replaced cl_beams_relative cvar with cl_beams_quakepositionhack and cl_beams_instanta...
[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 cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
54
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
56
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
62
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
65
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
68 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
69 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
70
71 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
72
73 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)"};
74
75 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"};
76
77 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
78
79 client_static_t cls;
80 client_state_t  cl;
81
82 #define MAX_PARTICLES                   32768   // default max # of particles at one time
83 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
84
85 /*
86 =====================
87 CL_ClearState
88
89 =====================
90 */
91 void CL_ClearState(void)
92 {
93         int i;
94         entity_t *ent;
95
96 // wipe the entire cl structure
97         Mem_EmptyPool(cls.levelmempool);
98         memset (&cl, 0, sizeof(cl));
99
100         S_StopAllSounds();
101
102         // reset the view zoom interpolation
103         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
104
105         cl.num_entities = 0;
106         cl.num_csqcentities = 0;        //[515]: csqc
107         cl.num_static_entities = 0;
108         cl.num_temp_entities = 0;
109         cl.num_brushmodel_entities = 0;
110
111         // tweak these if the game runs out
112         cl.max_entities = 256;
113         cl.max_csqcentities = 256;      //[515]: csqc
114         cl.max_static_entities = 256;
115         cl.max_temp_entities = 512;
116         cl.max_effects = 256;
117         cl.max_beams = 256;
118         cl.max_dlights = MAX_DLIGHTS;
119         cl.max_lightstyle = MAX_LIGHTSTYLES;
120         cl.max_brushmodel_entities = MAX_EDICTS;
121         cl.max_particles = MAX_PARTICLES;
122
123 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
124         i = COM_CheckParm ("-particles");
125         if (i && i < com_argc - 1)
126         {
127                 cl.max_particles = (int)(atoi(com_argv[i+1]));
128                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
129                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
130         }
131
132         cl.num_dlights = 0;
133         cl.num_effects = 0;
134         cl.num_beams = 0;
135
136         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
137         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
138         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
139         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         for (i = 0;i < cl.max_csqcentities;i++)
158         {
159                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
160                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
161                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
162                 cl.csqcentities[i].csqc = true;
163                 cl.csqcentities[i].state_current.number = -i;
164         }
165
166         if (gamemode == GAME_NEXUIZ)
167         {
168                 VectorSet(cl.playerstandmins, -16, -16, -24);
169                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170                 VectorSet(cl.playercrouchmins, -16, -16, -24);
171                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
172         }
173         else
174         {
175                 VectorSet(cl.playerstandmins, -16, -16, -24);
176                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177                 VectorSet(cl.playercrouchmins, -16, -16, -24);
178                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179         }
180
181         // disable until we get textures for it
182         R_ResetSkyBox();
183
184         ent = &cl.entities[0];
185         // entire entity array was cleared, so just fill in a few fields
186         ent->state_current.active = true;
187         ent->render.model = cl.worldmodel = NULL; // no world model yet
188         ent->render.scale = 1; // some of the renderer still relies on scale
189         ent->render.alpha = 1;
190         ent->render.colormap = -1; // no special coloring
191         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
194         CL_BoundingBoxForEntity(&ent->render);
195
196         // noclip is turned off at start
197         noclip_anglehack = false;
198
199         // mark all frames invalid for delta
200         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
201
202         CL_Screen_NewMap();
203 }
204
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 {
207         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
208         {
209                 if (!quiet)
210                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
211                 return;
212         }
213         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
214         if (cls.state == ca_connected && cls.netcon)
215         {
216                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
217                 {
218                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
219                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
220                 }
221                 else if (!strcasecmp(key, "name"))
222                 {
223                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
224                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
225                 }
226                 else if (!strcasecmp(key, "playermodel"))
227                 {
228                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
230                 }
231                 else if (!strcasecmp(key, "playerskin"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "topcolor"))
237                 {
238                         // don't send anything, the combined color code will be updated manually
239                 }
240                 else if (!strcasecmp(key, "bottomcolor"))
241                 {
242                         // don't send anything, the combined color code will be updated manually
243                 }
244                 else if (!strcasecmp(key, "rate"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
248                 }
249         }
250 }
251
252 void CL_ExpandEntities(int num)
253 {
254         int i, oldmaxentities;
255         entity_t *oldentities;
256         if (num >= cl.max_entities)
257         {
258                 if (!cl.entities)
259                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
260                 if (num >= MAX_EDICTS)
261                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
262                 oldmaxentities = cl.max_entities;
263                 oldentities = cl.entities;
264                 cl.max_entities = (num & ~255) + 256;
265                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
266                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
267                 Mem_Free(oldentities);
268                 for (i = oldmaxentities;i < cl.max_entities;i++)
269                 {
270                         cl.entities[i].state_baseline = defaultstate;
271                         cl.entities[i].state_previous = defaultstate;
272                         cl.entities[i].state_current = defaultstate;
273                 }
274         }
275 }
276
277 void CL_ExpandCSQCEntities(int num)
278 {
279         int i, oldmaxentities;
280         entity_t *oldentities;
281         if (num >= cl.max_csqcentities)
282         {
283                 if (!cl.csqcentities)
284                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
285                 if (num >= MAX_EDICTS)
286                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
287                 oldmaxentities = cl.max_csqcentities;
288                 oldentities = cl.csqcentities;
289                 cl.max_csqcentities = (num & ~255) + 256;
290                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
291                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
292                 Mem_Free(oldentities);
293                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
294                 {
295                         cl.csqcentities[i].state_baseline = defaultstate;
296                         cl.csqcentities[i].state_previous = defaultstate;
297                         cl.csqcentities[i].state_current = defaultstate;
298                         cl.csqcentities[i].csqc = true;
299                         cl.csqcentities[i].state_current.number = -i;
300                 }
301         }
302 }
303
304 void CL_VM_ShutDown (void);
305 /*
306 =====================
307 CL_Disconnect
308
309 Sends a disconnect message to the server
310 This is also called on Host_Error, so it shouldn't cause any errors
311 =====================
312 */
313 void CL_Disconnect(void)
314 {
315         if (cls.state == ca_dedicated)
316                 return;
317
318         Con_DPrintf("CL_Disconnect\n");
319
320         CL_VM_ShutDown();
321 // stop sounds (especially looping!)
