first part of fog changes: no longer use a complex glsl equation; modify the table...
[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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 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"};
37 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"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 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" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 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)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 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)"};
81
82 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"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 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)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 #define MAX_PARTICLES                   32768   // default max # of particles at one time
93 #define MAX_DECALS                              32768   // default max # of decals at one time
94 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_ClearState(void)
103 {
104         int i;
105         entity_t *ent;
106
107 // wipe the entire cl structure
108         Mem_EmptyPool(cls.levelmempool);
109         memset (&cl, 0, sizeof(cl));
110
111         S_StopAllSounds();
112
113         // reset the view zoom interpolation
114         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
115         cl.sensitivityscale = 1.0f;
116
117         // enable rendering of the world and such
118         cl.csqc_vidvars.drawworld = true;
119         cl.csqc_vidvars.drawenginesbar = true;
120         cl.csqc_vidvars.drawcrosshair = true;
121
122         // set up the float version of the stats array for easier access to float stats
123         cl.statsf = (float *)cl.stats;
124
125         cl.num_entities = 0;
126         cl.num_static_entities = 0;
127         cl.num_temp_entities = 0;
128         cl.num_brushmodel_entities = 0;
129
130         // tweak these if the game runs out
131         cl.max_entities = 256;
132         cl.max_static_entities = 256;
133         cl.max_temp_entities = 512;
134         cl.max_effects = 256;
135         cl.max_beams = 256;
136         cl.max_dlights = MAX_DLIGHTS;
137         cl.max_lightstyle = MAX_LIGHTSTYLES;
138         cl.max_brushmodel_entities = MAX_EDICTS;
139         cl.max_particles = MAX_PARTICLES;
140         cl.max_decals = MAX_DECALS;
141         cl.max_showlmps = 0;
142
143 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
144         i = COM_CheckParm ("-particles");
145         if (i && i < com_argc - 1)
146         {
147                 cl.max_particles = (int)(atoi(com_argv[i+1]));
148                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
149                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
150         }
151
152         cl.num_dlights = 0;
153         cl.num_effects = 0;
154         cl.num_beams = 0;
155
156         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
157         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
158         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
159         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
160         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
161         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
162         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
163         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
164         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
165         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
166         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
167         cl.showlmps = NULL;
168
169         // LordHavoc: have to set up the baseline info for alpha and other stuff
170         for (i = 0;i < cl.max_entities;i++)
171         {
172                 cl.entities[i].state_baseline = defaultstate;
173                 cl.entities[i].state_previous = defaultstate;
174                 cl.entities[i].state_current = defaultstate;
175         }
176
177         if (gamemode == GAME_NEXUIZ)
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183         }
184         else
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
190         }
191
192         // disable until we get textures for it
193         R_ResetSkyBox();
194
195         ent = &cl.entities[0];
196         // entire entity array was cleared, so just fill in a few fields
197         ent->state_current.active = true;
198         ent->render.model = cl.worldmodel = NULL; // no world model yet
199         ent->render.alpha = 1;
200         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
201         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
202         CL_UpdateRenderEntity(&ent->render);
203
204         // noclip is turned off at start
205         noclip_anglehack = false;
206
207         // mark all frames invalid for delta
208         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
209
210         // set bestweapon data back to Quake data
211         IN_BestWeapon_ResetData();
212
213         CL_Screen_NewMap();
214 }
215
216 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
217 {
218         int i;
219         qboolean fail = false;
220         if (!allowstarkey && key[0] == '*')
221                 fail = true;
222         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
223                 fail = true;
224         for (i = 0;key[i];i++)
225                 if (key[i] <= ' ' || key[i] == '\"')
226                         fail = true;
227         for (i = 0;value[i];i++)
228                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
229                         fail = true;
230         if (fail)
231         {
232                 if (!quiet)
