disabled cl_beams_instantaimhack by default, and disabled it in every Effects: preset...
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
77
78 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
79
80 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
81
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83
84 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
86
87 client_static_t cls;
88 client_state_t  cl;
89
90 #define MAX_PARTICLES                   32768   // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
92
93 /*
94 =====================
95 CL_ClearState
96
97 =====================
98 */
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104 // wipe the entire cl structure
105         Mem_EmptyPool(cls.levelmempool);
106         memset (&cl, 0, sizeof(cl));
107
108         S_StopAllSounds();
109
110         // reset the view zoom interpolation
111         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
112
113         cl.num_entities = 0;
114         cl.num_static_entities = 0;
115         cl.num_temp_entities = 0;
116         cl.num_brushmodel_entities = 0;
117
118         // tweak these if the game runs out
119         cl.max_entities = 256;
120         cl.max_static_entities = 256;
121         cl.max_temp_entities = 512;
122         cl.max_effects = 256;
123         cl.max_beams = 256;
124         cl.max_dlights = MAX_DLIGHTS;
125         cl.max_lightstyle = MAX_LIGHTSTYLES;
126         cl.max_brushmodel_entities = MAX_EDICTS;
127         cl.max_particles = MAX_PARTICLES;
128
129 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
130         i = COM_CheckParm ("-particles");
131         if (i && i < com_argc - 1)
132         {
133                 cl.max_particles = (int)(atoi(com_argv[i+1]));
134                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
135                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
136         }
137
138         cl.num_dlights = 0;
139         cl.num_effects = 0;
140         cl.num_beams = 0;
141
142         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
143         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
144         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
145         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
146         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
147         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
148         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
149         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
150         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
151         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152
153         // LordHavoc: have to set up the baseline info for alpha and other stuff
154         for (i = 0;i < cl.max_entities;i++)
155         {
156                 cl.entities[i].state_baseline = defaultstate;
157                 cl.entities[i].state_previous = defaultstate;
158                 cl.entities[i].state_current = defaultstate;
159         }
160
161         if (gamemode == GAME_NEXUIZ)
162         {
163                 VectorSet(cl.playerstandmins, -16, -16, -24);
164                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
165                 VectorSet(cl.playercrouchmins, -16, -16, -24);
166                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
167         }
168         else
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
174         }
175
176         // disable until we get textures for it
177         R_ResetSkyBox();
178
179         ent = &cl.entities[0];
180         // entire entity array was cleared, so just fill in a few fields
181         ent->state_current.active = true;
182         ent->render.model = cl.worldmodel = NULL; // no world model yet
183         ent->render.alpha = 1;
184         ent->render.colormap = -1; // no special coloring
185         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
186         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
187         CL_UpdateRenderEntity(&ent->render);
188
189         // noclip is turned off at start
190         noclip_anglehack = false;
191
192         // mark all frames invalid for delta
193         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194
195         CL_Screen_NewMap();
196 }
197
198 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
199 {
200         int i;
201         qboolean fail = false;
202         if (!allowstarkey && key[0] == '*')
203                 fail = true;
204         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
205                 fail = true;
206         for (i = 0;key[i];i++)
207                 if (key[i] <= ' ' || key[i] == '\"')
208                         fail = true;
209         for (i = 0;value[i];i++)
210                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
211                         fail = true;
212         if (fail)
213         {
214                 if (!quiet)
215                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
216                 return;
217         }
218         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
219         if (cls.state == ca_connected && cls.netcon)
220         {
221                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
222                 {
223                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
224                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
225                 }
226                 else if (!strcasecmp(key, "name"))
227                 {
228                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
230                 }
231                 else if (!strcasecmp(key, "playermodel"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playerskin"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "topcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "bottomcolor"))
246                 {
247                         // don't send anything, the combined color code will be updated manually
248                 }
249                 else if (!strcasecmp(key, "rate"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253                 }
254         }
255 }
256
257 void CL_ExpandEntities(int num)
258 {
259         int i, oldmaxentities;
260         entity_t *oldentities;
261         if (num >= cl.max_entities)
262         {
263                 if (!cl.entities)
264                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
265                 if (num >= MAX_EDICTS)
266                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
267                 oldmaxentities = cl.max_entities;
268                 oldentities = cl.entities;
269                 cl.max_entities = (num & ~255) + 256;
270                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
271                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
272                 Mem_Free(oldentities);
273                 for (i = oldmaxentities;i < cl.max_entities;i++)
274                 {
275                         cl.entities[i].state_baseline = defaultstate;
276                         cl.entities[i].state_previous = defaultstate;
277                         cl.entities[i].state_current = defaultstate;
278                 }
279         }
280 }
281
282 void CL_VM_ShutDown (void);
283 /*
284 =====================
285 CL_Disconnect
286
287 Sends a disconnect message to the server
288 This is also called on Host_Error, so it shouldn't cause any errors
289 =====================
290 */
291 void CL_Disconnect(void)
292 {
293         if (cls.state == ca_dedicated)
294                 return;
295
296         Curl_Clear_forthismap();
297
298         Con_DPrintf("CL_Disconnect\n");
299
300         CL_VM_ShutDown();
301 // stop sounds (especially looping!)
302         S_StopAllSounds ();
303
304         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
305
306         // clear contents blends
307         cl.cshifts[0].percent = 0;
308         cl.cshifts[1].percent = 0;
309         cl.cshifts[2].percent = 0;
310         cl.cshifts[3].percent = 0;
311
312         cl.worldmodel = NULL;
313
314         CL_Parse_ErrorCleanUp();
315
316         if (cls.demoplayback)
317                 CL_StopPlayback();
318         else if (cls.netcon)
319         {
320                 sizebuf_t buf;
321                 unsigned char bufdata[8];
322                 if (cls.demorecording)
323                         CL_Stop_f();
324
325                 // send disconnect message 3 times to improve chances of server
326                 // receiving it (but it still fails sometimes)
327                 memset(&buf, 0, sizeof(buf));
328                 buf.data = bufdata;
329                 buf.maxsize = sizeof(bufdata);
330                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
331                 {
332                         Con_DPrint("Sending drop command\n");
333                         MSG_WriteByte(&buf, qw_clc_stringcmd);
334                         MSG_WriteString(&buf, "drop");
335                 }
336                 else
337                 {
338                         Con_DPrint("Sending clc_disconnect\n");
339                         MSG_WriteByte(&buf, clc_disconnect);
340                 }
341                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
342                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
343                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
344                 NetConn_Close(cls.netcon);
345                 cls.netcon = NULL;
346         }
347         cls.state = ca_disconnected;
348
349         cls.demoplayback = cls.timedemo = false;
350         cls.signon = 0;
351 }
352
353 void CL_Disconnect_f(void)
354 {
355         CL_Disconnect ();
356         if (sv.active)
357                 Host_ShutdownServer ();
358 }
359
360
361
362
363 /*
364 =====================
365 CL_EstablishConnection
366
367 Host should be either "local" or a net address
368 =====================
369 */
370 void CL_EstablishConnection(const char *host)
371 {
372         if (cls.state == ca_dedicated)
373                 return;
374
375         // clear menu's connect error message
376         M_Update_Return_Reason("");
377         cls.demonum = -1;
378
379         // stop demo loop in case this fails
380         if (cls.demoplayback)
381                 CL_StopPlayback();
382
383         // if downloads are running, cancel their finishing action
384         Curl_Clear_forthismap();
385
386         // make sure the client ports are open before attempting to connect
387         NetConn_UpdateSockets();
388
389         // run a network frame
390         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
391
392         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
393         {
394                 cls.connect_trying = true;
395                 cls.connect_remainingtries = 3;
396                 cls.connect_nextsendtime = 0;
397                 M_Update_Return_Reason("Trying to connect...");
398                 // run several network frames to jump into the game quickly
399                 //if (sv.active)
400                 //{
401                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405                 //}
406         }
407         else
408         {