322         S_StopAllSounds ();
323
324         // clear contents blends
325         cl.cshifts[0].percent = 0;
326         cl.cshifts[1].percent = 0;
327         cl.cshifts[2].percent = 0;
328         cl.cshifts[3].percent = 0;
329
330         cl.worldmodel = NULL;
331
332         if (cls.demoplayback)
333                 CL_StopPlayback();
334         else if (cls.netcon)
335         {
336                 sizebuf_t buf;
337                 unsigned char bufdata[8];
338                 if (cls.demorecording)
339                         CL_Stop_f();
340
341                 // send disconnect message 3 times to improve chances of server
342                 // receiving it (but it still fails sometimes)
343                 memset(&buf, 0, sizeof(buf));
344                 buf.data = bufdata;
345                 buf.maxsize = sizeof(bufdata);
346                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
347                 {
348                         Con_DPrint("Sending drop command\n");
349                         MSG_WriteByte(&buf, qw_clc_stringcmd);
350                         MSG_WriteString(&buf, "drop");
351                 }
352                 else
353                 {
354                         Con_DPrint("Sending clc_disconnect\n");
355                         MSG_WriteByte(&buf, clc_disconnect);
356                 }
357                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
360                 NetConn_Close(cls.netcon);
361                 cls.netcon = NULL;
362         }
363         cls.state = ca_disconnected;
364
365         cls.demoplayback = cls.timedemo = false;
366         cls.signon = 0;
367 }
368
369 void CL_Disconnect_f(void)
370 {
371         CL_Disconnect ();
372         if (sv.active)
373                 Host_ShutdownServer ();
374 }
375
376
377
378
379 /*
380 =====================
381 CL_EstablishConnection
382
383 Host should be either "local" or a net address
384 =====================
385 */
386 void CL_EstablishConnection(const char *host)
387 {
388         if (cls.state == ca_dedicated)
389                 return;
390
391         // clear menu's connect error message
392         M_Update_Return_Reason("");
393         cls.demonum = -1;
394
395         // stop demo loop in case this fails
396         CL_Disconnect();
397
398         // make sure the client ports are open before attempting to connect
399         NetConn_UpdateSockets();
400
401         // run a network frame
402         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403
404         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405         {
406                 cls.connect_trying = true;
407                 cls.connect_remainingtries = 3;
408                 cls.connect_nextsendtime = 0;
409                 M_Update_Return_Reason("Trying to connect...");
410                 // run several network frames to jump into the game quickly
411                 //if (sv.active)
412                 //{
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                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417                 //}
418         }
419         else
420         {
421                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
422                 M_Update_Return_Reason("No network");
423         }
424 }
425
426 /*
427 ==============
428 CL_PrintEntities_f
429 ==============
430 */
431 static void CL_PrintEntities_f(void)
432 {
433         entity_t *ent;
434         int i, j;
435         char name[32];
436
437         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
438         {
439                 if (!ent->state_current.active)
440                         continue;
441
442                 if (ent->render.model)
443                         strlcpy (name, ent->render.model->name, 25);
444                 else
445                         strcpy(name, "--no model--");
446                 for (j = (int)strlen(name);j < 25;j++)
447                         name[j] = ' ';
448                 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);
449         }
450 }
451
452 //static const vec3_t nomodelmins = {-16, -16, -16};
453 //static const vec3_t nomodelmaxs = {16, 16, 16};
454 void CL_BoundingBoxForEntity(entity_render_t *ent)
455 {
456         model_t *model = ent->model;
457         if (model)
458         {
459                 //if (ent->angles[0] || ent->angles[2])
460                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
461                 {
462                         // pitch or roll
463                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
464                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
465                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
466                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
467                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
468                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
469                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
470                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
471                 }
472                 //else if (ent->angles[1])
473                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
474                 {
475                         // yaw
476                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
477                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
478                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
479                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
480                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
481                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
482                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
483                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
484                 }
485                 else
486                 {
487                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
488                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
489                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
490                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
491                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
492                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
493                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
494                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
495                 }
496         }
497         else
498         {
499                 ent->mins[0] = ent->matrix.m[0][3] - 16;
500                 ent->mins[1] = ent->matrix.m[1][3] - 16;
501                 ent->mins[2] = ent->matrix.m[2][3] - 16;
502                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
503                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
504                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
505                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
506                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
507         }
508 }
509
510 /*
511 ===============
512 CL_LerpPoint
513
514 Determines the fraction between the last two messages that the objects
515 should be put at.