233                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234                 return;
235         }
236         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
237         if (cls.state == ca_connected && cls.netcon)
238         {
239                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
240                 {
241                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
243                 }
244                 else if (!strcasecmp(key, "name"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playermodel"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "playerskin"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
258                 }
259                 else if (!strcasecmp(key, "topcolor"))
260                 {
261                         // don't send anything, the combined color code will be updated manually
262                 }
263                 else if (!strcasecmp(key, "bottomcolor"))
264                 {
265                         // don't send anything, the combined color code will be updated manually
266                 }
267                 else if (!strcasecmp(key, "rate"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
271                 }
272         }
273 }
274
275 void CL_ExpandEntities(int num)
276 {
277         int i, oldmaxentities;
278         entity_t *oldentities;
279         if (num >= cl.max_entities)
280         {
281                 if (!cl.entities)
282                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283                 if (num >= MAX_EDICTS)
284                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285                 oldmaxentities = cl.max_entities;
286                 oldentities = cl.entities;
287                 cl.max_entities = (num & ~255) + 256;
288                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290                 Mem_Free(oldentities);
291                 for (i = oldmaxentities;i < cl.max_entities;i++)
292                 {
293                         cl.entities[i].state_baseline = defaultstate;
294                         cl.entities[i].state_previous = defaultstate;
295                         cl.entities[i].state_current = defaultstate;
296                 }
297         }
298 }
299
300 void CL_VM_ShutDown (void);
301 /*
302 =====================
303 CL_Disconnect
304
305 Sends a disconnect message to the server
306 This is also called on Host_Error, so it shouldn't cause any errors
307 =====================
308 */
309 void CL_Disconnect(void)
310 {
311         if (cls.state == ca_dedicated)
312                 return;
313
314         Curl_Clear_forthismap();
315
316         Con_DPrintf("CL_Disconnect\n");
317
318         CL_VM_ShutDown();
319 // stop sounds (especially looping!)
320         S_StopAllSounds ();
321
322         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
323
324         // clear contents blends
325         cl.cshifts[0].percent = 0;
326         cl.cshifts[1].percent = 0;
327         cl.cshifts[2].percent = 0;
328         cl.cshifts[3].percent = 0;
329
330         cl.worldmodel = NULL;
331
332         CL_Parse_ErrorCleanUp();
333
334         if (cls.demoplayback)
335                 CL_StopPlayback();
336         else if (cls.netcon)
337         {
338                 sizebuf_t buf;
339                 unsigned char bufdata[8];
340                 if (cls.demorecording)
341                         CL_Stop_f();
342
343                 // send disconnect message 3 times to improve chances of server
344                 // receiving it (but it still fails sometimes)
345                 memset(&buf, 0, sizeof(buf));
346                 buf.data = bufdata;
347                 buf.maxsize = sizeof(bufdata);
348                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
349                 {
350                         Con_DPrint("Sending drop command\n");
351                         MSG_WriteByte(&buf, qw_clc_stringcmd);
352                         MSG_WriteString(&buf, "drop");
353                 }
354                 else
355                 {
356                         Con_DPrint("Sending clc_disconnect\n");
357                         MSG_WriteByte(&buf, clc_disconnect);
358                 }
359                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
362                 NetConn_Close(cls.netcon);
363                 cls.netcon = NULL;
364         }
365         cls.state = ca_disconnected;
366
367         cls.demoplayback = cls.timedemo = false;
368         cls.signon = 0;
369 }
370
371 void CL_Disconnect_f(void)
372 {
373         CL_Disconnect ();
374         if (sv.active)
375                 Host_ShutdownServer ();
376 }
377
378
379
380
381 /*
382 =====================
383 CL_EstablishConnection
384
385 Host should be either "local" or a net address
386 =====================
387 */
388 void CL_EstablishConnection(const char *host)
389 {
390         if (cls.state == ca_dedicated)
391                 return;
392
393         // clear menu's connect error message
394         M_Update_Return_Reason("");
395         cls.demonum = -1;
396
397         // stop demo loop in case this fails
398         if (cls.demoplayback)
399                 CL_StopPlayback();
400
401         // if downloads are running, cancel their finishing action
402         Curl_Clear_forthismap();
403
404         // make sure the client ports are open before attempting to connect
405         NetConn_UpdateSockets();
406
407         // run a network frame
408         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409
410         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411         {
412                 cls.connect_trying = true;
413                 cls.connect_remainingtries = 3;
414                 cls.connect_nextsendtime = 0;
