optimizations and refactoring to get a small (1-2%) speed gain
[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 int cl_activeeffects;
96 int cl_activebeams;
97
98 entity_t *cl_entities;
99 entity_t *cl_csqcentities;      //[515]: csqc
100 unsigned char *cl_entities_active;
101 unsigned char *cl_csqcentities_active;  //[515]: csqc
102 entity_t *cl_static_entities;
103 entity_t *cl_temp_entities;
104 cl_effect_t *cl_effects;
105 beam_t *cl_beams;
106 dlight_t *cl_dlights;
107 lightstyle_t *cl_lightstyle;
108 int *cl_brushmodel_entities;
109
110 int cl_num_entities;
111 int cl_num_csqcentities;        //[515]: csqc
112 int cl_num_static_entities;
113 int cl_num_temp_entities;
114 int cl_num_brushmodel_entities;
115
116 // keep track of quake entities because they need to be killed if they get stale
117 extern int cl_lastquakeentity;
118 extern unsigned char cl_isquakeentity[MAX_EDICTS];
119
120 /*
121 =====================
122 CL_ClearState
123
124 =====================
125 */
126 void CL_ClearState(void)
127 {
128         int i;
129         entity_t *ent;
130
131         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
132         if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
133         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
134         if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
135         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
136         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
137         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
138         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
139         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
140         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
141         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
142         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
143         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
144         if (cl.entitydatabaseqw) EntityFrameQW_FreeDatabase(cl.entitydatabaseqw);cl.entitydatabaseqw = NULL;
145         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
146
147         if (!sv.active)
148                 Host_ClearMemory ();
149
150 // wipe the entire cl structure
151         memset (&cl, 0, sizeof(cl));
152
153         S_StopAllSounds();
154
155         // reset the view zoom interpolation
156         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
157
158         cl_num_entities = 0;
159         cl_num_csqcentities = 0;        //[515]: csqc
160         cl_num_static_entities = 0;
161         cl_num_temp_entities = 0;
162         cl_num_brushmodel_entities = 0;
163
164         // tweak these if the game runs out
165         cl_max_entities = 256;
166         cl_max_csqcentities = 256;      //[515]: csqc
167         cl_max_static_entities = 256;
168         cl_max_temp_entities = 512;
169         cl_max_effects = 256;
170         cl_max_beams = 256;
171         cl_max_dlights = MAX_DLIGHTS;
172         cl_max_lightstyle = MAX_LIGHTSTYLES;
173         cl_max_brushmodel_entities = MAX_EDICTS;
174         cl_activedlights = 0;
175         cl_activeeffects = 0;
176         cl_activebeams = 0;
177
178         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
179         cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
180         cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
181         cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
182         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
183         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
184         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
185         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
186         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
187         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
188         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
189
190         cl_lastquakeentity = 0;
191         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
192
193         // LordHavoc: have to set up the baseline info for alpha and other stuff
194         for (i = 0;i < cl_max_entities;i++)
195         {
196                 cl_entities[i].state_baseline = defaultstate;
197                 cl_entities[i].state_previous = defaultstate;
198                 cl_entities[i].state_current = defaultstate;
199         }
200
201         for (i = 0;i < cl_max_csqcentities;i++)
202         {
203                 cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
204                 cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
205                 cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
206                 cl_csqcentities[i].csqc = true;
207                 cl_csqcentities[i].state_current.number = -i;
208         }
209
210         if (gamemode == GAME_NEXUIZ)
211         {
212                 VectorSet(cl_playerstandmins, -16, -16, -24);
213                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
214                 VectorSet(cl_playercrouchmins, -16, -16, -24);
215                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
216         }
217         else
218         {
219                 VectorSet(cl_playerstandmins, -16, -16, -24);
220                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
221                 VectorSet(cl_playercrouchmins, -16, -16, -24);
222                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
223         }
224
225         // disable until we get textures for it
226         R_ResetSkyBox();
227
228         ent = &cl_entities[0];
229         // entire entity array was cleared, so just fill in a few fields
230         ent->state_current.active = true;
231         ent->render.model = cl.worldmodel = NULL; // no world model yet
232         ent->render.scale = 1; // some of the renderer still relies on scale
233         ent->render.alpha = 1;
234         ent->render.colormap = -1; // no special coloring
235         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
236         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
237         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
238         CL_BoundingBoxForEntity(&ent->render);
239
240         // noclip is turned off at start
241         noclip_anglehack = false;
242
243         // mark all frames invalid for delta
244         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
245
246         CL_Screen_NewMap();
247         CL_Particles_Clear();
248         CL_CGVM_Clear();
249 }
250
251 void CL_ExpandEntities(int num)
252 {
253         int i, oldmaxentities;
254         entity_t *oldentities;
255         if (num >= cl_max_entities)
256         {
257                 if (!cl_entities)
258                         Sys_Error("CL_ExpandEntities: cl_entities not initialized");
259                 if (num >= MAX_EDICTS)
260                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
261                 oldmaxentities = cl_max_entities;
262                 oldentities = cl_entities;
263                 cl_max_entities = (num & ~255) + 256;
264                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
265                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
266                 Mem_Free(oldentities);
267                 for (i = oldmaxentities;i < cl_max_entities;i++)
268                 {
269                         cl_entities[i].state_baseline = defaultstate;
270                         cl_entities[i].state_previous = defaultstate;
271                         cl_entities[i].state_current = defaultstate;
272                 }
273         }
274 }
275
276 void CL_ExpandCSQCEntities(int num)
277 {
278         int i, oldmaxentities;
279         entity_t *oldentities;
280         if (num >= cl_max_csqcentities)
281         {
282                 if (!cl_csqcentities)
283                         Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
284                 if (num >= MAX_EDICTS)
285                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
286                 oldmaxentities = cl_max_csqcentities;
287                 oldentities = cl_csqcentities;
288                 cl_max_csqcentities = (num & ~255) + 256;
289                 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
290                 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
291                 Mem_Free(oldentities);
292                 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
293                 {
294                         cl_csqcentities[i].state_baseline = defaultstate;
295                         cl_csqcentities[i].state_previous = defaultstate;
296                         cl_csqcentities[i].state_current = defaultstate;
297                         cl_csqcentities[i].csqc = true;
298                         cl_csqcentities[i].state_current.number = -i;
299                 }
300         }
301 }
302
303 void CL_VM_ShutDown (void);
304 /*
305 =====================
306 CL_Disconnect
307
308 Sends a disconnect message to the server
309 This is also called on Host_Error, so it shouldn't cause any errors
310 =====================
311 */
312 void CL_Disconnect(void)
313 {
314         if (cls.state == ca_dedicated)
315                 return;
316
317         Con_DPrintf("CL_Disconnect\n");
318
319         CL_VM_ShutDown();
320 // stop sounds (especially looping!)