516 ===============
517 */
518 static float CL_LerpPoint(void)
519 {
520         float f;
521
522         // dropped packet, or start of demo
523         if (cl.mtime[1] < cl.mtime[0] - 0.1)
524                 cl.mtime[1] = cl.mtime[0] - 0.1;
525
526         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
527
528         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
529         f = cl.mtime[0] - cl.mtime[1];
530         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
531         {
532                 cl.time = cl.mtime[0];
533                 return 1;
534         }
535
536         f = (cl.time - cl.mtime[1]) / f;
537         return bound(0, f, 1);
538 }
539
540 void CL_ClearTempEntities (void)
541 {
542         cl.num_temp_entities = 0;
543 }
544
545 entity_t *CL_NewTempEntity(void)
546 {
547         entity_t *ent;
548
549         if (r_refdef.numentities >= r_refdef.maxentities)
550                 return NULL;
551         if (cl.num_temp_entities >= cl.max_temp_entities)
552                 return NULL;
553         ent = &cl.temp_entities[cl.num_temp_entities++];
554         memset (ent, 0, sizeof(*ent));
555         r_refdef.entities[r_refdef.numentities++] = &ent->render;
556
557         ent->render.colormap = -1; // no special coloring
558         ent->render.scale = 1;
559         ent->render.alpha = 1;
560         VectorSet(ent->render.colormod, 1, 1, 1);
561         return ent;
562 }
563
564 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
565 {
566         int i;
567         cl_effect_t *e;
568         if (!modelindex) // sanity check
569                 return;
570         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
571         {
572                 if (e->active)
573                         continue;
574                 e->active = true;
575                 VectorCopy(org, e->origin);
576                 e->modelindex = modelindex;
577                 e->starttime = cl.time;
578                 e->startframe = startframe;
579                 e->endframe = startframe + framecount;
580                 e->framerate = framerate;
581
582                 e->frame = 0;
583                 e->frame1time = cl.time;
584                 e->frame2time = cl.time;
585                 cl.num_effects = max(cl.num_effects, i + 1);
586                 break;
587         }
588 }
589
590 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)
591 {
592         int i;
593         dlight_t *dl;
594
595         /*
596 // first look for an exact key match
597         if (ent)
598         {
599                 dl = cl.dlights;
600                 for (i = 0;i < cl.num_dlights;i++, dl++)
601                         if (dl->ent == ent)
602                                 goto dlightsetup;
603         }
604         */
605
606 // then look for anything else
607         dl = cl.dlights;
608         for (i = 0;i < cl.num_dlights;i++, dl++)
609                 if (!dl->radius)
610                         goto dlightsetup;
611         // if we hit the end of the active dlights and found no gaps, add a new one
612         if (i < MAX_DLIGHTS)
613         {
614                 cl.num_dlights = i + 1;
615                 goto dlightsetup;
616         }
617
618         // unable to find one
619         return;
620
621 dlightsetup:
622         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
623         memset (dl, 0, sizeof(*dl));
624         Matrix4x4_Normalize(&dl->matrix, matrix);
625         dl->ent = ent;
626         dl->origin[0] = dl->matrix.m[0][3];
627         dl->origin[1] = dl->matrix.m[1][3];
628         dl->origin[2] = dl->matrix.m[2][3];
629         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
630         dl->matrix.m[0][3] = dl->origin[0];
631         dl->matrix.m[1][3] = dl->origin[1];
632         dl->matrix.m[2][3] = dl->origin[2];
633         dl->radius = radius;
634         dl->color[0] = red;
635         dl->color[1] = green;
636         dl->color[2] = blue;
637         dl->decay = decay;
638         if (lifetime)
639                 dl->die = cl.time + lifetime;
640         else
641                 dl->die = 0;
642         dl->cubemapnum = cubemapnum;
643         dl->style = style;
644         dl->shadow = shadowenable;
645         dl->corona = corona;
646         dl->flags = flags;
647         dl->coronasizescale = coronasizescale;
648         dl->ambientscale = ambientscale;
649         dl->diffusescale = diffusescale;
650         dl->specularscale = specularscale;
651 }
652
653 // called before entity relinking
654 void CL_DecayLights(void)
655 {
656         int i, oldmax;
657         dlight_t *dl;
658         float time, f;
659
660         time = cl.time - cl.oldtime;
661         oldmax = cl.num_dlights;
662         cl.num_dlights = 0;
663         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
664         {
665                 if (dl->radius)
666                 {
667                         f = dl->radius - time * dl->decay;
668                         if (cl.time < dl->die && f > 0)
669                         {
670                                 dl->radius = dl->radius - time * dl->decay;
671                                 cl.num_dlights = i + 1;
672                         }
673                         else
674                                 dl->radius = 0;
675                 }
676         }
677 }
678
679 // called after entity relinking
680 void CL_UpdateLights(void)
681 {
682         int i, j, k, l;
683         dlight_t *dl;
684         float frac, f;
685
686         r_refdef.numlights = 0;
687         if (r_dynamic.integer)
688         {
689                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
690                 {
691                         if (dl->radius)
692                         {
693                                 R_RTLight_Update(dl, false);
694                                 r_refdef.lights[r_refdef.numlights++] = dl;
695                         }
696                 }
697         }
698
699 // light animations
700 // 'm' is normal light, 'a' is no light, 'z' is double bright
701         f = cl.time * 10;
702         i = (int)floor(f);
703         frac = f - i;
704         for (j = 0;j < cl.max_lightstyle;j++)
705         {
706                 if (!cl.lightstyle || !cl.lightstyle[j].length)
707                 {
708                         r_refdef.lightstylevalue[j] = 256;
709                         continue;
710                 }
711                 k = i % cl.lightstyle[j].length;
712                 l = (i-1) % cl.lightstyle[j].length;
713                 k = cl.lightstyle[j].map[k] - 'a';
714                 l = cl.lightstyle[j].map[l] - 'a';
715                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
716         }
717 }
718
719 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
720 {
721         float f;
722         entity_t *flag;
723         matrix4x4_t flagmatrix;
724
725         // this code taken from QuakeWorld
726         f = 14;
727         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
728         {
729                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
730                 { //axpain
731                         if      (player->render.frame2 == 29) f = f + 2;
732                         else if (player->render.frame2 == 30) f = f + 8;
733                         else if (player->render.frame2 == 31) f = f + 12;
734                         else if (player->render.frame2 == 32) f = f + 11;
735                         else if (player->render.frame2 == 33) f = f + 10;
736                         else if (player->render.frame2 == 34) f = f + 4;
737                 }
738                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
739                 { // pain
740                         if      (player->render.frame2 == 35) f = f + 2;
741                         else if (player->render.frame2 == 36) f = f + 10;
742                         else if (player->render.frame2 == 37) f = f + 10;
743                         else if (player->render.frame2 == 38) f = f + 8;
744                         else if (player->render.frame2 == 39) f = f + 4;
745                         else if (player->render.frame2 == 40) f = f + 2;
746                 }
747         }
748         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
749         {
750                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
751                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
752                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
753                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
754         }
755         // end of code taken from QuakeWorld
756
757         flag = CL_NewTempEntity();
758         if (!flag)
759                 return;
760
761         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
762         flag->render.skinnum = skin;
763         flag->render.colormap = -1; // no special coloring
764         flag->render.alpha = 1;
765         VectorSet(flag->render.colormod, 1, 1, 1);
766         // attach the flag to the player matrix
767         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
768         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
769         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
770         R_LerpAnimation(&flag->render);
771         CL_BoundingBoxForEntity(&flag->render);
772 }
773
774 #define MAXVIEWMODELS 32
775 entity_t *viewmodels[MAXVIEWMODELS];
776 int numviewmodels;
777
778 matrix4x4_t viewmodelmatrix;
779
780 static int entitylinkframenumber;
781
782 static const vec3_t muzzleflashorigin = {18, 0, 0};
783
784 extern void V_DriftPitch(void);
785 extern void V_FadeViewFlashs(void);
786 extern void V_CalcViewBlend(void);
787
788 extern void V_CalcRefdef(void);
789 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
790 void CL_LinkNetworkEntity(entity_t *e)
791 {
792         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
793         //matrix4x4_t dlightmatrix;
794         int j, k, l;
795         effectnameindex_t trailtype;
796         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
797         entity_t *t;
798         model_t *model;
799         trace_t trace;
800         //entity_persistent_t *p = &e->persistent;
801         //entity_render_t *r = &e->render;
802         if (e->persistent.linkframe != entitylinkframenumber)
803         {
804                 e->persistent.linkframe = entitylinkframenumber;
805                 // skip inactive entities and world
806                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
807                         return;
808                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
809                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
810                 e->render.flags = e->state_current.flags;