415                 M_Update_Return_Reason("Trying to connect...");
416                 // run several network frames to jump into the game quickly
417                 //if (sv.active)
418                 //{
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //}
424         }
425         else
426         {
427                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428                 M_Update_Return_Reason("No network");
429         }
430 }
431
432 /*
433 ==============
434 CL_PrintEntities_f
435 ==============
436 */
437 static void CL_PrintEntities_f(void)
438 {
439         entity_t *ent;
440         int i;
441
442         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
443         {
444                 const char* modelname;
445
446                 if (!ent->state_current.active)
447                         continue;
448
449                 if (ent->render.model)
450                         modelname = ent->render.model->name;
451                 else
452                         modelname = "--no model--";
453                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
454         }
455 }
456
457 /*
458 ===============
459 CL_ModelIndexList_f
460
461 List information on all models in the client modelindex
462 ===============
463 */
464 static void CL_ModelIndexList_f(void)
465 {
466         int i = 1;
467
468         // Print Header
469         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
470
471         while(cl.model_precache[i] && i != MAX_MODELS)
472         { // Valid Model
473                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
474                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
475                 else
476                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
477                 i++;
478         }
479 }
480
481 /*
482 ===============
483 CL_SoundIndexList_f
484
485 List all sounds in the client soundindex
486 ===============
487 */
488 static void CL_SoundIndexList_f(void)
489 {
490         int i = 1;
491
492         while(cl.sound_precache[i] && i != MAX_SOUNDS)
493         { // Valid Sound
494                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
495                 i++;
496         }
497 }
498
499 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
500 {
501         vec3_t tempdiffusenormal;
502
503         // fetch the lighting from the worldmodel data
504         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
505         VectorClear(ent->modellight_diffuse);
506         VectorClear(tempdiffusenormal);
507         if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
508         {
509                 vec3_t org;
510                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
511                 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
512         }
513         else // highly rare
514                 VectorSet(ent->modellight_ambient, 1, 1, 1);
515
516         // move the light direction into modelspace coordinates for lighting code
517         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
518         if(VectorLength2(ent->modellight_lightdir) <= 0)
519                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
520         VectorNormalize(ent->modellight_lightdir);
521 }
522
523 //static const vec3_t nomodelmins = {-16, -16, -16};
524 //static const vec3_t nomodelmaxs = {16, 16, 16};
525 void CL_UpdateRenderEntity(entity_render_t *ent)
526 {
527         vec3_t org;
528         vec_t scale;
529         model_t *model = ent->model;
530         // update the inverse matrix for the renderer
531         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
532         // update the animation blend state
533         R_LerpAnimation(ent);
534         // we need the matrix origin to center the box
535         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
536         // update entity->render.scale because the renderer needs it
537         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
538         if (model)
539         {
540                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
541 #ifdef MATRIX4x4_OPENGLORIENTATION
542                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
543 #else
544                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
545 #endif
546                 {
547                         // pitch or roll
548                         VectorMA(org, scale, model->rotatedmins, ent->mins);
549                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
550                 }
551 #ifdef MATRIX4x4_OPENGLORIENTATION
552                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
553 #else
554                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
555 #endif
556                 {
557                         // yaw
558                         VectorMA(org, scale, model->yawmins, ent->mins);
559                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
560                 }
561                 else
562                 {
563                         VectorMA(org, scale, model->normalmins, ent->mins);
564                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
565                 }
566         }
567         else
568         {
569                 ent->mins[0] = org[0] - 16;
570                 ent->mins[1] = org[1] - 16;
571                 ent->mins[2] = org[2] - 16;
572                 ent->maxs[0] = org[0] + 16;
573                 ent->maxs[1] = org[1] + 16;
574                 ent->maxs[2] = org[2] + 16;
575         }
576         CL_UpdateRenderEntity_Lighting(ent);
577 }
578
579 /*
580 ===============
581 CL_LerpPoint
582
583 Determines the fraction between the last two messages that the objects
584 should be put at.