409                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
410                 M_Update_Return_Reason("No network");
411         }
412 }
413
414 /*
415 ==============
416 CL_PrintEntities_f
417 ==============
418 */
419 static void CL_PrintEntities_f(void)
420 {
421         entity_t *ent;
422         int i;
423
424         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
425         {
426                 const char* modelname;
427
428                 if (!ent->state_current.active)
429                         continue;
430
431                 if (ent->render.model)
432                         modelname = ent->render.model->name;
433                 else
434                         modelname = "--no model--";
435                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
436         }
437 }
438
439 //static const vec3_t nomodelmins = {-16, -16, -16};
440 //static const vec3_t nomodelmaxs = {16, 16, 16};
441 void CL_UpdateRenderEntity(entity_render_t *ent)
442 {
443         vec3_t org;
444         vec_t scale;
445         model_t *model = ent->model;
446         // update the inverse matrix for the renderer
447         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
448         // update the animation blend state
449         R_LerpAnimation(ent);
450         // we need the matrix origin to center the box
451         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
452         // update entity->render.scale because the renderer needs it
453         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
454         if (model)
455         {
456                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
457 #ifdef MATRIX4x4_OPENGLORIENTATION
458                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
459 #else
460                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
461 #endif
462                 {
463                         // pitch or roll
464                         VectorMA(org, scale, model->rotatedmins, ent->mins);
465                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
466                 }
467 #ifdef MATRIX4x4_OPENGLORIENTATION
468                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
469 #else
470                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
471 #endif
472                 {
473                         // yaw
474                         VectorMA(org, scale, model->yawmins, ent->mins);
475                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
476                 }
477                 else
478                 {
479                         VectorMA(org, scale, model->normalmins, ent->mins);
480                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
481                 }
482         }
483         else
484         {
485                 ent->mins[0] = org[0] - 16;
486                 ent->mins[1] = org[1] - 16;
487                 ent->mins[2] = org[2] - 16;
488                 ent->maxs[0] = org[0] + 16;
489                 ent->maxs[1] = org[1] + 16;
490                 ent->maxs[2] = org[2] + 16;
491         }
492 }
493
494 /*
495 ===============
496 CL_LerpPoint
497
498 Determines the fraction between the last two messages that the objects
499 should be put at.
500 ===============
501 */
502 static float CL_LerpPoint(void)
503 {
504         float f;
505
506         if (cl_nettimesyncmode.integer == 3)
507                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
508
509         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510         if (cl.mtime[0] <= cl.mtime[1])
511         {
512                 cl.time = cl.mtime[0];
513                 return 1;
514         }
515
516         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
517         return bound(0, f, 1);
518 }
519
520 void CL_ClearTempEntities (void)
521 {
522         cl.num_temp_entities = 0;
523 }
524
525 entity_t *CL_NewTempEntity(void)
526 {
527         entity_t *ent;
528
529         if (r_refdef.numentities >= r_refdef.maxentities)
530                 return NULL;
531         if (cl.num_temp_entities >= cl.max_temp_entities)
532                 return NULL;
533         ent = &cl.temp_entities[cl.num_temp_entities++];
534         memset (ent, 0, sizeof(*ent));
535         r_refdef.entities[r_refdef.numentities++] = &ent->render;
536
537         ent->render.colormap = -1; // no special coloring
538         ent->render.alpha = 1;
539         VectorSet(ent->render.colormod, 1, 1, 1);
540         return ent;
541 }
542
543 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
544 {
545         int i;
546         cl_effect_t *e;
547         if (!modelindex) // sanity check
548                 return;
549         if (framerate < 1)
550         {
551                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
552                 return;
553         }
554         if (framecount < 1)
555         {
556                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
557                 return;
558         }
559         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
560         {
561                 if (e->active)
562                         continue;
563                 e->active = true;
564                 VectorCopy(org, e->origin);
565                 e->modelindex = modelindex;
566                 e->starttime = cl.time;
567                 e->startframe = startframe;
568                 e->endframe = startframe + framecount;
569                 e->framerate = framerate;
570
571                 e->frame = 0;
572                 e->frame1time = cl.time;
573                 e->frame2time = cl.time;
574                 cl.num_effects = max(cl.num_effects, i + 1);
575                 break;
576         }
577 }
578
579 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
580 {
581         int i;
582         dlight_t *dl;
583
584         /*
585 // first look for an exact key match
586         if (ent)
587         {
588                 dl = cl.dlights;
589                 for (i = 0;i < cl.num_dlights;i++, dl++)
590                         if (dl->ent == ent)
591                                 goto dlightsetup;
592         }
593         */
594
595 // then look for anything else
596         dl = cl.dlights;
597         for (i = 0;i < cl.num_dlights;i++, dl++)
598                 if (!dl->radius)
599                         goto dlightsetup;
600         // if we hit the end of the active dlights and found no gaps, add a new one
601         if (i < MAX_DLIGHTS)
602         {
603                 cl.num_dlights = i + 1;
604                 goto dlightsetup;
605         }
606
607         // unable to find one
608         return;
609
610 dlightsetup:
611         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
612         memset (dl, 0, sizeof(*dl));
613         Matrix4x4_Normalize(&dl->matrix, matrix);
614         dl->ent = ent;
615         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
616         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
617         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
618         dl->radius = radius;
619         dl->color[0] = red;
620         dl->color[1] = green;
621         dl->color[2] = blue;
622         dl->initialradius = radius;
623         dl->initialcolor[0] = red;
624         dl->initialcolor[1] = green;
625         dl->initialcolor[2] = blue;
626         dl->decay = decay / radius; // changed decay to be a percentage decrease
627         dl->intensity = 1; // this is what gets decayed
628         if (lifetime)
629                 dl->die = cl.time + lifetime;
630         else
631                 dl->die = 0;
632         if (cubemapnum > 0)
633                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
634         else
635                 dl->cubemapname[0] = 0;
636         dl->style = style;
637         dl->shadow = shadowenable;
638         dl->corona = corona;
639         dl->flags = flags;
640         dl->coronasizescale = coronasizescale;
641         dl->ambientscale = ambientscale;
642         dl->diffusescale = diffusescale;
643         dl->specularscale = specularscale;
644 }
645
646 void CL_DecayLightFlashes(void)
647 {
648         int i, oldmax;
649         dlight_t *dl;
650         float time;
651
652         time = bound(0, cl.time - cl.oldtime, 0.1);
653         oldmax = cl.num_dlights;
654         cl.num_dlights = 0;
655         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
656         {
657                 if (dl->radius)
658                 {
659                         dl->intensity -= time * dl->decay;
660                         if (cl.time < dl->die && dl->intensity > 0)
661                         {
662                                 if (cl_dlights_decayradius.integer)
663                                         dl->radius = dl->initialradius * dl->intensity;
664                                 else
665                                         dl->radius = dl->initialradius;
666                                 if (cl_dlights_decaybrightness.integer)
667                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
668                                 else
669                                         VectorCopy(dl->initialcolor, dl->color);
670                                 cl.num_dlights = i + 1;
671                         }
672                         else
673                                 dl->radius = 0;
674                 }
675         }
676 }
677
678 // called before entity relinking
679 void CL_RelinkLightFlashes(void)
680 {
681         int i, j, k, l;
682         dlight_t *dl;
683         float frac, f;
684         matrix4x4_t tempmatrix;
685
686         if (r_dynamic.integer)
687         {
688                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
689                 {
690                         if (dl->radius)
691                         {
692                                 tempmatrix = dl->matrix;
693                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
694                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
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         CL_UpdateRenderEntity(&flag->render);
770 }
771
772 matrix4x4_t viewmodelmatrix;
773
774 static const vec3_t muzzleflashorigin = {18, 0, 0};
775
776 extern void V_DriftPitch(void);
777 extern void V_FadeViewFlashs(void);
778 extern void V_CalcViewBlend(void);
779 extern void V_CalcRefdef(void);
780
781 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
782 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
783 {
784         const matrix4x4_t *matrix;
785         matrix4x4_t blendmatrix, tempmatrix, matrix2;
786         int j, k, l;
787         float origin[3], angles[3], delta[3], lerp, d;
788         entity_t *t;
789         model_t *model;
790         //entity_persistent_t *p = &e->persistent;
791         //entity_render_t *r = &e->render;
792         // skip inactive entities and world
793         if (!e->state_current.active || e == cl.entities)
794                 return;
795         if (recursionlimit < 1)
796                 return;
797         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
798         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
799         e->render.flags = e->state_current.flags;
800         e->render.effects = e->state_current.effects;
801         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