811                 e->render.effects = e->state_current.effects;
812                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
813                 if (e->state_current.flags & RENDER_COLORMAPPED)
814                 {
815                         int cb;
816                         unsigned char *cbcolor;
817                         e->render.colormap = e->state_current.colormap;
818                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
819                         cbcolor = (unsigned char *) (&palette_complete[cb]);
820                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
821                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
822                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
823                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
824                         cbcolor = (unsigned char *) (&palette_complete[cb]);
825                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
826                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
827                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
828                 }
829                 else if (e->state_current.colormap && cl.scores != NULL)
830                 {
831                         int cb;
832                         unsigned char *cbcolor;
833                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
834                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
835                         cbcolor = (unsigned char *) (&palette_complete[cb]);
836                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
837                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
838                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
839                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
840                         cbcolor = (unsigned char *) (&palette_complete[cb]);
841                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
842                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
843                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
844                 }
845                 else
846                 {
847                         e->render.colormap = -1; // no special coloring
848                         VectorClear(e->render.colormap_pantscolor);
849                         VectorClear(e->render.colormap_shirtcolor);
850                 }
851                 e->render.skinnum = e->state_current.skin;
852                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
853                 {
854                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
855                                 return;
856                         if (!e->csqc)
857                         {
858                                 if (cl.viewentity)
859                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
860                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
861                                 {
862                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
863                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
864                                 }
865                         }
866                         matrix = &viewmodelmatrix;
867                 }
868                 else
869                 {
870                         // if the tag entity is currently impossible, skip it
871                         if (!e->csqc)
872                         {
873                                 if (e->state_current.tagentity >= cl.num_entities)
874                                         return;
875                                 t = cl.entities + e->state_current.tagentity;
876                         }
877                         else
878                         {
879                                 if (e->state_current.tagentity >= cl.num_csqcentities)
880                                         return;
881                                 t = cl.csqcentities + e->state_current.tagentity;
882                         }
883                         // if the tag entity is inactive, skip it
884                         if (!t->state_current.active)
885                                 return;
886                         // note: this can link to world
887                         CL_LinkNetworkEntity(t);
888                         // make relative to the entity
889                         matrix = &t->render.matrix;
890                         // some properties of the tag entity carry over
891                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
892                         // if a valid tagindex is used, make it relative to that tag instead
893                         // FIXME: use a model function to get tag info (need to handle skeletal)
894                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
895                         {
896                                 // blend the matrices
897                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
898                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
899                                 {
900                                         matrix4x4_t tagmatrix;
901                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
902                                         d = t->render.frameblend[j].lerp;
903                                         for (l = 0;l < 4;l++)
904                                                 for (k = 0;k < 4;k++)
905                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
906                                 }
907                                 // concat the tag matrices onto the entity matrix
908                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
909                                 // use the constructed tag matrix
910                                 matrix = &tempmatrix;
911                         }
912                 }
913
914                 // movement lerp
915                 // if it's the player entity, update according to client movement
916                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
917                 {
918                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
919                         lerp = bound(0, lerp, 1);
920                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
921                         VectorSet(angles, 0, cl.viewangles[1], 0);
922                 }
923                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
924                 {
925                         // interpolate the origin and angles
926                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
927                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
928                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
929                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
930                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
931                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
932                 }
933                 else
934                 {
935                         // no interpolation
936                         VectorCopy(e->persistent.neworigin, origin);
937                         VectorCopy(e->persistent.newangles, angles);
938                 }
939
940                 // model setup and some modelflags
941                 if(e->state_current.modelindex < MAX_MODELS)
942                         e->render.model = cl.model_precache[e->state_current.modelindex];
943                 else
944                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
945                 if (e->render.model)
946                 {
947                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
948                         if (e->render.model->type == mod_alias)
949                                 angles[0] = -angles[0];
950                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
951                         {
952                                 angles[1] = ANGLEMOD(100*cl.time);
953                                 if (cl_itembobheight.value)
954                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
955                         }
956                         // transfer certain model flags to effects
957                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
958                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
959                                 VectorScale(e->render.colormod, 2, e->render.colormod);
960                 }
961                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
962                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
963                         angles[0] = -angles[0];
964
965                 // animation lerp
966                 if (e->render.frame2 == e->state_current.frame)
967                 {
968                         // update frame lerp fraction
969                         e->render.framelerp = 1;
970                         if (e->render.frame2time > e->render.frame1time)
971                         {
972                                 // make sure frame lerp won't last longer than 100ms
973                                 // (this mainly helps with models that use framegroups and
974                                 // switch between them infrequently)
975                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
976                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
977                         }
978                 }
979                 else
980                 {
981                         // begin a new frame lerp
982                         e->render.frame1 = e->render.frame2;
983                         e->render.frame1time = e->render.frame2time;
984                         e->render.frame = e->render.frame2 = e->state_current.frame;
985                         e->render.frame2time = cl.time;
986                         e->render.framelerp = 0;
987                 }
988                 R_LerpAnimation(&e->render);
989
990                 // set up the render matrix
991                 // FIXME: e->render.scale should go away
992                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
993                 // concat the matrices to make the entity relative to its tag
994                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
995                 // make the other useful stuff
996                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
997                 CL_BoundingBoxForEntity(&e->render);
998
999                 // handle effects now that we know where this entity is in the world...