585 ===============
586 */
587 static float CL_LerpPoint(void)
588 {
589         float f;
590
591         if (cl_nettimesyncboundmode.integer == 1)
592                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
593
594         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
595         if (cl.mtime[0] <= cl.mtime[1])
596         {
597                 cl.time = cl.mtime[0];
598                 return 1;
599         }
600
601         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
602         return bound(0, f, 1);
603 }
604
605 void CL_ClearTempEntities (void)
606 {
607         cl.num_temp_entities = 0;
608 }
609
610 entity_t *CL_NewTempEntity(void)
611 {
612         entity_t *ent;
613
614         if (r_refdef.numentities >= r_refdef.maxentities)
615                 return NULL;
616         if (cl.num_temp_entities >= cl.max_temp_entities)
617                 return NULL;
618         ent = &cl.temp_entities[cl.num_temp_entities++];
619         memset (ent, 0, sizeof(*ent));
620         r_refdef.entities[r_refdef.numentities++] = &ent->render;
621
622         ent->render.alpha = 1;
623         VectorSet(ent->render.colormod, 1, 1, 1);
624         return ent;
625 }
626
627 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
628 {
629         int i;
630         cl_effect_t *e;
631         if (!modelindex) // sanity check
632                 return;
633         if (framerate < 1)
634         {
635                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
636                 return;
637         }
638         if (framecount < 1)
639         {
640                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
641                 return;
642         }
643         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
644         {
645                 if (e->active)
646                         continue;
647                 e->active = true;
648                 VectorCopy(org, e->origin);
649                 e->modelindex = modelindex;
650                 e->starttime = cl.time;
651                 e->startframe = startframe;
652                 e->endframe = startframe + framecount;
653                 e->framerate = framerate;
654
655                 e->frame = 0;
656                 e->frame1time = cl.time;
657                 e->frame2time = cl.time;
658                 cl.num_effects = max(cl.num_effects, i + 1);
659                 break;
660         }
661 }
662
663 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)
664 {
665         int i;
666         dlight_t *dl;
667
668         /*
669 // first look for an exact key match
670         if (ent)
671         {
672                 dl = cl.dlights;
673                 for (i = 0;i < cl.num_dlights;i++, dl++)
674                         if (dl->ent == ent)
675                                 goto dlightsetup;
676         }
677         */
678
679 // then look for anything else
680         dl = cl.dlights;
681         for (i = 0;i < cl.num_dlights;i++, dl++)
682                 if (!dl->radius)
683                         goto dlightsetup;
684         // if we hit the end of the active dlights and found no gaps, add a new one
685         if (i < MAX_DLIGHTS)
686         {
687                 cl.num_dlights = i + 1;
688                 goto dlightsetup;
689         }
690
691         // unable to find one
692         return;
693
694 dlightsetup:
695         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
696         memset (dl, 0, sizeof(*dl));
697         Matrix4x4_Normalize(&dl->matrix, matrix);
698         dl->ent = ent;
699         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
700         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
701         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
702         dl->radius = radius;
703         dl->color[0] = red;
704         dl->color[1] = green;
705         dl->color[2] = blue;
706         dl->initialradius = radius;
707         dl->initialcolor[0] = red;
708         dl->initialcolor[1] = green;
709         dl->initialcolor[2] = blue;
710         dl->decay = decay / radius; // changed decay to be a percentage decrease
711         dl->intensity = 1; // this is what gets decayed
712         if (lifetime)
713                 dl->die = cl.time + lifetime;
714         else
715                 dl->die = 0;
716         if (cubemapnum > 0)
717                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
718         else
719                 dl->cubemapname[0] = 0;
720         dl->style = style;
721         dl->shadow = shadowenable;
722         dl->corona = corona;
723         dl->flags = flags;
724         dl->coronasizescale = coronasizescale;
725         dl->ambientscale = ambientscale;
726         dl->diffusescale = diffusescale;
727         dl->specularscale = specularscale;
728 }
729
730 void CL_DecayLightFlashes(void)
731 {
732         int i, oldmax;
733         dlight_t *dl;
734         float time;
735
736         time = bound(0, cl.time - cl.oldtime, 0.1);
737         oldmax = cl.num_dlights;
738         cl.num_dlights = 0;
739         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
740         {
741                 if (dl->radius)
742                 {
743                         dl->intensity -= time * dl->decay;
744                         if (cl.time < dl->die && dl->intensity > 0)
745                         {
746                                 if (cl_dlights_decayradius.integer)
747                                         dl->radius = dl->initialradius * dl->intensity;
748                                 else
749                                         dl->radius = dl->initialradius;
750                                 if (cl_dlights_decaybrightness.integer)