321         S_StopAllSounds ();
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         if (cls.demoplayback)
332                 CL_StopPlayback();
333         else if (cls.netcon)
334         {
335                 sizebuf_t buf;
336                 unsigned char bufdata[8];
337                 if (cls.demorecording)
338                         CL_Stop_f();
339
340                 // send disconnect message 3 times to improve chances of server
341                 // receiving it (but it still fails sometimes)
342                 memset(&buf, 0, sizeof(buf));
343                 buf.data = bufdata;
344                 buf.maxsize = sizeof(bufdata);
345                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
346                 {
347                         Con_DPrint("Sending drop command\n");
348                         MSG_WriteByte(&buf, qw_clc_stringcmd);
349                         MSG_WriteString(&buf, "drop");
350                 }
351                 else
352                 {
353                         Con_DPrint("Sending clc_disconnect\n");
354                         MSG_WriteByte(&buf, clc_disconnect);
355                 }
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
357                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359                 NetConn_Close(cls.netcon);
360                 cls.netcon = NULL;
361         }
362         cls.state = ca_disconnected;
363
364         cls.demoplayback = cls.timedemo = false;
365         cls.signon = 0;
366 }
367
368 void CL_Disconnect_f(void)
369 {
370         CL_Disconnect ();
371         if (sv.active)
372                 Host_ShutdownServer ();
373 }
374
375
376
377
378 /*
379 =====================
380 CL_EstablishConnection
381
382 Host should be either "local" or a net address
383 =====================
384 */
385 void CL_EstablishConnection(const char *host)
386 {
387         if (cls.state == ca_dedicated)
388                 return;
389
390         // clear menu's connect error message
391         M_Update_Return_Reason("");
392         cls.demonum = -1;
393
394         // stop demo loop in case this fails
395         CL_Disconnect();
396
397         // make sure the client ports are open before attempting to connect
398         NetConn_UpdateSockets();
399
400         // run a network frame
401         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402
403         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
404         {
405                 cls.connect_trying = true;
406                 cls.connect_remainingtries = 3;
407                 cls.connect_nextsendtime = 0;
408                 M_Update_Return_Reason("Trying to connect...");
409                 // run several network frames to jump into the game quickly
410                 //if (sv.active)
411                 //{
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //}
417         }
418         else
419         {
420                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421                 M_Update_Return_Reason("No network");
422         }
423 }
424
425 /*
426 ==============
427 CL_PrintEntities_f
428 ==============
429 */
430 static void CL_PrintEntities_f(void)
431 {
432         entity_t *ent;
433         int i, j;
434         char name[32];
435
436         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
437         {
438                 if (!ent->state_current.active)
439                         continue;
440
441                 if (ent->render.model)
442                         strlcpy (name, ent->render.model->name, 25);
443                 else
444                         strcpy(name, "--no model--");
445                 for (j = (int)strlen(name);j < 25;j++)
446                         name[j] = ' ';
447                 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);
448         }
449 }
450
451 //static const vec3_t nomodelmins = {-16, -16, -16};
452 //static const vec3_t nomodelmaxs = {16, 16, 16};
453 void CL_BoundingBoxForEntity(entity_render_t *ent)
454 {
455         if (ent->model)
456         {
457                 //if (ent->angles[0] || ent->angles[2])
458                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
459                 {
460                         // pitch or roll
461                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
462                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
463                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
464                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
465                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
466                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
467                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
468                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
469                 }
470                 //else if (ent->angles[1])
471                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
472                 {
473                         // yaw
474                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
475                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
476                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
477                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
478                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
479                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
480                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
481                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
482                 }
483                 else
484                 {
485                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
486                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
487                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
488                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
489                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
490                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
491                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
492                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
493                 }
494         }
495         else
496         {
497                 ent->mins[0] = ent->matrix.m[0][3] - 16;
498                 ent->mins[1] = ent->matrix.m[1][3] - 16;
499                 ent->mins[2] = ent->matrix.m[2][3] - 16;
500                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
501                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
502                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
503                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
504                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
505         }
506 }
507
508 /*
509 ===============
510 CL_LerpPoint
511
512 Determines the fraction between the last two messages that the objects
513 should be put at.
514 ===============
515 */
516 static float CL_LerpPoint(void)
517 {
518         float f;
519
520         // dropped packet, or start of demo
521         if (cl.mtime[1] < cl.mtime[0] - 0.1)
522                 cl.mtime[1] = cl.mtime[0] - 0.1;
523
524         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
525
526         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
527         f = cl.mtime[0] - cl.mtime[1];
528         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
529         {
530                 cl.time = cl.mtime[0];
531                 return 1;
532         }
533
534         f = (cl.time - cl.mtime[1]) / f;
535         return bound(0, f, 1);
536 }
537
538 void CL_ClearTempEntities (void)
539 {
540         cl_num_temp_entities = 0;
541 }
542
543 entity_t *CL_NewTempEntity(void)
544 {
545         entity_t *ent;
546
547         if (r_refdef.numentities >= r_refdef.maxentities)
548                 return NULL;
549         if (cl_num_temp_entities >= cl_max_temp_entities)
550                 return NULL;
551         ent = &cl_temp_entities[cl_num_temp_entities++];
552         memset (ent, 0, sizeof(*ent));
553         r_refdef.entities[r_refdef.numentities++] = &ent->render;
554
555         ent->render.colormap = -1; // no special coloring
556         ent->render.scale = 1;
557         ent->render.alpha = 1;
558         VectorSet(ent->render.colormod, 1, 1, 1);
559         return ent;
560 }
561
562 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
563 {
564         int i;
565         cl_effect_t *e;
566         if (!modelindex) // sanity check
567                 return;
568         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
569         {
570                 if (e->active)
571                         continue;
572                 e->active = true;
573                 VectorCopy(org, e->origin);
574                 e->modelindex = modelindex;
575                 e->starttime = cl.time;
576                 e->startframe = startframe;
577                 e->endframe = startframe + framecount;
578                 e->framerate = framerate;
579
580                 e->frame = 0;
581                 e->frame1time = cl.time;
582                 e->frame2time = cl.time;
583                 cl_activeeffects = max(cl_activeeffects, i + 1);
584                 break;
585         }
586 }
587
588 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)
589 {
590         int i;
591         dlight_t *dl;