802         if (e->state_current.flags & RENDER_COLORMAPPED)
803         {
804                 int cb;
805                 unsigned char *cbcolor;
806                 e->render.colormap = e->state_current.colormap;
807                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
808                 cbcolor = (unsigned char *) (&palette_complete[cb]);
809                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
810                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
811                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
812                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
813                 cbcolor = (unsigned char *) (&palette_complete[cb]);
814                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
815                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
816                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
817         }
818         else if (e->state_current.colormap && cl.scores != NULL)
819         {
820                 int cb;
821                 unsigned char *cbcolor;
822                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
823                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
824                 cbcolor = (unsigned char *) (&palette_complete[cb]);
825                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
826                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
827                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
828                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
829                 cbcolor = (unsigned char *) (&palette_complete[cb]);
830                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
831                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
832                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
833         }
834         else
835         {
836                 e->render.colormap = -1; // no special coloring
837                 VectorClear(e->render.colormap_pantscolor);
838                 VectorClear(e->render.colormap_shirtcolor);
839         }
840         e->render.skinnum = e->state_current.skin;
841         if (e->state_current.tagentity)
842         {
843                 // attached entity (gun held in player model's hand, etc)
844                 // if the tag entity is currently impossible, skip it
845                 if (e->state_current.tagentity >= cl.num_entities)
846                         return;
847                 t = cl.entities + e->state_current.tagentity;
848                 // if the tag entity is inactive, skip it
849                 if (!t->state_current.active)
850                         return;
851                 // update the parent first
852                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
853                 // make relative to the entity
854                 matrix = &t->render.matrix;
855                 // some properties of the tag entity carry over
856                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
857                 // if a valid tagindex is used, make it relative to that tag instead
858                 // FIXME: use a model function to get tag info (need to handle skeletal)
859                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
860                 {
861                         // blend the matrices
862                         memset(&blendmatrix, 0, sizeof(blendmatrix));
863                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
864                         {
865                                 matrix4x4_t tagmatrix;
866                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
867                                 d = t->render.frameblend[j].lerp;
868                                 for (l = 0;l < 4;l++)
869                                         for (k = 0;k < 4;k++)
870                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
871                         }
872                         // concat the tag matrices onto the entity matrix
873                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
874                         // use the constructed tag matrix
875                         matrix = &tempmatrix;
876                 }
877         }
878         else if (e->render.flags & RENDER_VIEWMODEL)
879         {
880                 // view-relative entity (guns and such)
881                 matrix = &viewmodelmatrix;
882         }
883         else
884         {
885                 // world-relative entity (the normal kind)
886                 matrix = &identitymatrix;
887         }
888
889         // movement lerp
890         // if it's the predicted player entity, update according to client movement
891         // but don't lerp if going through a teleporter as it causes a bad lerp
892         // also don't use the predicted location if fixangle was set on both of
893         // the most recent server messages, as that cause means you are spectating
894         // someone or watching a cutscene of some sort
895         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
896         {
897                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
898                 lerp = bound(0, lerp, 1);
899                 if (!interpolate || cl_nolerp.integer || cl.fixangle[0])
900                         lerp = 1;
901                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
902                 VectorSet(angles, 0, cl.viewangles[1], 0);
903         }
904         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
905         {
906                 // interpolate the origin and angles
907                 lerp = max(0, lerp);
908                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
909                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
910                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
911                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
912                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
913                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
914         }
915         else
916         {
917                 // no interpolation
918                 VectorCopy(e->persistent.neworigin, origin);
919                 VectorCopy(e->persistent.newangles, angles);
920         }
921
922         // model setup and some modelflags
923         if(e->state_current.modelindex < MAX_MODELS)
924                 e->render.model = cl.model_precache[e->state_current.modelindex];
925         if (e->render.model)
926         {
927                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
928                 if (e->render.model->type == mod_alias)
929                         angles[0] = -angles[0];
930                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
931                 {
932                         angles[1] = ANGLEMOD(100*cl.time);
933                         if (cl_itembobheight.value)
934                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
935                 }
936                 // transfer certain model flags to effects
937                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
938                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
939                         VectorScale(e->render.colormod, 2, e->render.colormod);
940         }
941         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
942         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
943                 angles[0] = -angles[0];
944
945         // animation lerp
946         if (e->render.frame2 == e->state_current.frame)
947         {
948                 // update frame lerp fraction
949                 e->render.framelerp = 1;
950                 if (e->render.frame2time > e->render.frame1time)
951                 {
952                         // make sure frame lerp won't last longer than 100ms
953                         // (this mainly helps with models that use framegroups and
954                         // switch between them infrequently)
955                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
956                         e->render.framelerp = bound(0, e->render.framelerp, 1);
957                 }
958         }
959         else
960         {
961                 // begin a new frame lerp
962                 e->render.frame1 = e->render.frame2;
963                 e->render.frame1time = e->render.frame2time;
964                 e->render.frame = e->render.frame2 = e->state_current.frame;
965                 e->render.frame2time = cl.time;
966                 e->render.framelerp = 0;
967         }
968
969         // set up the render matrix
970         if (matrix)
971         {
972                 // attached entity, this requires a matrix multiply (concat)
973                 // FIXME: e->render.scale should go away
974                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
975                 // concat the matrices to make the entity relative to its tag
976                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
977                 // get the origin from the new matrix
978                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
979         }
980         else
981         {
982                 // unattached entities are faster to process
983                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
984         }
985
986         // make the other useful stuff
987         CL_UpdateRenderEntity(&e->render);
988
989         // tenebrae's sprites are all additive mode (weird)
990         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
991                 e->render.effects |= EF_ADDITIVE;
992         // player model is only shown with chase_active on
993         if (e->state_current.number == cl.viewentity)
994                 e->render.flags |= RENDER_EXTERIORMODEL;
995         // either fullbright or lit
996         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
997                 e->render.flags |= RENDER_LIGHT;
998         // hide player shadow during intermission or nehahra movie
999         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1000          && (e->render.alpha >= 1)
1001          && !(e->render.flags & RENDER_VIEWMODEL)
1002          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1003                 e->render.flags |= RENDER_SHADOW;
1004 }
1005
1006 // creates light and trails from an entity
1007 void CL_UpdateNetworkEntityTrail(entity_t *e)
1008 {
1009         effectnameindex_t trailtype;
1010         vec3_t origin;
1011
1012         // bmodels are treated specially since their origin is usually '0 0 0' and
1013         // their actual geometry is far from '0 0 0'
1014         if (e->render.model && e->render.model->soundfromcenter)
1015         {
1016                 vec3_t o;
1017                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1018                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1019         }
1020         else
1021                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1022
1023         // handle particle trails and such effects now that we know where this
1024         // entity is in the world...