1000                 if (e->render.model && e->render.model->soundfromcenter)
1001                 {
1002                         // bmodels are treated specially since their origin is usually '0 0 0'
1003                         vec3_t o;
1004                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1005                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1006                 }
1007                 else
1008                 {
1009                         origin[0] = e->render.matrix.m[0][3];
1010                         origin[1] = e->render.matrix.m[1][3];
1011                         origin[2] = e->render.matrix.m[2][3];
1012                 }
1013                 trailtype = EFFECT_NONE;
1014                 dlightradius = 0;
1015                 dlightcolor[0] = 0;
1016                 dlightcolor[1] = 0;
1017                 dlightcolor[2] = 0;
1018                 // LordHavoc: if the entity has no effects, don't check each
1019                 if (e->render.effects)
1020                 {
1021                         if (e->render.effects & EF_BRIGHTFIELD)
1022                         {
1023                                 if (gamemode == GAME_NEXUIZ)
1024                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
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                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1061                         if (e->render.effects & EF_STARDUST)
1062                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1063                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1064                         {
1065                                 // these are only set on player entities
1066                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1067                         }
1068                 }
1069                 // muzzleflash fades over time, and is offset a bit
1070                 if (e->persistent.muzzleflash > 0)
1071                 {
1072                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1073                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1074                         tempmatrix = e->render.matrix;
1075                         tempmatrix.m[0][3] = trace.endpos[0];
1076                         tempmatrix.m[1][3] = trace.endpos[1];
1077                         tempmatrix.m[2][3] = trace.endpos[2];
1078                         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);
1079                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1080                 }
1081                 // LordHavoc: if the model has no flags, don't check each
1082                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1083                 {
1084                         if (e->render.model->flags & EF_GIB)
1085                                 trailtype = EFFECT_TR_BLOOD;
1086                         else if (e->render.model->flags & EF_ZOMGIB)
1087                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1088                         else if (e->render.model->flags & EF_TRACER)
1089                                 trailtype = EFFECT_TR_WIZSPIKE;
1090                         else if (e->render.model->flags & EF_TRACER2)
1091                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1092                         else if (e->render.model->flags & EF_ROCKET)
1093                                 trailtype = EFFECT_TR_ROCKET;
1094                         else if (e->render.model->flags & EF_GRENADE)
1095                         {
1096                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1097                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1098                         }
1099                         else if (e->render.model->flags & EF_TRACER3)
1100                                 trailtype = EFFECT_TR_VORESPIKE;
1101                 }
1102                 // LordHavoc: customizable glow
1103                 if (e->state_current.glowsize)
1104                 {
1105                         // * 4 for the expansion from 0-255 to 0-1023 range,
1106                         // / 255 to scale down byte colors
1107                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1108                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1109                 }
1110                 // make the glow dlight
1111                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1112                 {
1113                         //dlightmatrix = e->render.matrix;
1114                         // hack to make glowing player light shine on their gun
1115                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1116                         //      dlightmatrix.m[2][3] += 30;
1117                         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);
1118                 }
1119                 // custom rtlight
1120                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1121                 {
1122                         float light[4];
1123                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1124                         light[3] = e->state_current.light[3];
1125                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1126                                 VectorSet(light, 1, 1, 1);
1127                         if (light[3] == 0)
1128                                 light[3] = 350;
1129                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1130                         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);
1131                 }
1132                 // do trails
1133                 if (e->render.flags & RENDER_GLOWTRAIL)
1134                         trailtype = EFFECT_TR_GLOWTRAIL;
1135                 if (trailtype)
1136                 {
1137                         float len;
1138                         vec3_t vel;
1139                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1140                         len = e->state_current.time - e->state_previous.time;
1141                         if (len > 0)
1142                                 len = 1.0f / len;
1143                         VectorScale(vel, len, vel);
1144                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1145                 }
1146                 VectorCopy(origin, e->persistent.trail_origin);
1147                 // tenebrae's sprites are all additive mode (weird)
1148                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1149                         e->render.effects |= EF_ADDITIVE;
1150                 // player model is only shown with chase_active on
1151                 if (!e->csqc)
1152                 if (e->state_current.number == cl.viewentity)
1153                         e->render.flags |= RENDER_EXTERIORMODEL;
1154                 // transparent stuff can't be lit during the opaque stage
1155                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1156                         e->render.flags |= RENDER_TRANSPARENT;
1157                 // double sided rendering mode causes backfaces to be visible
1158                 // (mostly useful on transparent stuff)
1159                 if (e->render.effects & EF_DOUBLESIDED)
1160                         e->render.flags |= RENDER_NOCULLFACE;
1161                 // either fullbright or lit
1162                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1163                         e->render.flags |= RENDER_LIGHT;
1164                 // hide player shadow during intermission or nehahra movie
1165                 if (!(e->render.effects & EF_NOSHADOW)
1166                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1167                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1168                         e->render.flags |= RENDER_SHADOW;
1169                 // as soon as player is known we can call V_CalcRefDef
1170                 if (!csqc_loaded)
1171                 if (e->state_current.number == cl.viewentity)
1172                         V_CalcRefdef();
1173                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1174                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1175                 // don't show entities with no modelindex (note: this still shows
1176                 // entities which have a modelindex that resolved to a NULL model)
1177                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1178                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1179                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1180                 //      Matrix4x4_Print(&e->render.matrix);