592
593         /*
594 // first look for an exact key match
595         if (ent)
596         {
597                 dl = cl_dlights;
598                 for (i = 0;i < cl_activedlights;i++, dl++)
599                         if (dl->ent == ent)
600                                 goto dlightsetup;
601         }
602         */
603
604 // then look for anything else
605         dl = cl_dlights;
606         for (i = 0;i < cl_activedlights;i++, dl++)
607                 if (!dl->radius)
608                         goto dlightsetup;
609         // if we hit the end of the active dlights and found no gaps, add a new one
610         if (i < MAX_DLIGHTS)
611         {
612                 cl_activedlights = i + 1;
613                 goto dlightsetup;
614         }
615
616         // unable to find one
617         return;
618
619 dlightsetup:
620         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
621         memset (dl, 0, sizeof(*dl));
622         Matrix4x4_Normalize(&dl->matrix, matrix);
623         dl->ent = ent;
624         dl->origin[0] = dl->matrix.m[0][3];
625         dl->origin[1] = dl->matrix.m[1][3];
626         dl->origin[2] = dl->matrix.m[2][3];
627         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
628         dl->matrix.m[0][3] = dl->origin[0];
629         dl->matrix.m[1][3] = dl->origin[1];
630         dl->matrix.m[2][3] = dl->origin[2];
631         dl->radius = radius;
632         dl->color[0] = red;
633         dl->color[1] = green;
634         dl->color[2] = blue;
635         dl->decay = decay;
636         if (lifetime)
637                 dl->die = cl.time + lifetime;
638         else
639                 dl->die = 0;
640         dl->cubemapnum = cubemapnum;
641         dl->style = style;
642         dl->shadow = shadowenable;
643         dl->corona = corona;
644         dl->flags = flags;
645         dl->coronasizescale = coronasizescale;
646         dl->ambientscale = ambientscale;
647         dl->diffusescale = diffusescale;
648         dl->specularscale = specularscale;
649 }
650
651 // called before entity relinking
652 void CL_DecayLights(void)
653 {
654         int i, oldmax;
655         dlight_t *dl;
656         float time, f;
657
658         time = cl.time - cl.oldtime;
659         oldmax = cl_activedlights;
660         cl_activedlights = 0;
661         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
662         {
663                 if (dl->radius)
664                 {
665                         f = dl->radius - time * dl->decay;
666                         if (cl.time < dl->die && f > 0)
667                         {
668                                 dl->radius = dl->radius - time * dl->decay;
669                                 cl_activedlights = i + 1;
670                         }
671                         else
672                                 dl->radius = 0;
673                 }
674         }
675 }
676
677 // called after entity relinking
678 void CL_UpdateLights(void)
679 {
680         int i, j, k, l;
681         dlight_t *dl;
682         float frac, f;
683
684         r_refdef.numlights = 0;
685         if (r_dynamic.integer)
686         {
687                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
688                 {
689                         if (dl->radius)
690                         {
691                                 R_RTLight_Update(dl, false);
692                                 r_refdef.lights[r_refdef.numlights++] = dl;
693                         }
694                 }
695         }
696
697 // light animations
698 // 'm' is normal light, 'a' is no light, 'z' is double bright
699         f = cl.time * 10;
700         i = (int)floor(f);
701         frac = f - i;
702         for (j = 0;j < cl_max_lightstyle;j++)
703         {
704                 if (!cl_lightstyle || !cl_lightstyle[j].length)
705                 {
706                         r_refdef.lightstylevalue[j] = 256;
707                         continue;
708                 }
709                 k = i % cl_lightstyle[j].length;
710                 l = (i-1) % cl_lightstyle[j].length;
711                 k = cl_lightstyle[j].map[k] - 'a';
712                 l = cl_lightstyle[j].map[l] - 'a';
713                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
714         }
715 }
716
717 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
718 {
719         float f;
720         entity_t *flag;
721         matrix4x4_t flagmatrix;
722
723         // this code taken from QuakeWorld
724         f = 14;
725         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
726         {
727                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
728                 { //axpain
729                         if      (player->render.frame2 == 29) f = f + 2;
730                         else if (player->render.frame2 == 30) f = f + 8;
731                         else if (player->render.frame2 == 31) f = f + 12;
732                         else if (player->render.frame2 == 32) f = f + 11;
733                         else if (player->render.frame2 == 33) f = f + 10;
734                         else if (player->render.frame2 == 34) f = f + 4;
735                 }
736                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
737                 { // pain
738                         if      (player->render.frame2 == 35) f = f + 2;
739                         else if (player->render.frame2 == 36) f = f + 10;
740                         else if (player->render.frame2 == 37) f = f + 10;
741                         else if (player->render.frame2 == 38) f = f + 8;
742                         else if (player->render.frame2 == 39) f = f + 4;
743                         else if (player->render.frame2 == 40) f = f + 2;
744                 }
745         }
746         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
747         {
748                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
749                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
750                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
751                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
752         }
753         // end of code taken from QuakeWorld
754
755         flag = CL_NewTempEntity();
756         if (!flag)
757                 return;
758
759         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
760         flag->render.skinnum = skin;
761         flag->render.colormap = -1; // no special coloring
762         flag->render.alpha = 1;
763         VectorSet(flag->render.colormod, 1, 1, 1);
764         // attach the flag to the player matrix
765         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
766         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
767         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
768         R_LerpAnimation(&flag->render);
769         CL_BoundingBoxForEntity(&flag->render);
770 }
771
772 #define MAXVIEWMODELS 32
773 entity_t *viewmodels[MAXVIEWMODELS];
774 int numviewmodels;
775
776 matrix4x4_t viewmodelmatrix;
777
778 static int entitylinkframenumber;
779
780 static const vec3_t muzzleflashorigin = {18, 0, 0};
781
782 extern void V_DriftPitch(void);
783 extern void V_FadeViewFlashs(void);
784 extern void V_CalcViewBlend(void);
785
786 extern void V_CalcRefdef(void);
787 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
788 void CL_LinkNetworkEntity(entity_t *e)
789 {
790         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
791         //matrix4x4_t dlightmatrix;
792         int j, k, l, trailtype, temp;
793         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
794         entity_t *t;
795         model_t *model;
796         trace_t trace;
797         //entity_persistent_t *p = &e->persistent;
798         //entity_render_t *r = &e->render;
799         if (e->persistent.linkframe != entitylinkframenumber)
800         {
801                 e->persistent.linkframe = entitylinkframenumber;
802                 // skip inactive entities and world
803                 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
804                         return;
805                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
806                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
807                 e->render.flags = e->state_current.flags;
808                 e->render.effects = e->state_current.effects;
809                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
810                 if (e->state_current.flags & RENDER_COLORMAPPED)
811                 {
812                         int cb;
813                         unsigned char *cbcolor;
814                         e->render.colormap = e->state_current.colormap;
815                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
816                         cbcolor = (unsigned char *) (&palette_complete[cb]);
817                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
818                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
819                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
820                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
821                         cbcolor = (unsigned char *) (&palette_complete[cb]);
822                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
823                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
824                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
825                 }