1025         trailtype = EFFECT_NONE;
1026         // LordHavoc: if the entity has no effects, don't check each
1027         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1028         {
1029                 if (e->render.effects & EF_BRIGHTFIELD)
1030                 {
1031                         if (gamemode == GAME_NEXUIZ)
1032                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1033                         else
1034                                 CL_EntityParticles(e);
1035                 }
1036                 if (e->render.effects & EF_FLAME)
1037                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1038                 if (e->render.effects & EF_STARDUST)
1039                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1040                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1041                 {
1042                         // these are only set on player entities
1043                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1044                 }
1045         }
1046         // muzzleflash fades over time
1047         if (e->persistent.muzzleflash > 0)
1048                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1049         // LordHavoc: if the model has no flags, don't check each
1050         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1051         {
1052                 if (e->render.model->flags & EF_GIB)
1053                         trailtype = EFFECT_TR_BLOOD;
1054                 else if (e->render.model->flags & EF_ZOMGIB)
1055                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1056                 else if (e->render.model->flags & EF_TRACER)
1057                         trailtype = EFFECT_TR_WIZSPIKE;
1058                 else if (e->render.model->flags & EF_TRACER2)
1059                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1060                 else if (e->render.model->flags & EF_ROCKET)
1061                         trailtype = EFFECT_TR_ROCKET;
1062                 else if (e->render.model->flags & EF_GRENADE)
1063                 {
1064                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1065                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1066                 }
1067                 else if (e->render.model->flags & EF_TRACER3)
1068                         trailtype = EFFECT_TR_VORESPIKE;
1069         }
1070         // do trails
1071         if (e->render.flags & RENDER_GLOWTRAIL)
1072                 trailtype = EFFECT_TR_GLOWTRAIL;
1073         if (trailtype)
1074         {
1075                 float len;
1076                 vec3_t vel;
1077                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1078                 len = e->state_current.time - e->state_previous.time;
1079                 if (len > 0)
1080                         len = 1.0f / len;
1081                 VectorScale(vel, len, vel);
1082                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1083         }
1084         VectorCopy(origin, e->persistent.trail_origin);
1085 }
1086
1087
1088 /*
1089 ===============
1090 CL_UpdateViewEntities
1091 ===============
1092 */
1093 void CL_UpdateViewEntities(void)
1094 {
1095         int i;
1096         // update any RENDER_VIEWMODEL entities to use the new view matrix
1097         for (i = 1;i < cl.num_entities;i++)
1098         {
1099                 if (cl.entities_active[i])
1100                 {
1101                         entity_t *ent = cl.entities + i;
1102                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1103                                 CL_UpdateNetworkEntity(ent, 32, true);
1104                 }
1105         }
1106         // and of course the engine viewmodel needs updating as well
1107         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1108 }
1109
1110 /*
1111 ===============
1112 CL_UpdateNetworkCollisionEntities
1113 ===============
1114 */
1115 void CL_UpdateNetworkCollisionEntities(void)
1116 {
1117         entity_t *ent;
1118         int i;
1119
1120         // start on the entity after the world
1121         cl.num_brushmodel_entities = 0;
1122         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1123         {
1124                 if (cl.entities_active[i])
1125                 {
1126                         ent = cl.entities + i;
1127                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1128                         {
1129                                 // do not interpolate the bmodels for this
1130                                 CL_UpdateNetworkEntity(ent, 32, false);
1131                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1132                         }
1133                 }
1134         }
1135 }
1136
1137 /*
1138 ===============
1139 CL_UpdateNetworkEntities
1140 ===============
1141 */
1142 void CL_UpdateNetworkEntities(void)
1143 {
1144         entity_t *ent;
1145         int i;
1146
1147         // start on the entity after the world
1148         for (i = 1;i < cl.num_entities;i++)
1149         {
1150                 if (cl.entities_active[i])
1151                 {
1152                         ent = cl.entities + i;
1153                         if (ent->state_current.active)
1154                         {
1155                                 CL_UpdateNetworkEntity(ent, 32, true);
1156                                 // view models should never create light/trails
1157                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1158                                         CL_UpdateNetworkEntityTrail(ent);
1159                         }
1160                         else
1161                                 cl.entities_active[i] = false;
1162                 }
1163         }
1164 }
1165
1166 void CL_UpdateViewModel(void)
1167 {
1168         entity_t *ent;
1169         ent = &cl.viewent;
1170         ent->state_previous = ent->state_current;
1171         ent->state_current = defaultstate;
1172         ent->state_current.time = cl.time;
1173         ent->state_current.number = -1;
1174         ent->state_current.active = true;
1175         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1176         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1177         ent->state_current.flags = RENDER_VIEWMODEL;
1178         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1179                 ent->state_current.modelindex = 0;
1180         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1181         {
1182                 if (gamemode == GAME_TRANSFUSION)
1183                         ent->state_current.alpha = 128;
1184                 else
1185                         ent->state_current.modelindex = 0;
1186         }
1187         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1188         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1189
1190         // reset animation interpolation on weaponmodel if model changed
1191         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1192         {
1193                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1194                 ent->render.frame1time = ent->render.frame2time = cl.time;
1195                 ent->render.framelerp = 1;
1196         }
1197         CL_UpdateNetworkEntity(ent, 32, true);
1198 }
1199
1200 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1201 void CL_LinkNetworkEntity(entity_t *e)
1202 {
1203         effectnameindex_t trailtype;
1204         vec3_t origin;
1205         vec3_t dlightcolor;
1206         vec_t dlightradius;
1207
1208         // skip inactive entities and world
1209         if (!e->state_current.active || e == cl.entities)
1210                 return;
1211         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1212         {
1213                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1214                         return;
1215         }
1216         else
1217         {
1218                 // if the tag entity is currently impossible, skip it
1219                 if (e->state_current.tagentity >= cl.num_entities)
1220                         return;
1221                 // if the tag entity is inactive, skip it
1222                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1223                         return;
1224         }
1225
1226         // create entity dlights associated with this entity
1227         if (e->render.model && e->render.model->soundfromcenter)
1228         {
1229                 // bmodels are treated specially since their origin is usually '0 0 0'
1230                 vec3_t o;
1231                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1232                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1233         }
1234         else
1235                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1236         trailtype = EFFECT_NONE;
1237         dlightradius = 0;
1238         dlightcolor[0] = 0;
1239         dlightcolor[1] = 0;
1240         dlightcolor[2] = 0;
1241         // LordHavoc: if the entity has no effects, don't check each
1242         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1243         {
1244                 if (e->render.effects & EF_BRIGHTFIELD)
1245                 {
1246                         if (gamemode == GAME_NEXUIZ)
1247                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1248                 }
1249                 if (e->render.effects & EF_DIMLIGHT)
1250                 {
1251                         dlightradius = max(dlightradius, 200);
1252                         dlightcolor[0] += 1.50f;
1253                         dlightcolor[1] += 1.50f;
1254                         dlightcolor[2] += 1.50f;
1255                 }
1256                 if (e->render.effects & EF_BRIGHTLIGHT)
1257                 {
1258                         dlightradius = max(dlightradius, 400);
1259                         dlightcolor[0] += 3.00f;
1260                         dlightcolor[1] += 3.00f;
1261                         dlightcolor[2] += 3.00f;
1262                 }
1263                 // LordHavoc: more effects
1264                 if (e->render.effects & EF_RED) // red
1265                 {