751                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
752                                 else
753                                         VectorCopy(dl->initialcolor, dl->color);
754                                 cl.num_dlights = i + 1;
755                         }
756                         else
757                                 dl->radius = 0;
758                 }
759         }
760 }
761
762 // called before entity relinking
763 void CL_RelinkLightFlashes(void)
764 {
765         int i, j, k, l;
766         dlight_t *dl;
767         float frac, f;
768         matrix4x4_t tempmatrix;
769
770         if (r_dynamic.integer)
771         {
772                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
773                 {
774                         if (dl->radius)
775                         {
776                                 tempmatrix = dl->matrix;
777                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
778                                 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);
779                         }
780                 }
781         }
782
783 // light animations
784 // 'm' is normal light, 'a' is no light, 'z' is double bright
785         f = cl.time * 10;
786         i = (int)floor(f);
787         frac = f - i;
788         for (j = 0;j < cl.max_lightstyle;j++)
789         {
790                 if (!cl.lightstyle || !cl.lightstyle[j].length)
791                 {
792                         r_refdef.rtlightstylevalue[j] = 1;
793                         r_refdef.lightstylevalue[j] = 256;
794                         continue;
795                 }
796                 k = i % cl.lightstyle[j].length;
797                 l = (i-1) % cl.lightstyle[j].length;
798                 k = cl.lightstyle[j].map[k] - 'a';
799                 l = cl.lightstyle[j].map[l] - 'a';
800                 // rtlightstylevalue is always interpolated because it has no bad
801                 // consequences for performance
802                 // lightstylevalue is subject to a cvar for performance reasons;
803                 // skipping lightmap updates on most rendered frames substantially
804                 // improves framerates (but makes light fades look bad)
805                 r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
806                 r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
807         }
808 }
809
810 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
811 {
812         float f;
813         entity_t *flag;
814         matrix4x4_t flagmatrix;
815
816         // this code taken from QuakeWorld
817         f = 14;
818         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
819         {
820                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
821                 { //axpain
822                         if      (player->render.frame2 == 29) f = f + 2;
823                         else if (player->render.frame2 == 30) f = f + 8;
824                         else if (player->render.frame2 == 31) f = f + 12;
825                         else if (player->render.frame2 == 32) f = f + 11;
826                         else if (player->render.frame2 == 33) f = f + 10;
827                         else if (player->render.frame2 == 34) f = f + 4;
828                 }
829                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
830                 { // pain
831                         if      (player->render.frame2 == 35) f = f + 2;
832                         else if (player->render.frame2 == 36) f = f + 10;
833                         else if (player->render.frame2 == 37) f = f + 10;
834                         else if (player->render.frame2 == 38) f = f + 8;
835                         else if (player->render.frame2 == 39) f = f + 4;
836                         else if (player->render.frame2 == 40) f = f + 2;
837                 }
838         }
839         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
840         {
841                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
842                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
843                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
844                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
845         }
846         // end of code taken from QuakeWorld
847
848         flag = CL_NewTempEntity();
849         if (!flag)
850                 return;
851
852         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
853         flag->render.skinnum = skin;
854         flag->render.alpha = 1;
855         VectorSet(flag->render.colormod, 1, 1, 1);
856         // attach the flag to the player matrix
857         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
858         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
859         CL_UpdateRenderEntity(&flag->render);
860 }
861
862 matrix4x4_t viewmodelmatrix;
863
864 static const vec3_t muzzleflashorigin = {18, 0, 0};
865
866 extern void V_DriftPitch(void);
867 extern void V_FadeViewFlashs(void);
868 extern void V_CalcViewBlend(void);
869 extern void V_CalcRefdef(void);
870
871 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
872 {
873         const unsigned char *cbcolor;
874         if (colormap >= 0)
875         {
876                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
877                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
878                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
879                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
880         }
881         else
882         {
883                 VectorClear(ent->colormap_pantscolor);