826                 else if (e->state_current.colormap && cl.scores != NULL)
827                 {
828                         int cb;
829                         unsigned char *cbcolor;
830                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
831                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
832                         cbcolor = (unsigned char *) (&palette_complete[cb]);
833                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
834                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
835                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
836                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
837                         cbcolor = (unsigned char *) (&palette_complete[cb]);
838                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
839                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
840                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
841                 }
842                 else
843                 {
844                         e->render.colormap = -1; // no special coloring
845                         VectorClear(e->render.colormap_pantscolor);
846                         VectorClear(e->render.colormap_shirtcolor);
847                 }
848                 e->render.skinnum = e->state_current.skin;
849                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
850                 {
851                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
852                                 return;
853                         if (!e->csqc)
854                         {
855                                 if (cl.viewentity)
856                                         CL_LinkNetworkEntity(cl_entities + cl.viewentity);
857                                 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
858                                 {
859                                         e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
860                                         e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
861                                 }
862                         }
863                         matrix = &viewmodelmatrix;
864                 }
865                 else
866                 {
867                         // if the tag entity is currently impossible, skip it
868                         if (!e->csqc)
869                         {
870                                 if (e->state_current.tagentity >= cl_num_entities)
871                                         return;
872                                 t = cl_entities + e->state_current.tagentity;
873                         }
874                         else
875                         {
876                                 if (e->state_current.tagentity >= cl_num_csqcentities)
877                                         return;
878                                 t = cl_csqcentities + e->state_current.tagentity;
879                         }
880                         // if the tag entity is inactive, skip it
881                         if (!t->state_current.active)
882                                 return;
883                         // note: this can link to world
884                         CL_LinkNetworkEntity(t);
885                         // make relative to the entity
886                         matrix = &t->render.matrix;
887                         // some properties of the tag entity carry over
888                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
889                         // if a valid tagindex is used, make it relative to that tag instead
890                         // FIXME: use a model function to get tag info (need to handle skeletal)
891                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
892                         {
893                                 // blend the matrices
894                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
895                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
896                                 {
897                                         matrix4x4_t tagmatrix;
898                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
899                                         d = t->render.frameblend[j].lerp;
900                                         for (l = 0;l < 4;l++)
901                                                 for (k = 0;k < 4;k++)
902                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
903                                 }
904                                 // concat the tag matrices onto the entity matrix
905                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
906                                 // use the constructed tag matrix
907                                 matrix = &tempmatrix;
908                         }
909                 }
910
911                 // movement lerp
912                 // if it's the player entity, update according to client movement
913                 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
914                 {
915                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
916                         lerp = bound(0, lerp, 1);
917                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
918                         VectorSet(angles, 0, cl.viewangles[1], 0);
919                 }
920                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
921                 {
922                         // interpolate the origin and angles
923                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
924                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
925                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
926                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
927                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
928                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
929                 }
930                 else
931                 {
932                         // no interpolation
933                         VectorCopy(e->persistent.neworigin, origin);
934                         VectorCopy(e->persistent.newangles, angles);
935                 }
936
937                 // model setup and some modelflags
938                 if(e->state_current.modelindex < MAX_MODELS)
939                         e->render.model = cl.model_precache[e->state_current.modelindex];
940                 else
941                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
942                 if (e->render.model)
943                 {
944                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
945                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
946                                 angles[0] = -angles[0];
947                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
948                         {
949                                 angles[1] = ANGLEMOD(100*cl.time);
950                                 if (cl_itembobheight.value)
951                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
952                         }
953                         // transfer certain model flags to effects
954                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
955                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
956                                 VectorScale(e->render.colormod, 2, e->render.colormod);
957                 }
958
959                 // animation lerp
960                 if (e->render.frame2 == e->state_current.frame)
961                 {
962                         // update frame lerp fraction
963                         e->render.framelerp = 1;
964                         if (e->render.frame2time > e->render.frame1time)
965                         {
966                                 // make sure frame lerp won't last longer than 100ms
967                                 // (this mainly helps with models that use framegroups and
968                                 // switch between them infrequently)
969                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
970                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
971                         }
972                 }
973                 else
974                 {
975                         // begin a new frame lerp
976                         e->render.frame1 = e->render.frame2;
977                         e->render.frame1time = e->render.frame2time;
978                         e->render.frame = e->render.frame2 = e->state_current.frame;
979                         e->render.frame2time = cl.time;
980                         e->render.framelerp = 0;
981                 }
982                 R_LerpAnimation(&e->render);
983
984                 // set up the render matrix
985                 // FIXME: e->render.scale should go away
986                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
987                 // concat the matrices to make the entity relative to its tag
988                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
989                 // make the other useful stuff
990                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
991                 CL_BoundingBoxForEntity(&e->render);
992
993                 // handle effects now that we know where this entity is in the world...