1266                         dlightradius = max(dlightradius, 200);
1267                         dlightcolor[0] += 1.50f;
1268                         dlightcolor[1] += 0.15f;
1269                         dlightcolor[2] += 0.15f;
1270                 }
1271                 if (e->render.effects & EF_BLUE) // blue
1272                 {
1273                         dlightradius = max(dlightradius, 200);
1274                         dlightcolor[0] += 0.15f;
1275                         dlightcolor[1] += 0.15f;
1276                         dlightcolor[2] += 1.50f;
1277                 }
1278                 if (e->render.effects & EF_FLAME)
1279                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1280                 if (e->render.effects & EF_STARDUST)
1281                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1282         }
1283         // muzzleflash fades over time, and is offset a bit
1284         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1285         {
1286                 vec3_t v2;
1287                 vec3_t color;
1288                 trace_t trace;
1289                 matrix4x4_t tempmatrix;
1290                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1291                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1292                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1293                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1294                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1295                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1296                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1297         }
1298         // LordHavoc: if the model has no flags, don't check each
1299         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1300         {
1301                 if (e->render.model->flags & EF_GIB)
1302                         trailtype = EFFECT_TR_BLOOD;
1303                 else if (e->render.model->flags & EF_ZOMGIB)
1304                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1305                 else if (e->render.model->flags & EF_TRACER)
1306                         trailtype = EFFECT_TR_WIZSPIKE;
1307                 else if (e->render.model->flags & EF_TRACER2)
1308                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1309                 else if (e->render.model->flags & EF_ROCKET)
1310                         trailtype = EFFECT_TR_ROCKET;
1311                 else if (e->render.model->flags & EF_GRENADE)
1312                 {
1313                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1314                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1315                 }
1316                 else if (e->render.model->flags & EF_TRACER3)
1317                         trailtype = EFFECT_TR_VORESPIKE;
1318         }
1319         // LordHavoc: customizable glow
1320         if (e->state_current.glowsize)
1321         {
1322                 // * 4 for the expansion from 0-255 to 0-1023 range,
1323                 // / 255 to scale down byte colors
1324                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1325                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1326         }
1327         // make the glow dlight
1328         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1329         {
1330                 matrix4x4_t dlightmatrix;
1331                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1332                 // hack to make glowing player light shine on their gun
1333                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1334                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1335                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1336                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1337         }
1338         // custom rtlight
1339         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1340         {
1341                 matrix4x4_t dlightmatrix;
1342                 float light[4];
1343                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1344                 light[3] = e->state_current.light[3];
1345                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1346                         VectorSet(light, 1, 1, 1);
1347                 if (light[3] == 0)
1348                         light[3] = 350;
1349                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1350                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1351                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1352                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1353         }
1354         // do trail light
1355         if (e->render.flags & RENDER_GLOWTRAIL)
1356                 trailtype = EFFECT_TR_GLOWTRAIL;
1357         if (trailtype)
1358                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1359
1360         // don't show entities with no modelindex (note: this still shows
1361         // entities which have a modelindex that resolved to a NULL model)
1362         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1363                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1364         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1365         //      Matrix4x4_Print(&e->render.matrix);
1366 }
1367
1368 void CL_RelinkWorld(void)
1369 {
1370         entity_t *ent = &cl.entities[0];
1371         // FIXME: this should be done at load
1372         ent->render.matrix = identitymatrix;
1373         CL_UpdateRenderEntity(&ent->render);
1374         ent->render.flags = RENDER_SHADOW;
1375         if (!r_fullbright.integer)
1376                 ent->render.flags |= RENDER_LIGHT;
1377         VectorSet(ent->render.colormod, 1, 1, 1);
1378         r_refdef.worldentity = &ent->render;
1379         r_refdef.worldmodel = cl.worldmodel;
1380 }
1381
1382 static void CL_RelinkStaticEntities(void)
1383 {
1384         int i;
1385         entity_t *e;
1386         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1387         {
1388                 e->render.flags = 0;
1389                 // if the model was not loaded when the static entity was created we
1390                 // need to re-fetch the model pointer
1391                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1392                 CL_UpdateRenderEntity(&e->render);
1393                 // either fullbright or lit
1394                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1395                         e->render.flags |= RENDER_LIGHT;
1396                 // hide player shadow during intermission or nehahra movie
1397                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1398                         e->render.flags |= RENDER_SHADOW;
1399                 VectorSet(e->render.colormod, 1, 1, 1);
1400                 R_LerpAnimation(&e->render);
1401                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1402         }
1403 }
1404
1405 /*
1406 ===============
1407 CL_RelinkEntities
1408 ===============
1409 */
1410 static void CL_RelinkNetworkEntities(void)
1411 {
1412         entity_t *ent;
1413         int i;
1414
1415         // start on the entity after the world
1416         for (i = 1;i < cl.num_entities;i++)
1417         {
1418                 if (cl.entities_active[i])
1419                 {
1420                         ent = cl.entities + i;
1421                         if (ent->state_current.active)
1422                                 CL_LinkNetworkEntity(ent);
1423                         else
1424                                 cl.entities_active[i] = false;
1425                 }
1426         }
1427 }
1428
1429 static void CL_RelinkEffects(void)
1430 {
1431         int i, intframe;
1432         cl_effect_t *e;
1433         entity_t *ent;
1434         float frame;
1435
1436         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1437         {
1438                 if (e->active)
1439                 {
1440                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1441                         intframe = (int)frame;
1442                         if (intframe < 0 || intframe >= e->endframe)
1443                         {
1444                                 memset(e, 0, sizeof(*e));
1445                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1446                                         cl.num_effects--;
1447                                 continue;
1448                         }
1449
1450                         if (intframe != e->frame)
1451                         {
1452                                 e->frame = intframe;
1453                                 e->frame1time = e->frame2time;
1454                                 e->frame2time = cl.time;
1455                         }
1456
1457                         // if we're drawing effects, get a new temp entity
1458                         // (NewTempEntity adds it to the render entities list for us)
1459                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1460                         {
1461                                 // interpolation stuff
1462                                 ent->render.frame1 = intframe;
1463                                 ent->render.frame2 = intframe + 1;
1464                                 if (ent->render.frame2 >= e->endframe)
1465                                         ent->render.frame2 = -1; // disappear
1466                                 ent->render.framelerp = frame - intframe;
1467                                 ent->render.frame1time = e->frame1time;
1468                                 ent->render.frame2time = e->frame2time;
1469
1470                                 // normal stuff
1471                                 if(e->modelindex < MAX_MODELS)
1472                                         ent->render.model = cl.model_precache[e->modelindex];
1473                                 else
1474                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1475                                 ent->render.frame = ent->render.frame2;
1476                                 ent->render.colormap = -1; // no special coloring