884                 VectorClear(ent->colormap_shirtcolor);
885         }
886 }
887
888 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
889 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
890 {
891         const matrix4x4_t *matrix;
892         matrix4x4_t blendmatrix, tempmatrix, matrix2;
893         int j, k, l, frame;
894         float origin[3], angles[3], delta[3], lerp, d;
895         entity_t *t;
896         model_t *model;
897         //entity_persistent_t *p = &e->persistent;
898         //entity_render_t *r = &e->render;
899         // skip inactive entities and world
900         if (!e->state_current.active || e == cl.entities)
901                 return;
902         if (recursionlimit < 1)
903                 return;
904         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
905         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
906         e->render.flags = e->state_current.flags;
907         e->render.effects = e->state_current.effects;
908         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
909         e->render.entitynumber = e - cl.entities;
910         if (e->state_current.flags & RENDER_COLORMAPPED)
911                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
912         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
913                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
914         else
915                 CL_SetEntityColormapColors(&e->render, -1);
916         e->render.skinnum = e->state_current.skin;
917         if (e->state_current.tagentity)
918         {
919                 // attached entity (gun held in player model's hand, etc)
920                 // if the tag entity is currently impossible, skip it
921                 if (e->state_current.tagentity >= cl.num_entities)
922                         return;
923                 t = cl.entities + e->state_current.tagentity;
924                 // if the tag entity is inactive, skip it
925                 if (!t->state_current.active)
926                         return;
927                 // update the parent first
928                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
929                 // make relative to the entity
930                 matrix = &t->render.matrix;
931                 // some properties of the tag entity carry over
932                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
933                 // if a valid tagindex is used, make it relative to that tag instead
934                 // FIXME: use a model function to get tag info (need to handle skeletal)
935                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
936                 {
937                         // blend the matrices
938                         memset(&blendmatrix, 0, sizeof(blendmatrix));
939                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
940                         {
941                                 matrix4x4_t tagmatrix;
942                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
943                                 d = t->render.frameblend[j].lerp;
944                                 for (l = 0;l < 4;l++)
945                                         for (k = 0;k < 4;k++)
946                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
947                         }
948                         // concat the tag matrices onto the entity matrix
949                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
950                         // use the constructed tag matrix
951                         matrix = &tempmatrix;
952                 }
953         }
954         else if (e->render.flags & RENDER_VIEWMODEL)
955         {
956                 // view-relative entity (guns and such)
957                 if (e->render.effects & EF_NOGUNBOB)
958                         matrix = &r_view.matrix; // really attached to view
959                 else
960                         matrix = &viewmodelmatrix; // attached to gun bob matrix
961         }
962         else
963         {
964                 // world-relative entity (the normal kind)
965                 matrix = &identitymatrix;
966         }
967
968         // movement lerp
969         // if it's the predicted player entity, update according to client movement
970         // but don't lerp if going through a teleporter as it causes a bad lerp
971         // also don't use the predicted location if fixangle was set on both of
972         // the most recent server messages, as that cause means you are spectating
973         // someone or watching a cutscene of some sort
974         if (cl_nolerp.integer || cls.timedemo)
975                 interpolate = false;
976         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
977         {
978                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
979                 lerp = bound(0, lerp, 1);
980                 if (!interpolate)
981                         lerp = 1;
982                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
983                 VectorSet(angles, 0, cl.viewangles[1], 0);
984         }
985         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
986         {
987                 // interpolate the origin and angles
988                 lerp = max(0, lerp);
989                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
990                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
991                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
992                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
993                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
994                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