994                 if (e->render.model && e->render.model->soundfromcenter)
995                 {
996                         // bmodels are treated specially since their origin is usually '0 0 0'
997                         vec3_t o;
998                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
999                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1000                 }
1001                 else
1002                 {
1003                         origin[0] = e->render.matrix.m[0][3];
1004                         origin[1] = e->render.matrix.m[1][3];
1005                         origin[2] = e->render.matrix.m[2][3];
1006                 }
1007                 trailtype = -1;
1008                 dlightradius = 0;
1009                 dlightcolor[0] = 0;
1010                 dlightcolor[1] = 0;
1011                 dlightcolor[2] = 0;
1012                 // LordHavoc: if the entity has no effects, don't check each
1013                 if (e->render.effects)
1014                 {
1015                         if (e->render.effects & EF_BRIGHTFIELD)
1016                         {
1017                                 if (gamemode == GAME_NEXUIZ)
1018                                 {
1019                                         dlightradius = max(dlightradius, 200);
1020                                         dlightcolor[0] += 0.75f;
1021                                         dlightcolor[1] += 1.50f;
1022                                         dlightcolor[2] += 3.00f;
1023                                         trailtype = 8;
1024                                 }
1025                                 else
1026                                         CL_EntityParticles(e);
1027                         }
1028                         if (e->render.effects & EF_MUZZLEFLASH)
1029                                 e->persistent.muzzleflash = 1.0f;
1030                         if (e->render.effects & EF_DIMLIGHT)
1031                         {
1032                                 dlightradius = max(dlightradius, 200);
1033                                 dlightcolor[0] += 1.50f;
1034                                 dlightcolor[1] += 1.50f;
1035                                 dlightcolor[2] += 1.50f;
1036                         }
1037                         if (e->render.effects & EF_BRIGHTLIGHT)
1038                         {
1039                                 dlightradius = max(dlightradius, 400);
1040                                 dlightcolor[0] += 3.00f;
1041                                 dlightcolor[1] += 3.00f;
1042                                 dlightcolor[2] += 3.00f;
1043                         }
1044                         // LordHavoc: more effects
1045                         if (e->render.effects & EF_RED) // red
1046                         {
1047                                 dlightradius = max(dlightradius, 200);
1048                                 dlightcolor[0] += 1.50f;
1049                                 dlightcolor[1] += 0.15f;
1050                                 dlightcolor[2] += 0.15f;
1051                         }
1052                         if (e->render.effects & EF_BLUE) // blue
1053                         {
1054                                 dlightradius = max(dlightradius, 200);
1055                                 dlightcolor[0] += 0.15f;
1056                                 dlightcolor[1] += 0.15f;
1057                                 dlightcolor[2] += 1.50f;
1058                         }
1059                         if (e->render.effects & EF_FLAME)
1060                         {
1061                                 mins[0] = origin[0] - 16.0f;
1062                                 mins[1] = origin[1] - 16.0f;
1063                                 mins[2] = origin[2] - 16.0f;
1064                                 maxs[0] = origin[0] + 16.0f;
1065                                 maxs[1] = origin[1] + 16.0f;
1066                                 maxs[2] = origin[2] + 16.0f;
1067                                 // how many flames to make
1068                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1069                                 CL_FlameCube(mins, maxs, temp);
1070                                 d = lhrandom(0.75f, 1);
1071                                 dlightradius = max(dlightradius, 200);
1072                                 dlightcolor[0] += d * 2.0f;
1073                                 dlightcolor[1] += d * 1.5f;
1074                                 dlightcolor[2] += d * 0.5f;
1075                         }
1076                         if (e->render.effects & EF_STARDUST)
1077                         {
1078                                 mins[0] = origin[0] - 16.0f;
1079                                 mins[1] = origin[1] - 16.0f;
1080                                 mins[2] = origin[2] - 16.0f;
1081                                 maxs[0] = origin[0] + 16.0f;
1082                                 maxs[1] = origin[1] + 16.0f;
1083                                 maxs[2] = origin[2] + 16.0f;
1084                                 // how many particles to make
1085                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1086                                 CL_Stardust(mins, maxs, temp);
1087                                 dlightradius = max(dlightradius, 200);
1088                                 dlightcolor[0] += 1.0f;
1089                                 dlightcolor[1] += 0.7f;
1090                                 dlightcolor[2] += 0.3f;
1091                         }
1092                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1093                         {
1094                                 // these are only set on player entities
1095                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1096                         }
1097                 }
1098                 // muzzleflash fades over time, and is offset a bit
1099                 if (e->persistent.muzzleflash > 0)
1100                 {
1101                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1102                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1103                         tempmatrix = e->render.matrix;
1104                         tempmatrix.m[0][3] = trace.endpos[0];
1105                         tempmatrix.m[1][3] = trace.endpos[1];
1106                         tempmatrix.m[2][3] = trace.endpos[2];
1107                         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);
1108                         e->persistent.muzzleflash -= cl.frametime * 10;
1109                 }
1110                 // LordHavoc: if the model has no flags, don't check each
1111                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1112                 {
1113                         if (e->render.model->flags & EF_GIB)
1114                                 trailtype = 2;
1115                         else if (e->render.model->flags & EF_ZOMGIB)
1116                                 trailtype = 4;
1117                         else if (e->render.model->flags & EF_TRACER)
1118                         {
1119                                 trailtype = 3;
1120                                 //dlightradius = max(dlightradius, 100);
1121                                 //dlightcolor[0] += 0.25f;
1122                                 //dlightcolor[1] += 1.00f;
1123                                 //dlightcolor[2] += 0.25f;
1124                         }
1125                         else if (e->render.model->flags & EF_TRACER2)
1126                         {
1127                                 trailtype = 5;
1128                                 //dlightradius = max(dlightradius, 100);
1129                                 //dlightcolor[0] += 1.00f;
1130                                 //dlightcolor[1] += 0.60f;
1131                                 //dlightcolor[2] += 0.20f;
1132                         }
1133                         else if (e->render.model->flags & EF_ROCKET)
1134                         {
1135                                 trailtype = 0;
1136                                 dlightradius = max(dlightradius, 200);
1137                                 dlightcolor[0] += 3.00f;
1138                                 dlightcolor[1] += 1.50f;
1139                                 dlightcolor[2] += 0.50f;
1140                         }
1141                         else if (e->render.model->flags & EF_GRENADE)
1142                         {
1143                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1144                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1145                         }
1146                         else if (e->render.model->flags & EF_TRACER3)
1147                         {
1148                                 trailtype = 6;
1149                                 if (gamemode == GAME_PRYDON)
1150                                 {
1151                                         dlightradius = max(dlightradius, 100);
1152                                         dlightcolor[0] += 0.30f;
1153                                         dlightcolor[1] += 0.60f;
1154                                         dlightcolor[2] += 1.20f;
1155                                 }
1156                                 else
1157                                 {
1158                                         dlightradius = max(dlightradius, 200);
1159                                         dlightcolor[0] += 1.20f;
1160                                         dlightcolor[1] += 0.50f;
1161                                         dlightcolor[2] += 1.00f;
1162                                 }
1163                         }
1164                 }
1165                 // LordHavoc: customizable glow
1166                 if (e->state_current.glowsize)
1167                 {
1168                         // * 4 for the expansion from 0-255 to 0-1023 range,
1169                         // / 255 to scale down byte colors
1170                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1171                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1172                 }
1173                 // make the glow dlight
1174                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1175                 {
1176                         //dlightmatrix = e->render.matrix;