1181         }
1182 }
1183
1184 void CL_RelinkWorld(void)
1185 {
1186         entity_t *ent = &cl.entities[0];
1187         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1188         // FIXME: this should be done at load
1189         ent->render.matrix = identitymatrix;
1190         ent->render.inversematrix = identitymatrix;
1191         R_LerpAnimation(&ent->render);
1192         CL_BoundingBoxForEntity(&ent->render);
1193         ent->render.flags = RENDER_SHADOW;
1194         if (!r_fullbright.integer)
1195                 ent->render.flags |= RENDER_LIGHT;
1196         VectorSet(ent->render.colormod, 1, 1, 1);
1197         r_refdef.worldentity = &ent->render;
1198         r_refdef.worldmodel = cl.worldmodel;
1199 }
1200
1201 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1202 {
1203         entity_t *ent = &cl.csqcentities[0];
1204         if(!csqc_loaded)
1205                 return;
1206 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1207         // FIXME: this should be done at load
1208         ent->render.matrix = identitymatrix;
1209         ent->render.inversematrix = identitymatrix;
1210         R_LerpAnimation(&ent->render);
1211         CL_BoundingBoxForEntity(&ent->render);
1212         ent->render.flags = RENDER_SHADOW;
1213         if (!r_fullbright.integer)
1214                 ent->render.flags |= RENDER_LIGHT;
1215         VectorSet(ent->render.colormod, 1, 1, 1);
1216 //      r_refdef.worldentity = &ent->render;
1217 //      r_refdef.worldmodel = cl.worldmodel;
1218 }
1219
1220 static void CL_RelinkStaticEntities(void)
1221 {
1222         int i;
1223         entity_t *e;
1224         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1225         {
1226                 e->render.flags = 0;
1227                 // transparent stuff can't be lit during the opaque stage
1228                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1229                         e->render.flags |= RENDER_TRANSPARENT;
1230                 // either fullbright or lit
1231                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1232                         e->render.flags |= RENDER_LIGHT;
1233                 // hide player shadow during intermission or nehahra movie
1234                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1235                         e->render.flags |= RENDER_SHADOW;
1236                 VectorSet(e->render.colormod, 1, 1, 1);
1237                 R_LerpAnimation(&e->render);
1238                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1239         }
1240 }
1241
1242 /*
1243 ===============
1244 CL_RelinkEntities
1245 ===============
1246 */
1247 static void CL_RelinkNetworkEntities(int drawmask)
1248 {
1249         entity_t *ent;
1250         int i, k;
1251
1252         if(!csqc_loaded)
1253         {
1254                 ent = &cl.viewent;
1255                 ent->state_previous = ent->state_current;
1256                 ent->state_current = defaultstate;
1257                 ent->state_current.time = cl.time;
1258                 ent->state_current.number = -1;
1259                 ent->state_current.active = true;
1260                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1261                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1262                 ent->state_current.flags = RENDER_VIEWMODEL;
1263                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1264                         ent->state_current.modelindex = 0;
1265                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1266                 {
1267                         if (gamemode == GAME_TRANSFUSION)
1268                                 ent->state_current.alpha = 128;
1269                         else
1270                                 ent->state_current.modelindex = 0;
1271                 }
1272
1273                 // reset animation interpolation on weaponmodel if model changed
1274                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1275                 {
1276                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1277                         ent->render.frame1time = ent->render.frame2time = cl.time;
1278                         ent->render.framelerp = 1;
1279                 }
1280         }
1281
1282         // start on the entity after the world
1283         entitylinkframenumber++;
1284         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1285         {
1286                 for (i = 1;i < cl.num_entities;i++)
1287                 {
1288                         if (cl.entities_active[i])
1289                         {
1290                                 ent = cl.entities + i;
1291                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1292                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1293                                 {
1294                                         cl.entities_active[i] = false;
1295                                         continue;
1296                                 }
1297                                 if (ent->state_current.active)
1298                                         CL_LinkNetworkEntity(ent);
1299                                 else
1300                                         cl.entities_active[i] = false;
1301                         }
1302                 }
1303         }
1304
1305         //[515]: csqc
1306         if(csqc_loaded)
1307         {
1308                 for (i=1,k=cl.num_csqcentities;k;i++)
1309                 {
1310                         if (cl.csqcentities_active[i])
1311                         {
1312                                 --k;
1313                                 ent = cl.csqcentities + i;
1314                                 if (ent->state_current.active)
1315                                         CL_LinkNetworkEntity(ent);
1316                                 else
1317                                         cl.csqcentities_active[i] = false;
1318                         }
1319                 }
1320         }
1321         else
1322                 CL_LinkNetworkEntity(&cl.viewent);
1323 }
1324
1325 static void CL_RelinkEffects(void)
1326 {
1327         int i, intframe;
1328         cl_effect_t *e;
1329         entity_t *ent;
1330         float frame;
1331
1332         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1333         {
1334                 if (e->active)
1335                 {
1336                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1337                         intframe = (int)frame;
1338                         if (intframe < 0 || intframe >= e->endframe)
1339                         {
1340                                 memset(e, 0, sizeof(*e));
1341                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1342                                         cl.num_effects--;
1343                                 continue;
1344                         }
1345
1346                         if (intframe != e->frame)
1347                         {
1348                                 e->frame = intframe;
1349                                 e->frame1time = e->frame2time;
1350                                 e->frame2time = cl.time;
1351                         }
1352
1353                         // if we're drawing effects, get a new temp entity
1354                         // (NewTempEntity adds it to the render entities list for us)
1355                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1356                         {
1357                                 // interpolation stuff
1358                                 ent->render.frame1 = intframe;
1359                                 ent->render.frame2 = intframe + 1;
1360                                 if (ent->render.frame2 >= e->endframe)
1361                                         ent->render.frame2 = -1; // disappear
1362                                 ent->render.framelerp = frame - intframe;
1363                                 ent->render.frame1time = e->frame1time;
1364                                 ent->render.frame2time = e->frame2time;
1365
1366                                 // normal stuff
1367                                 if(e->modelindex < MAX_MODELS)
1368                                         ent->render.model = cl.model_precache[e->modelindex];
1369                                 else
1370                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1371                                 ent->render.frame = ent->render.frame2;
1372                                 ent->render.colormap = -1; // no special coloring
1373                                 ent->render.alpha = 1;