995         }
996         else
997         {
998                 // no interpolation
999                 VectorCopy(e->persistent.neworigin, origin);
1000                 VectorCopy(e->persistent.newangles, angles);
1001         }
1002
1003         // model setup and some modelflags
1004         frame = e->state_current.frame;
1005         if (e->state_current.modelindex < MAX_MODELS)
1006                 e->render.model = cl.model_precache[e->state_current.modelindex];
1007         else
1008                 e->render.model = NULL;
1009         if (e->render.model)
1010         {
1011                 if (e->render.skinnum >= e->render.model->numskins)
1012                         e->render.skinnum = 0;
1013                 if (frame >= e->render.model->numframes)
1014                         frame = 0;
1015                 // models can set flags such as EF_ROCKET
1016                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1017                 if (!(e->render.effects & 0xFF800000))
1018                         e->render.effects |= e->render.model->effects;
1019                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1020                 if (e->render.model->type == mod_alias)
1021                         angles[0] = -angles[0];
1022                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1023                         VectorScale(e->render.colormod, 2, e->render.colormod);
1024         }
1025         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1026         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1027                 angles[0] = -angles[0];
1028
1029         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1030         {
1031                 angles[1] = ANGLEMOD(100*cl.time);
1032                 if (cl_itembobheight.value)
1033                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1034         }
1035
1036         // animation lerp
1037         if (e->render.frame2 == frame)
1038         {
1039                 // update frame lerp fraction
1040                 e->render.framelerp = 1;
1041                 if (e->render.frame2time > e->render.frame1time)
1042                 {
1043                         // make sure frame lerp won't last longer than 100ms
1044                         // (this mainly helps with models that use framegroups and
1045                         // switch between them infrequently)
1046                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1047                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1048                 }
1049         }
1050         else
1051         {
1052                 // begin a new frame lerp
1053                 e->render.frame1 = e->render.frame2;
1054                 e->render.frame1time = e->render.frame2time;
1055                 e->render.frame2 = frame;
1056                 e->render.frame2time = cl.time;
1057                 e->render.framelerp = 0;
1058         }
1059
1060         // set up the render matrix
1061         if (matrix)
1062         {
1063                 // attached entity, this requires a matrix multiply (concat)
1064                 // FIXME: e->render.scale should go away
1065                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1066                 // concat the matrices to make the entity relative to its tag
1067                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1068                 // get the origin from the new matrix
1069                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1070         }
1071         else
1072         {
1073                 // unattached entities are faster to process
1074                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1075         }
1076
1077         // tenebrae's sprites are all additive mode (weird)
1078         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1079                 e->render.effects |= EF_ADDITIVE;
1080         // player model is only shown with chase_active on
1081         if (e->state_current.number == cl.viewentity)
1082                 e->render.flags |= RENDER_EXTERIORMODEL;
1083         // either fullbright or lit
1084         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1085                 e->render.flags |= RENDER_LIGHT;
1086         // hide player shadow during intermission or nehahra movie
1087         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1088          && (e->render.alpha >= 1)
1089          && !(e->render.flags & RENDER_VIEWMODEL)
1090          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1091                 e->render.flags |= RENDER_SHADOW;
1092         if (e->render.flags & RENDER_VIEWMODEL)
1093                 e->render.flags |= RENDER_NOSELFSHADOW;
1094
1095         // make the other useful stuff
1096         CL_UpdateRenderEntity(&e->render);
1097 }
1098
1099 // creates light and trails from an entity
1100 void CL_UpdateNetworkEntityTrail(entity_t *e)
1101 {
1102         effectnameindex_t trailtype;
1103         vec3_t origin;
1104
1105         // bmodels are treated specially since their origin is usually '0 0 0' and
1106         // their actual geometry is far from '0 0 0'
1107         if (e->render.model && e->render.model->soundfromcenter)
1108         {
1109                 vec3_t o;
1110                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1111                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1112         }
1113         else
1114                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1115
1116         // handle particle trails and such effects now that we know where this
1117         // entity is in the world...