1177                         // hack to make glowing player light shine on their gun
1178                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1179                         //      dlightmatrix.m[2][3] += 30;
1180                         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);
1181                 }
1182                 // custom rtlight
1183                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1184                 {
1185                         float light[4];
1186                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1187                         light[3] = e->state_current.light[3];
1188                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1189                                 VectorSet(light, 1, 1, 1);
1190                         if (light[3] == 0)
1191                                 light[3] = 350;
1192                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1193                         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);
1194                 }
1195                 // do trails
1196                 if (e->render.flags & RENDER_GLOWTRAIL)
1197                         trailtype = 9;
1198                 if (trailtype >= 0)
1199                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1200                 VectorCopy(origin, e->persistent.trail_origin);
1201                 // tenebrae's sprites are all additive mode (weird)
1202                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1203                         e->render.effects |= EF_ADDITIVE;
1204                 // player model is only shown with chase_active on
1205                 if (!e->csqc)
1206                 if (e->state_current.number == cl.viewentity)
1207                         e->render.flags |= RENDER_EXTERIORMODEL;
1208                 // transparent stuff can't be lit during the opaque stage
1209                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1210                         e->render.flags |= RENDER_TRANSPARENT;
1211                 // double sided rendering mode causes backfaces to be visible
1212                 // (mostly useful on transparent stuff)
1213                 if (e->render.effects & EF_DOUBLESIDED)
1214                         e->render.flags |= RENDER_NOCULLFACE;
1215                 // either fullbright or lit
1216                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1217                         e->render.flags |= RENDER_LIGHT;
1218                 // hide player shadow during intermission or nehahra movie
1219                 if (!(e->render.effects & EF_NOSHADOW)
1220                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1221                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1222                         e->render.flags |= RENDER_SHADOW;
1223                 // as soon as player is known we can call V_CalcRefDef
1224                 if (!csqc_loaded)
1225                 if (e->state_current.number == cl.viewentity)
1226                         V_CalcRefdef();
1227                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1228                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1229                 // don't show entities with no modelindex (note: this still shows
1230                 // entities which have a modelindex that resolved to a NULL model)
1231                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1232                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1233                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1234                 //      Matrix4x4_Print(&e->render.matrix);
1235         }
1236 }
1237
1238 void CL_RelinkWorld(void)
1239 {
1240         entity_t *ent = &cl_entities[0];
1241         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1242         // FIXME: this should be done at load
1243         Matrix4x4_CreateIdentity(&ent->render.matrix);
1244         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1245         R_LerpAnimation(&ent->render);
1246         CL_BoundingBoxForEntity(&ent->render);
1247         ent->render.flags = RENDER_SHADOW;
1248         if (!r_fullbright.integer)
1249                 ent->render.flags |= RENDER_LIGHT;
1250         VectorSet(ent->render.colormod, 1, 1, 1);
1251         r_refdef.worldentity = &ent->render;
1252         r_refdef.worldmodel = cl.worldmodel;
1253 }
1254
1255 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1256 {
1257         entity_t *ent = &cl_csqcentities[0];
1258         if(!csqc_loaded)
1259                 return;
1260 //      cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1261         // FIXME: this should be done at load
1262         Matrix4x4_CreateIdentity(&ent->render.matrix);
1263         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1264         R_LerpAnimation(&ent->render);
1265         CL_BoundingBoxForEntity(&ent->render);
1266         ent->render.flags = RENDER_SHADOW;
1267         if (!r_fullbright.integer)
1268                 ent->render.flags |= RENDER_LIGHT;
1269         VectorSet(ent->render.colormod, 1, 1, 1);
1270 //      r_refdef.worldentity = &ent->render;
1271 //      r_refdef.worldmodel = cl.worldmodel;
1272 }
1273
1274 static void CL_RelinkStaticEntities(void)
1275 {
1276         int i;
1277         entity_t *e;
1278         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1279         {
1280                 e->render.flags = 0;
1281                 // transparent stuff can't be lit during the opaque stage
1282                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1283                         e->render.flags |= RENDER_TRANSPARENT;
1284                 // either fullbright or lit
1285                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1286                         e->render.flags |= RENDER_LIGHT;
1287                 // hide player shadow during intermission or nehahra movie
1288                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1289                         e->render.flags |= RENDER_SHADOW;
1290                 VectorSet(e->render.colormod, 1, 1, 1);
1291                 R_LerpAnimation(&e->render);
1292                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1293         }
1294 }
1295
1296 /*
1297 ===============
1298 CL_RelinkEntities
1299 ===============
1300 */
1301 static void CL_RelinkNetworkEntities(int drawmask)
1302 {
1303         entity_t *ent;
1304         int i, k;
1305
1306         if(!csqc_loaded)
1307         {
1308                 ent = &cl.viewent;
1309                 ent->state_previous = ent->state_current;
1310                 ent->state_current = defaultstate;
1311                 ent->state_current.time = cl.time;
1312                 ent->state_current.number = -1;
1313                 ent->state_current.active = true;
1314                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1315                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1316                 ent->state_current.flags = RENDER_VIEWMODEL;
1317                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1318                         ent->state_current.modelindex = 0;
1319                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1320                 {
1321                         if (gamemode == GAME_TRANSFUSION)
1322                                 ent->state_current.alpha = 128;
1323                         else
1324                                 ent->state_current.modelindex = 0;
1325                 }
1326
1327                 // reset animation interpolation on weaponmodel if model changed
1328                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1329                 {
1330                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1331                         ent->render.frame1time = ent->render.frame2time = cl.time;
1332                         ent->render.framelerp = 1;
1333                 }
1334         }
1335
1336         // start on the entity after the world
1337         entitylinkframenumber++;
1338         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1339         {
1340                 for (i = 1;i < cl_num_entities;i++)
1341                 {
1342                         if (cl_entities_active[i])
1343                         {
1344                                 ent = cl_entities + i;
1345                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1346                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1347                                 {
1348                                         cl_entities_active[i] = false;
1349                                         continue;
1350                                 }
1351                                 if (ent->state_current.active)
1352                                         CL_LinkNetworkEntity(ent);
1353                                 else
1354                                         cl_entities_active[i] = false;
1355                         }
1356                 }
1357         }
1358
1359         //[515]: csqc
1360         if(csqc_loaded)
1361         {
1362                 for (i=1,k=cl_num_csqcentities;k;i++)
1363                 {
1364                         if (cl_csqcentities_active[i])
1365                         {
1366                                 --k;
1367                                 ent = cl_csqcentities + i;
1368                                 if (ent->state_current.active)
1369                                         CL_LinkNetworkEntity(ent);
1370                                 else
1371                                         cl_csqcentities_active[i] = false;
1372                         }
1373                 }
1374         }
1375         else
1376                 CL_LinkNetworkEntity(&cl.viewent);
1377 }
1378
1379 static void CL_RelinkEffects(void)
1380 {
1381         int i, intframe;
1382         cl_effect_t *e;
1383         entity_t *ent;
1384         float frame;
1385
1386         for (i = 0, e = cl_effects;i < cl_activeeffects;i++, e++)
1387         {
1388                 if (e->active)
1389                 {
1390                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1391                         intframe = frame;