1477                                 ent->render.alpha = 1;
1478                                 VectorSet(ent->render.colormod, 1, 1, 1);
1479
1480                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1481                                 CL_UpdateRenderEntity(&ent->render);
1482                         }
1483                 }
1484         }
1485 }
1486
1487 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1488 {
1489         VectorCopy(b->start, start);
1490         VectorCopy(b->end, end);
1491
1492         // if coming from the player, update the start position
1493         if (b->entity == cl.viewentity)
1494         {
1495                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1496                 {
1497                         // LordHavoc: this is a stupid hack from Quake that makes your
1498                         // lightning appear to come from your waist and cover less of your
1499                         // view
1500                         // in Quake this hack was applied to all players (causing the
1501                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1502                         // only applies to your own lightning, and only in first person
1503                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1504                 }
1505                 if (cl_beams_instantaimhack.integer)
1506                 {
1507                         vec3_t dir, localend;
1508                         vec_t len;
1509                         // LordHavoc: this updates the beam direction to match your
1510                         // viewangles
1511                         VectorSubtract(end, start, dir);
1512                         len = VectorLength(dir);
1513                         VectorNormalize(dir);
1514                         VectorSet(localend, len, 0, 0);
1515                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1516                 }
1517         }
1518 }
1519
1520 void CL_RelinkBeams(void)
1521 {
1522         int i;
1523         beam_t *b;
1524         vec3_t dist, org, start, end;
1525         float d;
1526         entity_t *ent;
1527         float yaw, pitch;
1528         float forward;
1529         matrix4x4_t tempmatrix;
1530
1531         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1532         {
1533                 if (!b->model)
1534                         continue;
1535                 if (b->endtime < cl.time)
1536                 {
1537                         b->model = NULL;
1538                         continue;
1539                 }
1540
1541                 CL_Beam_CalculatePositions(b, start, end);
1542
1543                 if (b->lightning)
1544                 {
1545                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1546                         {
1547                                 // FIXME: create a matrix from the beam start/end orientation
1548                                 vec3_t dlightcolor;
1549                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1550                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1551                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1552                         }
1553                         if (cl_beams_polygons.integer)
1554                                 continue;
1555                 }
1556
1557                 // calculate pitch and yaw
1558                 // (this is similar to the QuakeC builtin function vectoangles)
1559                 VectorSubtract(end, start, dist);
1560                 if (dist[1] == 0 && dist[0] == 0)
1561                 {
1562                         yaw = 0;
1563                         if (dist[2] > 0)
1564                                 pitch = 90;
1565                         else
1566                                 pitch = 270;
1567                 }
1568                 else
1569                 {
1570                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1571                         if (yaw < 0)
1572                                 yaw += 360;
1573
1574                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1575                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1576                         if (pitch < 0)
1577                                 pitch += 360;
1578                 }
1579
1580                 // add new entities for the lightning
1581                 VectorCopy (start, org);
1582                 d = VectorNormalizeLength(dist);
1583                 while (d > 0)
1584                 {
1585                         ent = CL_NewTempEntity ();
1586                         if (!ent)
1587                                 return;
1588                         //VectorCopy (org, ent->render.origin);
1589                         ent->render.model = b->model;
1590                         //ent->render.effects = EF_FULLBRIGHT;
1591                         //ent->render.angles[0] = pitch;
1592                         //ent->render.angles[1] = yaw;
1593                         //ent->render.angles[2] = rand()%360;
1594                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1595                         CL_UpdateRenderEntity(&ent->render);
1596                         VectorMA(org, 30, dist, org);
1597                         d -= 30;
1598                 }
1599         }
1600
1601         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1602                 cl.num_beams--;
1603 }
1604
1605 static void CL_RelinkQWNails(void)
1606 {
1607         int i;
1608         vec_t *v;
1609         entity_t *ent;
1610
1611         for (i = 0;i < cl.qw_num_nails;i++)
1612         {
1613                 v = cl.qw_nails[i];
1614
1615                 // if we're drawing effects, get a new temp entity
1616                 // (NewTempEntity adds it to the render entities list for us)
1617                 if (!(ent = CL_NewTempEntity()))
1618                         continue;
1619
1620                 // normal stuff
1621                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1622                 ent->render.colormap = -1; // no special coloring
1623                 ent->render.alpha = 1;
1624                 VectorSet(ent->render.colormod, 1, 1, 1);
1625
1626                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1627                 CL_UpdateRenderEntity(&ent->render);
1628         }
1629 }
1630
1631 void CL_LerpPlayer(float frac)
1632 {
1633         int i;
1634
1635         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1636         for (i = 0;i < 3;i++)
1637         {
1638                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1639                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1640                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1641         }
1642
1643         // interpolate the angles if playing a demo or spectating someone
1644         if (cls.demoplayback || cl.fixangle[0])
1645         {
1646                 for (i = 0;i < 3;i++)
1647                 {
1648                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1649                         if (d > 180)
1650                                 d -= 360;
1651                         else if (d < -180)
1652                                 d += 360;
1653                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1654                 }
1655         }
1656 }
1657
1658 void CSQC_RelinkAllEntities (int drawmask)
1659 {
1660         // link stuff
1661         CL_RelinkWorld();
1662         CL_RelinkStaticEntities();
1663         CL_RelinkBeams();
1664         CL_RelinkEffects();
1665
1666         // link stuff
1667         if (drawmask & ENTMASK_ENGINE)
1668         {
1669                 CL_RelinkNetworkEntities();
1670                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1671                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1672                 CL_RelinkQWNails();
1673         }
1674
1675         // update view blend
1676         V_CalcViewBlend();
1677 }
1678
1679 /*
1680 ===============
1681 CL_ReadFromServer
1682
1683 Read all incoming data from the server
1684 ===============
1685 */
1686 int CL_ReadFromServer(void)
1687 {
1688         CL_ReadDemoMessage();
1689         CL_SendMove();
1690
1691         r_refdef.time = cl.time;
1692         r_refdef.extraupdate = !r_speeds.integer;
1693         r_refdef.numentities = 0;
1694         r_refdef.numlights = 0;
1695         r_view.matrix = identitymatrix;
1696
1697         cl.num_brushmodel_entities = 0;
1698
1699         if (cls.state == ca_connected && cls.signon == SIGNONS)
1700         {
1701                 // prepare for a new frame
1702                 CL_LerpPlayer(CL_LerpPoint());
1703                 CL_DecayLightFlashes();
1704                 CL_ClearTempEntities();
1705                 V_DriftPitch();
1706                 V_FadeViewFlashs();
1707
1708                 // if prediction is enabled we have to update all the collidable
1709                 // network entities before the prediction code can be run
1710                 CL_UpdateNetworkCollisionEntities();
1711
1712                 // now update the player prediction
1713                 CL_ClientMovement_Replay();
1714
1715                 // update the player entity (which may be predicted)
1716                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1717
1718                 // now update the view (which depends on that player entity)
1719                 V_CalcRefdef();
1720
1721                 // now update all the network entities and create particle trails
1722                 // (some entities may depend on the view)
1723                 CL_UpdateNetworkEntities();
1724
1725                 // update the engine-based viewmodel
1726                 CL_UpdateViewModel();
1727
1728                 CL_RelinkLightFlashes();
1729                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1730
1731                 // move particles
1732                 CL_MoveParticles();
1733                 R_MoveExplosions();
1734
1735                 // update the r_refdef time again because cl.time may have changed in
