cvar_RegisterVariable (&cl_anglespeedkey);
1638         Cvar_RegisterVariable (&cl_shownet);
1639         Cvar_RegisterVariable (&cl_nolerp);
1640         Cvar_RegisterVariable (&lookspring);
1641         Cvar_RegisterVariable (&lookstrafe);
1642         Cvar_RegisterVariable (&sensitivity);
1643         Cvar_RegisterVariable (&freelook);
1644
1645         Cvar_RegisterVariable (&m_pitch);
1646         Cvar_RegisterVariable (&m_yaw);
1647         Cvar_RegisterVariable (&m_forward);
1648         Cvar_RegisterVariable (&m_side);
1649
1650         Cvar_RegisterVariable (&cl_itembobspeed);
1651         Cvar_RegisterVariable (&cl_itembobheight);
1652
1653         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1654         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1655         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1656         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1657         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1658         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1659
1660         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1661
1662         // LordHavoc: added pausedemo
1663         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)");
1664
1665         Cvar_RegisterVariable(&r_draweffects);
1666         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1667         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1668         Cvar_RegisterVariable(&cl_explosions_size_start);
1669         Cvar_RegisterVariable(&cl_explosions_size_end);
1670         Cvar_RegisterVariable(&cl_explosions_lifetime);
1671         Cvar_RegisterVariable(&cl_stainmaps);
1672         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1673         Cvar_RegisterVariable(&cl_beams_polygons);
1674         Cvar_RegisterVariable(&cl_beams_relative);
1675         Cvar_RegisterVariable(&cl_beams_lightatend);
1676         Cvar_RegisterVariable(&cl_noplayershadow);
1677
1678         Cvar_RegisterVariable(&cl_prydoncursor);
1679
1680         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1681
1682         // for QW connections
1683         Cvar_RegisterVariable(&qport);
1684         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1685
1686         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1687
1688         CL_Parse_Init();
1689         CL_Particles_Init();
1690         CL_Screen_Init();
1691         CL_CGVM_Init();
1692
1693         CL_Video_Init();
1694 }
1695
1696
1697