1374                                 VectorSet(ent->render.colormod, 1, 1, 1);
1375
1376                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1377                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1378                                 R_LerpAnimation(&ent->render);
1379                                 CL_BoundingBoxForEntity(&ent->render);
1380                         }
1381                 }
1382         }
1383 }
1384
1385 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1386 {
1387         VectorCopy(b->start, start);
1388         VectorCopy(b->end, end);
1389
1390         // if coming from the player, update the start position
1391         if (b->entity == cl.viewentity)
1392         {
1393                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1394                 {
1395                         // LordHavoc: this is a stupid hack from Quake that makes your
1396                         // lightning appear to come from your waist and cover less of your
1397                         // view
1398                         // in Quake this hack was applied to all players (causing the
1399                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1400                         // only applies to your own lightning, and only in first person
1401                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1402                 }
1403                 if (cl_beams_instantaimhack.integer)
1404                 {
1405                         vec3_t dir, localend;
1406                         vec_t len;
1407                         // LordHavoc: this updates the beam direction to match your
1408                         // viewangles
1409                         VectorSubtract(end, start, dir);
1410                         len = VectorLength(dir);
1411                         VectorNormalize(dir);
1412                         VectorSet(localend, len, 0, 0);
1413                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1414                 }
1415         }
1416 }
1417
1418 void CL_RelinkBeams(void)
1419 {
1420         int i;
1421         beam_t *b;
1422         vec3_t dist, org, start, end;
1423         float d;
1424         entity_t *ent;
1425         float yaw, pitch;
1426         float forward;
1427         matrix4x4_t tempmatrix;
1428
1429         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1430         {
1431                 if (!b->model)
1432                         continue;
1433                 if (b->endtime < cl.time)
1434                 {
1435                         b->model = NULL;
1436                         continue;
1437                 }
1438
1439                 CL_Beam_CalculatePositions(b, start, end);
1440
1441                 if (b->lightning)
1442                 {
1443                         if (cl_beams_lightatend.integer)
1444                         {
1445                                 // FIXME: create a matrix from the beam start/end orientation
1446                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1447                                 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);
1448                         }
1449                         if (cl_beams_polygons.integer)
1450                                 continue;
1451                 }
1452
1453                 // calculate pitch and yaw
1454                 // (this is similar to the QuakeC builtin function vectoangles)
1455                 VectorSubtract(end, start, dist);
1456                 if (dist[1] == 0 && dist[0] == 0)
1457                 {
1458                         yaw = 0;
1459                         if (dist[2] > 0)
1460                                 pitch = 90;
1461                         else
1462                                 pitch = 270;
1463                 }
1464                 else
1465                 {
1466                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1467                         if (yaw < 0)
1468                                 yaw += 360;
1469
1470                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1471                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1472                         if (pitch < 0)
1473                                 pitch += 360;
1474                 }
1475
1476                 // add new entities for the lightning
1477                 VectorCopy (start, org);
1478                 d = VectorNormalizeLength(dist);
1479                 while (d > 0)
1480                 {
1481                         ent = CL_NewTempEntity ();
1482                         if (!ent)
1483                                 return;
1484                         //VectorCopy (org, ent->render.origin);
1485                         ent->render.model = b->model;
1486                         //ent->render.effects = EF_FULLBRIGHT;
1487                         //ent->render.angles[0] = pitch;
1488                         //ent->render.angles[1] = yaw;
1489                         //ent->render.angles[2] = rand()%360;
1490                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1491                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1492                         R_LerpAnimation(&ent->render);
1493                         CL_BoundingBoxForEntity(&ent->render);
1494                         VectorMA(org, 30, dist, org);
1495                         d -= 30;
1496                 }
1497         }
1498
1499         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1500                 cl.num_beams--;
1501 }
1502
1503 static void CL_RelinkQWNails(void)
1504 {
1505         int i;
1506         vec_t *v;
1507         entity_t *ent;
1508
1509         for (i = 0;i < cl.qw_num_nails;i++)
1510         {
1511                 v = cl.qw_nails[i];
1512
1513                 // if we're drawing effects, get a new temp entity
1514                 // (NewTempEntity adds it to the render entities list for us)
1515                 if (!(ent = CL_NewTempEntity()))
1516                         continue;
1517
1518                 // normal stuff
1519                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1520                 ent->render.colormap = -1; // no special coloring
1521                 ent->render.alpha = 1;
1522                 VectorSet(ent->render.colormod, 1, 1, 1);
1523
1524                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1525                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1526                 R_LerpAnimation(&ent->render);
1527                 CL_BoundingBoxForEntity(&ent->render);
1528         }
1529 }
1530
1531 void CL_LerpPlayer(float frac)
1532 {
1533         int i;
1534
1535         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1536         for (i = 0;i < 3;i++)
1537         {
1538                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1539                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1540                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1541         }
1542 }
1543
1544 void CSQC_RelinkAllEntities (int drawmask)
1545 {
1546         cl.num_brushmodel_entities = 0;
1547         CL_RelinkNetworkEntities(drawmask);
1548         if(drawmask & ENTMASK_ENGINE)
1549         {
1550                 // move particles
1551                 CL_MoveParticles();
1552                 R_MoveExplosions();
1553         }
1554
1555         // link stuff
1556         CL_RelinkWorld();
1557         CL_RelinkCSQCWorld();   //[515]: csqc
1558         if(drawmask & ENTMASK_ENGINE)
1559         {
1560                 CL_RelinkStaticEntities();
1561                 CL_RelinkBeams();
1562                 CL_RelinkEffects();
1563                 CL_RelinkQWNails();
1564         }
1565 }
1566
1567 /*
1568 ===============
1569 CL_ReadFromServer
1570
1571 Read all incoming data from the server
1572 ===============
1573 */
1574 extern void CL_ClientMovement_Replay();
1575
1576 int CL_ReadFromServer(void)
1577 {
1578         CL_ReadDemoMessage();
1579         CL_SendMove();
1580
1581         r_refdef.time = cl.time;
1582         r_refdef.extraupdate = !r_speeds.integer;
1583         r_refdef.numentities = 0;
1584         r_view.matrix = identitymatrix;
1585
1586         if (cls.state == ca_connected && cls.signon == SIGNONS)
1587         {
1588                 // prepare for a new frame
1589                 CL_LerpPlayer(CL_LerpPoint());
1590                 CL_DecayLights();
1591                 CL_ClearTempEntities();
1592                 V_DriftPitch();
1593                 V_FadeViewFlashs();
1594
1595                 // relink network entities (note: this sets up the view!)