1736                 // CL_LerpPoint()
1737                 r_refdef.time = cl.time;
1738         }
1739
1740         return 0;
1741 }
1742
1743 // LordHavoc: pausedemo command
1744 static void CL_PauseDemo_f (void)
1745 {
1746         cls.demopaused = !cls.demopaused;
1747         if (cls.demopaused)
1748                 Con_Print("Demo paused\n");
1749         else
1750                 Con_Print("Demo unpaused\n");
1751 }
1752
1753 /*
1754 ======================
1755 CL_Fog_f
1756 ======================
1757 */
1758 static void CL_Fog_f (void)
1759 {
1760         if (Cmd_Argc () == 1)
1761         {
1762                 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);
1763                 return;
1764         }
1765         r_refdef.fog_density = atof(Cmd_Argv(1));
1766         r_refdef.fog_red = atof(Cmd_Argv(2));
1767         r_refdef.fog_green = atof(Cmd_Argv(3));
1768         r_refdef.fog_blue = atof(Cmd_Argv(4));
1769 }
1770
1771 /*
1772 ====================
1773 CL_TimeRefresh_f
1774
1775 For program optimization
1776 ====================
1777 */
1778 static void CL_TimeRefresh_f (void)
1779 {
1780         int i;
1781         float timestart, timedelta, oldangles[3];
1782
1783         r_refdef.extraupdate = false;
1784         VectorCopy(cl.viewangles, oldangles);
1785         VectorClear(cl.viewangles);
1786
1787         timestart = Sys_DoubleTime();
1788         for (i = 0;i < 128;i++)
1789         {
1790                 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);
1791                 CL_UpdateScreen();
1792         }
1793         timedelta = Sys_DoubleTime() - timestart;
1794
1795         VectorCopy(oldangles, cl.viewangles);
1796         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1797 }
1798
1799 void CL_AreaStats_f(void)
1800 {
1801         World_PrintAreaStats(&cl.world, "client");
1802 }
1803
1804 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1805 {
1806         int i;
1807         cl_locnode_t *loc;
1808         cl_locnode_t *best;
1809         vec3_t nearestpoint;
1810         vec_t dist, bestdist;
1811         best = NULL;
1812         bestdist = 0;
1813         for (loc = cl.locnodes;loc;loc = loc->next)
1814         {
1815                 for (i = 0;i < 3;i++)
1816                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1817                 dist = VectorDistance2(nearestpoint, point);
1818                 if (bestdist > dist || !best)
1819                 {
1820                         bestdist = dist;
1821                         best = loc;
1822                         if (bestdist < 1)
1823                                 break;
1824                 }
1825         }
1826         return best;
1827 }
1828
1829 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1830 {
1831         cl_locnode_t *loc;
1832         loc = CL_Locs_FindNearest(point);
1833         if (loc)
1834                 strlcpy(buffer, loc->name, buffersize);
1835         else
1836                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1837 }
1838
1839 void CL_Locs_FreeNode(cl_locnode_t *node)
1840 {
1841         cl_locnode_t **pointer, **next;
1842         for (pointer = &cl.locnodes;*pointer;pointer = next)
1843         {
1844                 next = &(*pointer)->next;
1845                 if (*pointer == node)
1846                 {
1847                         *pointer = node->next;
1848                         Mem_Free(node);
1849                 }
1850         }
1851         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1852 }
1853
1854 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1855 {
1856         cl_locnode_t *node, **pointer;
1857         int namelen;
1858         if (!name)
1859                 name = "";
1860         namelen = strlen(name);
1861         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1862         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1863         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1864         node->name = (char *)(node + 1);
1865         memcpy(node->name, name, namelen);
1866         node->name[namelen] = 0;
1867         // link it into the tail of the list to preserve the order
1868         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1869                 ;
1870         *pointer = node;
1871 }
1872
1873 void CL_Locs_Add_f(void)
1874 {
1875         vec3_t mins, maxs;
1876         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1877         {
1878                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1879                 return;
1880         }
1881         mins[0] = atof(Cmd_Argv(1));
1882         mins[1] = atof(Cmd_Argv(2));
1883         mins[2] = atof(Cmd_Argv(3));
1884         if (Cmd_Argc() == 8)
1885         {
1886                 maxs[0] = atof(Cmd_Argv(4));
1887                 maxs[1] = atof(Cmd_Argv(5));
1888                 maxs[2] = atof(Cmd_Argv(6));
1889                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1890         }
1891         else
1892                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1893 }
1894
1895 void CL_Locs_RemoveNearest_f(void)
1896 {
1897         cl_locnode_t *loc;
1898         loc = CL_Locs_FindNearest(r_view.origin);
1899         if (loc)
1900                 CL_Locs_FreeNode(loc);
1901         else
1902                 Con_Printf("no loc point or box found for your location\n");
1903 }
1904
1905 void CL_Locs_Clear_f(void)
1906 {
1907         while (cl.locnodes)
1908                 CL_Locs_FreeNode(cl.locnodes);
1909 }
1910
1911 void CL_Locs_Save_f(void)
1912 {
1913         cl_locnode_t *loc;
1914         qfile_t *outfile;
1915         char locfilename[MAX_QPATH];
1916         if (!cl.locnodes)
1917         {
1918                 Con_Printf("No loc points/boxes exist!\n");
1919                 return;
1920         }
1921         if (cls.state != ca_connected || !cl.worldmodel)
1922         {
1923                 Con_Printf("No level loaded!\n");
1924                 return;
1925         }
1926         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1927         strlcat(locfilename, ".loc", sizeof(locfilename));
1928
1929         outfile = FS_Open(locfilename, "w", false, false);
1930         if (!outfile)
1931                 return;
1932         // if any boxes are used then this is a proquake-format loc file, which
1933         // allows comments, so add some relevant information at the start
1934         for (loc = cl.locnodes;loc;loc = loc->next)
1935                 if (!VectorCompare(loc->mins, loc->maxs))
1936                         break;
1937         if (loc)
1938         {
1939                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
1940                 for (loc = cl.locnodes;loc;loc = loc->next)
1941                         if (VectorCompare(loc->mins, loc->maxs))
1942                                 break;
1943                 if (loc)
1944                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
1945         }
1946         for (loc = cl.locnodes;loc;loc = loc->next)
1947         {
1948                 if (VectorCompare(loc->mins, loc->maxs))
1949                 {
1950                         int len;
1951                         const char *s;
1952                         const char *in = loc->name;
1953                         char name[MAX_INPUTLINE];
1954                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1955                         {
1956                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1957                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1958                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1959                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1960                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1961                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1962                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1963                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1964                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1965                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1966                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1967                                 else s = NULL;
1968                                 if (s)
1969                                 {
1970                                         while (len < (int)sizeof(name) - 1 && *s)
1971                                                 name[len++] = *s++;
1972                                         continue;
1973                                 }
1974                                 name[len++] = *in++;
1975                         }
1976                         name[len] = 0;
1977                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
1978                 }
1979                 else
1980                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
1981         }
1982         FS_Close(outfile);
1983 }
1984
1985 void CL_Locs_Reload_f(void)
1986 {
1987         int i, linenumber, limit, len;
1988         const char *s;
1989         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
1990         fs_offset_t filesize;
1991         vec3_t mins, maxs;
1992         char locfilename[MAX_QPATH];
1993         char name[MAX_INPUTLINE];
1994
1995         if (cls.state != ca_connected || !cl.worldmodel)
1996         {
1997                 Con_Printf("No level loaded!\n");
1998                 return;
1999         }
2000
2001         CL_Locs_Clear_f();
2002
2003         // try maps/something.loc first (LordHavoc: where I think they should be)
2004         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2005         strlcat(locfilename, ".loc", sizeof(locfilename));
2006         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2007         if (!filedata)
2008         {
2009                 // try proquake name as well (LordHavoc: I hate path mangling)
2010                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2011                 strlcat(locfilename, ".loc", sizeof(locfilename));
2012                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2013                 if (!filedata)