1392                         if (intframe < 0 || intframe >= e->endframe)
1393                         {
1394                                 memset(e, 0, sizeof(*e));
1395                                 while (cl_activeeffects > 0 && !cl_effects[cl_activeeffects - 1].active)
1396                                         cl_activeeffects--;
1397                                 continue;
1398                         }
1399
1400                         if (intframe != e->frame)
1401                         {
1402                                 e->frame = intframe;
1403                                 e->frame1time = e->frame2time;
1404                                 e->frame2time = cl.time;
1405                         }
1406
1407                         // if we're drawing effects, get a new temp entity
1408                         // (NewTempEntity adds it to the render entities list for us)
1409                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1410                         {
1411                                 // interpolation stuff
1412                                 ent->render.frame1 = intframe;
1413                                 ent->render.frame2 = intframe + 1;
1414                                 if (ent->render.frame2 >= e->endframe)
1415                                         ent->render.frame2 = -1; // disappear
1416                                 ent->render.framelerp = frame - intframe;
1417                                 ent->render.frame1time = e->frame1time;
1418                                 ent->render.frame2time = e->frame2time;
1419
1420                                 // normal stuff
1421                                 if(e->modelindex < MAX_MODELS)
1422                                         ent->render.model = cl.model_precache[e->modelindex];
1423                                 else
1424                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1425                                 ent->render.frame = ent->render.frame2;
1426                                 ent->render.colormap = -1; // no special coloring
1427                                 ent->render.alpha = 1;
1428                                 VectorSet(ent->render.colormod, 1, 1, 1);
1429
1430                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1431                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1432                                 R_LerpAnimation(&ent->render);
1433                                 CL_BoundingBoxForEntity(&ent->render);
1434                         }
1435                 }
1436         }
1437 }
1438
1439 void CL_RelinkBeams(void)
1440 {
1441         int i;
1442         beam_t *b;
1443         vec3_t dist, org;
1444         float d;
1445         entity_t *ent;
1446         float yaw, pitch;
1447         float forward;
1448         matrix4x4_t tempmatrix;
1449
1450         while (cl_activebeams > 0 && !cl_beams[cl_activebeams - 1].model)
1451                 cl_activeeffects--;
1452         for (i = 0, b = cl_beams;i < cl_activebeams;i++, b++)
1453         {
1454                 if (!b->model)
1455                         continue;
1456                 if (b->endtime < cl.time)
1457                 {
1458                         b->model = NULL;
1459                         continue;
1460                 }
1461
1462                 // if coming from the player, update the start position
1463                 //if (b->entity == cl.viewentity)
1464                 //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1465                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1466                 {
1467                         entity_render_t *r = &cl_entities[b->entity].render;
1468                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1469                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1470                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1471                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1472                 }
1473
1474                 if (b->lightning)
1475                 {
1476                         if (cl_beams_lightatend.integer)
1477                         {
1478                                 // FIXME: create a matrix from the beam start/end orientation
1479                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1480                                 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);
1481                         }
1482                         if (cl_beams_polygons.integer)
1483                                 continue;
1484                 }
1485
1486                 // calculate pitch and yaw
1487                 VectorSubtract (b->end, b->start, dist);
1488
1489                 if (dist[1] == 0 && dist[0] == 0)
1490                 {
1491                         yaw = 0;
1492                         if (dist[2] > 0)
1493                                 pitch = 90;
1494                         else
1495                                 pitch = 270;
1496                 }
1497                 else
1498                 {
1499                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1500                         if (yaw < 0)
1501                                 yaw += 360;
1502
1503                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1504                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1505                         if (pitch < 0)
1506                                 pitch += 360;
1507                 }
1508
1509                 // add new entities for the lightning
1510                 VectorCopy (b->start, org);
1511                 d = VectorNormalizeLength(dist);
1512                 while (d > 0)
1513                 {
1514                         ent = CL_NewTempEntity ();
1515                         if (!ent)
1516                                 return;
1517                         //VectorCopy (org, ent->render.origin);
1518                         ent->render.model = b->model;
1519                         //ent->render.effects = EF_FULLBRIGHT;
1520                         //ent->render.angles[0] = pitch;
1521                         //ent->render.angles[1] = yaw;
1522                         //ent->render.angles[2] = rand()%360;
1523                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1524                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1525                         R_LerpAnimation(&ent->render);
1526                         CL_BoundingBoxForEntity(&ent->render);
1527                         VectorMA(org, 30, dist, org);
1528                         d -= 30;
1529                 }
1530         }
1531 }
1532
1533 static void CL_RelinkQWNails(void)
1534 {
1535         int i;
1536         vec_t *v;
1537         entity_t *ent;
1538
1539         for (i = 0;i < cl.qw_num_nails;i++)
1540         {
1541                 v = cl.qw_nails[i];
1542
1543                 // if we're drawing effects, get a new temp entity
1544                 // (NewTempEntity adds it to the render entities list for us)
1545                 if (!(ent = CL_NewTempEntity()))
1546                         continue;
1547
1548                 // normal stuff
1549                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1550                 ent->render.colormap = -1; // no special coloring
1551                 ent->render.alpha = 1;
1552                 VectorSet(ent->render.colormod, 1, 1, 1);
1553
1554                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1555                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1556                 R_LerpAnimation(&ent->render);
1557                 CL_BoundingBoxForEntity(&ent->render);
1558         }
1559 }
1560
1561 void CL_LerpPlayer(float frac)
1562 {
1563         int i;
1564         float d;
1565
1566         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1567         for (i = 0;i < 3;i++)
1568         {
1569                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1570                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1571                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1572         }
1573
1574         if (cls.demoplayback)
1575         {
1576                 // interpolate the angles
1577                 for (i = 0;i < 3;i++)
1578                 {
1579                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1580                         if (d > 180)
1581                                 d -= 360;
1582                         else if (d < -180)
1583                                 d += 360;
1584                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1585                 }
1586         }
1587 }
1588
1589 void CSQC_RelinkAllEntities (int drawmask)
1590 {
1591         CL_RelinkNetworkEntities(drawmask);
1592         if(drawmask & ENTMASK_ENGINE)
1593         {
1594                 // move particles
1595                 CL_MoveParticles();
1596                 R_MoveExplosions();
1597         }
1598
1599         // link stuff
1600         CL_RelinkWorld();
1601         CL_RelinkCSQCWorld();   //[515]: csqc
1602         if(drawmask & ENTMASK_ENGINE)
1603         {
1604                 CL_RelinkStaticEntities();
1605                 CL_RelinkBeams();
1606                 CL_RelinkEffects();
1607                 CL_RelinkQWNails();
1608         }
1609 }
1610
1611 /*
1612 ===============
1613 CL_ReadFromServer
1614
1615 Read all incoming data from the server
1616 ===============
1617 */
1618 extern void CL_ClientMovement_Replay();
1619
1620 int CL_ReadFromServer(void)
1621 {
1622         CL_ReadDemoMessage();
1623         CL_SendMove();
1624
1625         r_refdef.time = cl.time;
1626         r_refdef.extraupdate = !r_speeds.integer;
1627         r_refdef.numentities = 0;
1628         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1629         cl_num_brushmodel_entities = 0;
1630
1631         if (cls.state == ca_connected && cls.signon == SIGNONS)
1632         {
1633                 // prepare for a new frame
1634                 CL_LerpPlayer(CL_LerpPoint());
1635                 CL_DecayLights();
1636                 CL_ClearTempEntities();
1637                 V_DriftPitch();
1638                 V_FadeViewFlashs();
1639
1640                 // relink network entities (note: this sets up the view!)