1596                 CL_ClientMovement_Replay();
1597                 if(!csqc_loaded)        //[515]: csqc
1598                 {
1599                         cl.num_brushmodel_entities = 0;
1600                         CL_RelinkNetworkEntities(65535);
1601
1602                         // move particles
1603                         CL_MoveParticles();
1604                         R_MoveExplosions();
1605
1606                         // link stuff
1607                         CL_RelinkWorld();
1608                         CL_RelinkCSQCWorld();   //[515]: csqc
1609                         CL_RelinkStaticEntities();
1610                         CL_RelinkBeams();
1611                         CL_RelinkEffects();
1612                         CL_RelinkQWNails();
1613                 }
1614                 else
1615                         csqc_frame = true;
1616
1617                 CL_UpdateLights();
1618
1619                 // update view blend
1620                 V_CalcViewBlend();
1621
1622                 // update the r_refdef time again because cl.time may have changed
1623                 r_refdef.time = cl.time;
1624         }
1625
1626         return 0;
1627 }
1628
1629 // LordHavoc: pausedemo command
1630 static void CL_PauseDemo_f (void)
1631 {
1632         cls.demopaused = !cls.demopaused;
1633         if (cls.demopaused)
1634                 Con_Print("Demo paused\n");
1635         else
1636                 Con_Print("Demo unpaused\n");
1637 }
1638
1639 /*
1640 ======================
1641 CL_Fog_f
1642 ======================
1643 */
1644 static void CL_Fog_f (void)
1645 {
1646         if (Cmd_Argc () == 1)
1647         {
1648                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1649                 return;
1650         }
1651         r_refdef.fog_density = atof(Cmd_Argv(1));
1652         r_refdef.fog_red = atof(Cmd_Argv(2));
1653         r_refdef.fog_green = atof(Cmd_Argv(3));
1654         r_refdef.fog_blue = atof(Cmd_Argv(4));
1655 }
1656
1657 /*
1658 ====================
1659 CL_TimeRefresh_f
1660
1661 For program optimization
1662 ====================
1663 */
1664 static void CL_TimeRefresh_f (void)
1665 {
1666         int i;
1667         float timestart, timedelta, oldangles[3];
1668
1669         r_refdef.extraupdate = false;
1670         VectorCopy(cl.viewangles, oldangles);
1671         VectorClear(cl.viewangles);
1672
1673         timestart = Sys_DoubleTime();
1674         for (i = 0;i < 128;i++)
1675         {
1676                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1677                 CL_UpdateScreen();
1678         }
1679         timedelta = Sys_DoubleTime() - timestart;
1680
1681         VectorCopy(oldangles, cl.viewangles);
1682         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1683 }
1684
1685 /*
1686 ===========
1687 CL_Shutdown
1688 ===========
1689 */
1690 void CL_Shutdown (void)
1691 {
1692         CL_Particles_Shutdown();
1693         CL_Parse_Shutdown();
1694
1695         Mem_FreePool (&cls.permanentmempool);
1696         Mem_FreePool (&cls.levelmempool);
1697 }
1698
1699 /*
1700 =================
1701 CL_Init
1702 =================
1703 */
1704 void CL_Init (void)
1705 {
1706         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1707         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1708
1709         memset(&r_refdef, 0, sizeof(r_refdef));
1710         // max entities sent to renderer per frame
1711         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1712         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1713
1714         CL_InitInput ();
1715
1716 //
1717 // register our commands
1718 //
1719         Cvar_RegisterVariable (&csqc_progname);
1720         Cvar_RegisterVariable (&csqc_progcrc);
1721
1722         Cvar_RegisterVariable (&cl_upspeed);
1723         Cvar_RegisterVariable (&cl_forwardspeed);
1724         Cvar_RegisterVariable (&cl_backspeed);
1725         Cvar_RegisterVariable (&cl_sidespeed);
1726         Cvar_RegisterVariable (&cl_movespeedkey);
1727         Cvar_RegisterVariable (&cl_yawspeed);
1728         Cvar_RegisterVariable (&cl_pitchspeed);
1729         Cvar_RegisterVariable (&cl_anglespeedkey);
1730         Cvar_RegisterVariable (&cl_shownet);
1731         Cvar_RegisterVariable (&cl_nolerp);
1732         Cvar_RegisterVariable (&lookspring);
1733         Cvar_RegisterVariable (&lookstrafe);
1734         Cvar_RegisterVariable (&sensitivity);
1735         Cvar_RegisterVariable (&freelook);
1736
1737         Cvar_RegisterVariable (&m_pitch);
1738         Cvar_RegisterVariable (&m_yaw);
1739         Cvar_RegisterVariable (&m_forward);
1740         Cvar_RegisterVariable (&m_side);
1741
1742         Cvar_RegisterVariable (&cl_itembobspeed);
1743         Cvar_RegisterVariable (&cl_itembobheight);
1744
1745         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1746         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1747         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1748         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1749         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1750         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1751
1752         Cvar_RegisterVariable (&cl_autodemo);
1753         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1754
1755         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1756
1757         // LordHavoc: added pausedemo
1758         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)");
1759
1760         Cvar_RegisterVariable(&r_draweffects);
1761         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1762         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1763         Cvar_RegisterVariable(&cl_explosions_size_start);
1764         Cvar_RegisterVariable(&cl_explosions_size_end);
1765         Cvar_RegisterVariable(&cl_explosions_lifetime);
1766         Cvar_RegisterVariable(&cl_stainmaps);
1767         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1768         Cvar_RegisterVariable(&cl_beams_polygons);
1769         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1770         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1771         Cvar_RegisterVariable(&cl_beams_lightatend);
1772         Cvar_RegisterVariable(&cl_noplayershadow);
1773
1774         Cvar_RegisterVariable(&cl_prydoncursor);
1775
1776         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1777
1778         // for QW connections
1779         Cvar_RegisterVariable(&qport);
1780         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1781
1782         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1783
1784         CL_Parse_Init();
1785         CL_Particles_Init();
1786         CL_Screen_Init();
1787
1788         CL_Video_Init();
1789 }
1790
1791
1792