2014                         return;
2015         }
2016         text = filedata;
2017         textend = filedata + filesize;
2018         for (linenumber = 1;text < textend;linenumber++)
2019         {
2020                 linestart = text;
2021                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2022                         ;
2023                 lineend = text;
2024                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2025                         text++;
2026                 if (text < textend)
2027                         text++;
2028                 // trim trailing whitespace
2029                 while (lineend > linestart && lineend[-1] <= ' ')
2030                         lineend--;
2031                 // trim leading whitespace
2032                 while (linestart < lineend && *linestart <= ' ')
2033                         linestart++;
2034                 // check if this is a comment
2035                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2036                         continue;
2037                 linetext = linestart;
2038                 limit = 3;
2039                 for (i = 0;i < limit;i++)
2040                 {
2041                         if (linetext >= lineend)
2042                                 break;
2043                         // note: a missing number is interpreted as 0
2044                         if (i < 3)
2045                                 mins[i] = atof(linetext);
2046                         else
2047                                 maxs[i - 3] = atof(linetext);
2048                         // now advance past the number
2049                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2050                                 linetext++;
2051                         // advance through whitespace
2052                         if (linetext < lineend)
2053                         {
2054                                 if (*linetext == ',')
2055                                 {
2056                                         linetext++;
2057                                         limit = 6;
2058                                         // note: comma can be followed by whitespace
2059                                 }
2060                                 if (*linetext <= ' ')
2061                                 {
2062                                         // skip whitespace
2063                                         while (linetext < lineend && *linetext <= ' ')
2064                                                 linetext++;
2065                                 }
2066                         }
2067                 }
2068                 // if this is a quoted name, remove the quotes
2069                 if (i == 6)
2070                 {
2071                         if (linetext >= lineend || *linetext != '"')
2072                                 continue; // proquake location names are always quoted
2073                         lineend--;
2074                         linetext++;
2075                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2076                         memcpy(name, linetext, len);
2077                         name[len] = 0;
2078                         // add the box to the list
2079                         CL_Locs_AddNode(mins, maxs, name);
2080                 }
2081                 // if a point was parsed, it needs to be scaled down by 8 (since
2082                 // point-based loc files were invented by a proxy which dealt
2083                 // directly with quake protocol coordinates, which are *8), turn
2084                 // it into a box
2085                 else if (i == 3)
2086                 {
2087                         // interpret silly fuhquake macros
2088                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2089                         {
2090                                 if (*linetext == '$')
2091                                 {
2092                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2093                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2094                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2095                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2096                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2097                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2098                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2099                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2100                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2101                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2102                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2103                                         else s = NULL;
2104                                         if (s)
2105                                         {
2106                                                 while (len < (int)sizeof(name) - 1 && *s)
2107                                                         name[len++] = *s++;
2108                                                 continue;
2109                                         }
2110                                 }
2111                                 name[len++] = *linetext++;
2112                         }
2113                         name[len] = 0;
2114                         // add the point to the list
2115                         VectorScale(mins, (1.0 / 8.0), mins);
2116                         CL_Locs_AddNode(mins, mins, name);
2117                 }
2118                 else
2119                         continue;
2120         }
2121 }
2122
2123 /*
2124 ===========
2125 CL_Shutdown
2126 ===========
2127 */
2128 void CL_Shutdown (void)
2129 {
2130         CL_Particles_Shutdown();
2131         CL_Parse_Shutdown();
2132
2133         Mem_FreePool (&cls.permanentmempool);
2134         Mem_FreePool (&cls.levelmempool);
2135 }
2136
2137 /*
2138 =================
2139 CL_Init
2140 =================
2141 */
2142 void CL_Init (void)
2143 {
2144         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2145         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2146
2147         memset(&r_refdef, 0, sizeof(r_refdef));
2148         // max entities sent to renderer per frame
2149         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2150         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2151
2152         CL_InitInput ();
2153
2154 //
2155 // register our commands
2156 //
2157         Cvar_RegisterVariable (&cl_upspeed);
2158         Cvar_RegisterVariable (&cl_forwardspeed);
2159         Cvar_RegisterVariable (&cl_backspeed);
2160         Cvar_RegisterVariable (&cl_sidespeed);
2161         Cvar_RegisterVariable (&cl_movespeedkey);
2162         Cvar_RegisterVariable (&cl_yawspeed);
2163         Cvar_RegisterVariable (&cl_pitchspeed);
2164         Cvar_RegisterVariable (&cl_anglespeedkey);
2165         Cvar_RegisterVariable (&cl_shownet);
2166         Cvar_RegisterVariable (&cl_nolerp);
2167         Cvar_RegisterVariable (&lookspring);
2168         Cvar_RegisterVariable (&lookstrafe);
2169         Cvar_RegisterVariable (&sensitivity);
2170         Cvar_RegisterVariable (&freelook);
2171
2172         Cvar_RegisterVariable (&m_pitch);
2173         Cvar_RegisterVariable (&m_yaw);
2174         Cvar_RegisterVariable (&m_forward);
2175         Cvar_RegisterVariable (&m_side);
2176
2177         Cvar_RegisterVariable (&cl_itembobspeed);
2178         Cvar_RegisterVariable (&cl_itembobheight);
2179
2180         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2181         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2182         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2183         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2184         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2185         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2186
2187         Cvar_RegisterVariable (&cl_autodemo);
2188         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2189
2190         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2191
2192         // LordHavoc: added pausedemo
2193         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)");
2194
2195         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2196
2197         Cvar_RegisterVariable(&r_draweffects);
2198         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2199         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2200         Cvar_RegisterVariable(&cl_explosions_size_start);
2201         Cvar_RegisterVariable(&cl_explosions_size_end);
2202         Cvar_RegisterVariable(&cl_explosions_lifetime);
2203         Cvar_RegisterVariable(&cl_stainmaps);
2204         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2205         Cvar_RegisterVariable(&cl_beams_polygons);
2206         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2207         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2208         Cvar_RegisterVariable(&cl_beams_lightatend);
2209         Cvar_RegisterVariable(&cl_noplayershadow);
2210         Cvar_RegisterVariable(&cl_dlights_decayradius);
2211         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2212
2213         Cvar_RegisterVariable(&cl_prydoncursor);
2214
2215         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2216
2217         // for QW connections
2218         Cvar_RegisterVariable(&qport);
2219         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2220
2221         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2222
2223         Cvar_RegisterVariable(&cl_locs_enable);
2224         Cvar_RegisterVariable(&cl_locs_show);
2225         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2226         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2227         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2228         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2229         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2230
2231         CL_Parse_Init();
2232         CL_Particles_Init();
2233         CL_Screen_Init();
2234
2235         CL_Video_Init();
2236 }
2237
2238
2239