1641                 CL_ClientMovement_Replay();
1642                 if(!csqc_loaded)        //[515]: csqc
1643                 {
1644                         CL_RelinkNetworkEntities(65535);
1645
1646                         // move particles
1647                         CL_MoveParticles();
1648                         R_MoveExplosions();
1649
1650                         // link stuff
1651                         CL_RelinkWorld();
1652                         CL_RelinkCSQCWorld();   //[515]: csqc
1653                         CL_RelinkStaticEntities();
1654                         CL_RelinkBeams();
1655                         CL_RelinkEffects();
1656                         CL_RelinkQWNails();
1657                 }
1658                 else
1659                         csqc_frame = true;
1660
1661                 // run cgame code (which can add more entities)
1662                 CL_CGVM_Frame();
1663
1664                 CL_UpdateLights();
1665
1666                 // update view blend
1667                 V_CalcViewBlend();
1668         }
1669
1670         return 0;
1671 }
1672
1673 // LordHavoc: pausedemo command
1674 static void CL_PauseDemo_f (void)
1675 {
1676         cls.demopaused = !cls.demopaused;
1677         if (cls.demopaused)
1678                 Con_Print("Demo paused\n");
1679         else
1680                 Con_Print("Demo unpaused\n");
1681 }
1682
1683 /*
1684 ======================
1685 CL_Fog_f
1686 ======================
1687 */
1688 static void CL_Fog_f (void)
1689 {
1690         if (Cmd_Argc () == 1)
1691         {
1692                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1693                 return;
1694         }
1695         fog_density = atof(Cmd_Argv(1));
1696         fog_red = atof(Cmd_Argv(2));
1697         fog_green = atof(Cmd_Argv(3));
1698         fog_blue = atof(Cmd_Argv(4));
1699 }
1700
1701 /*
1702 ====================
1703 CL_TimeRefresh_f
1704
1705 For program optimization
1706 ====================
1707 */
1708 static void CL_TimeRefresh_f (void)
1709 {
1710         int i;
1711         float timestart, timedelta, oldangles[3];
1712
1713         r_refdef.extraupdate = false;
1714         VectorCopy(cl.viewangles, oldangles);
1715         VectorClear(cl.viewangles);
1716
1717         timestart = Sys_DoubleTime();
1718         for (i = 0;i < 128;i++)
1719         {
1720                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1721                 CL_UpdateScreen();
1722         }
1723         timedelta = Sys_DoubleTime() - timestart;
1724
1725         VectorCopy(oldangles, cl.viewangles);
1726         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1727 }
1728
1729 /*
1730 ===========
1731 CL_Shutdown
1732 ===========
1733 */
1734 void CL_Shutdown (void)
1735 {
1736         CL_CGVM_Shutdown();
1737         CL_Particles_Shutdown();
1738         CL_Parse_Shutdown();
1739
1740         Mem_FreePool (&cl_mempool);
1741 }
1742
1743 /*
1744 =================
1745 CL_Init
1746 =================
1747 */
1748 void CL_Init (void)
1749 {
1750         cl_mempool = Mem_AllocPool("client", 0, NULL);
1751
1752         memset(&r_refdef, 0, sizeof(r_refdef));
1753         // max entities sent to renderer per frame
1754         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1755         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1756         // 256k drawqueue buffer
1757         // TODO: make dynamic
1758         r_refdef.maxdrawqueuesize = 256 * 1024;
1759         r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1760
1761         CL_InitInput ();
1762
1763 //
1764 // register our commands
1765 //
1766         Cvar_RegisterVariable (&csqc_progname);
1767         Cvar_RegisterVariable (&csqc_progcrc);
1768
1769         Cvar_RegisterVariable (&cl_upspeed);
1770         Cvar_RegisterVariable (&cl_forwardspeed);
1771         Cvar_RegisterVariable (&cl_backspeed);
1772         Cvar_RegisterVariable (&cl_sidespeed);
1773         Cvar_RegisterVariable (&cl_movespeedkey);
1774         Cvar_RegisterVariable (&cl_yawspeed);
1775         Cvar_RegisterVariable (&cl_pitchspeed);
1776         Cvar_RegisterVariable (&cl_anglespeedkey);
1777         Cvar_RegisterVariable (&cl_shownet);
1778         Cvar_RegisterVariable (&cl_nolerp);
1779         Cvar_RegisterVariable (&lookspring);
1780         Cvar_RegisterVariable (&lookstrafe);
1781         Cvar_RegisterVariable (&sensitivity);
1782         Cvar_RegisterVariable (&freelook);
1783
1784         Cvar_RegisterVariable (&m_pitch);
1785         Cvar_RegisterVariable (&m_yaw);
1786         Cvar_RegisterVariable (&m_forward);
1787         Cvar_RegisterVariable (&m_side);
1788
1789         Cvar_RegisterVariable (&cl_itembobspeed);
1790         Cvar_RegisterVariable (&cl_itembobheight);
1791
1792         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1793         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1794         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1795         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1796         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1797         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1798
1799         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1800
1801         // LordHavoc: added pausedemo
1802         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)");
1803
1804         Cvar_RegisterVariable(&r_draweffects);
1805         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1806         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1807         Cvar_RegisterVariable(&cl_explosions_size_start);
1808         Cvar_RegisterVariable(&cl_explosions_size_end);
1809         Cvar_RegisterVariable(&cl_explosions_lifetime);
1810         Cvar_RegisterVariable(&cl_stainmaps);
1811         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1812         Cvar_RegisterVariable(&cl_beams_polygons);
1813         Cvar_RegisterVariable(&cl_beams_relative);
1814         Cvar_RegisterVariable(&cl_beams_lightatend);
1815         Cvar_RegisterVariable(&cl_noplayershadow);
1816
1817         Cvar_RegisterVariable(&cl_prydoncursor);
1818
1819         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1820
1821         // for QW connections
1822         Cvar_RegisterVariable(&qport);
1823         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1824
1825         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1826
1827         CL_Parse_Init();
1828         CL_Particles_Init();
1829         CL_Screen_Init();
1830         CL_CGVM_Init();
1831
1832         CL_Video_Init();
1833 }
1834
1835
1836