1118         trailtype = EFFECT_NONE;
1119         // LordHavoc: if the entity has no effects, don't check each
1120         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1121         {
1122                 if (e->render.effects & EF_BRIGHTFIELD)
1123                 {
1124                         if (gamemode == GAME_NEXUIZ)
1125                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1126                         else
1127                                 CL_EntityParticles(e);
1128                 }
1129                 if (e->render.effects & EF_FLAME)
1130                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1131                 if (e->render.effects & EF_STARDUST)
1132                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1133         }
1134         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1135         {
1136                 // these are only set on player entities
1137                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1138         }
1139         // muzzleflash fades over time
1140         if (e->persistent.muzzleflash > 0)
1141                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1142         // LordHavoc: if the entity has no effects, don't check each
1143         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1144         {
1145                 if (e->render.effects & EF_GIB)
1146                         trailtype = EFFECT_TR_BLOOD;
1147                 else if (e->render.effects & EF_ZOMGIB)
1148                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1149                 else if (e->render.effects & EF_TRACER)
1150                         trailtype = EFFECT_TR_WIZSPIKE;
1151                 else if (e->render.effects & EF_TRACER2)
1152                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1153                 else if (e->render.effects & EF_ROCKET)
1154                         trailtype = EFFECT_TR_ROCKET;
1155                 else if (e->render.effects & EF_GRENADE)
1156                 {
1157                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1158                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1159                 }
1160                 else if (e->render.effects & EF_TRACER3)
1161                         trailtype = EFFECT_TR_VORESPIKE;
1162         }
1163         // do trails
1164         if (e->render.flags & RENDER_GLOWTRAIL)
1165                 trailtype = EFFECT_TR_GLOWTRAIL;
1166         // check if a trail is allowed (it is not after a teleport for example)
1167         if (trailtype && e->persistent.trail_allowed)
1168         {
1169                 float len;
1170                 vec3_t vel;
1171                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1172                 len = e->state_current.time - e->state_previous.time;
1173                 if (len > 0)
1174                         len = 1.0f / len;
1175                 VectorScale(vel, len, vel);
1176                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1177         }
1178         // now that the entity has survived one trail update it is allowed to
1179         // leave a real trail on later frames
1180         e->persistent.trail_allowed = true;
1181         VectorCopy(origin, e->persistent.trail_origin);
1182 }
1183
1184
1185 /*
1186 ===============
1187 CL_UpdateViewEntities
1188 ===============
1189 */
1190 void CL_UpdateViewEntities(void)
1191 {
1192         int i;
1193         // update any RENDER_VIEWMODEL entities to use the new view matrix
1194         for (i = 1;i < cl.num_entities;i++)
1195         {
1196                 if (cl.entities_active[i])
1197                 {
1198                         entity_t *ent = cl.entities + i;
1199                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1200                                 CL_UpdateNetworkEntity(ent, 32, true);
1201                 }
1202         }
1203         // and of course the engine viewmodel needs updating as well
1204         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1205 }
1206
1207 /*
1208 ===============
1209 CL_UpdateNetworkCollisionEntities
1210 ===============
1211 */
1212 void CL_UpdateNetworkCollisionEntities(void)
1213 {
1214         entity_t *ent;
1215         int i;
1216
1217         // start on the entity after the world
1218         cl.num_brushmodel_entities = 0;
1219         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1220         {
1221                 if (cl.entities_active[i])
1222                 {
1223                         ent = cl.entities + i;
1224                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1225                         {
1226                                 // do not interpolate the bmodels for this
1227                                 CL_UpdateNetworkEntity(ent, 32, false);
1228                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1229                         }
1230                 }
1231         }
1232 }
1233
1234 /*
1235 ===============
1236 CL_UpdateNetworkEntities
1237 ===============
1238 */
1239 void CL_UpdateNetworkEntities(void)
1240 {
1241         entity_t *ent;
1242         int i;
1243
1244         // start on the entity after the world
1245         for (i = 1;i < cl.num_entities;i++)
1246         {
1247                 if (cl.entities_active[i])
1248                 {
1249                         ent = cl.entities + i;
1250                         if (ent->state_current.active)
1251                         {
1252                                 CL_UpdateNetworkEntity(ent, 32, true);
1253                                 // view models should never create light/trails
1254                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1255                                         CL_UpdateNetworkEntityTrail(ent);
1256                         }
1257                         else
1258                                 cl.entities_active[i] = false;
1259                 }
1260         }
1261 }
1262
1263 void CL_UpdateViewModel(void)
1264 {
1265         entity_t *ent;
1266         ent = &cl.viewent;
1267         ent->state_previous = ent->state_current;
1268         ent->state_current = defaultstate;
1269         ent->state_current.time = cl.time;
1270         ent->state_current.number = -1;
1271         ent->state_current.active = true;
1272         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1273         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1274         ent->state_current.flags = RENDER_VIEWMODEL;
1275         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1276                 ent->state_current.modelindex = 0;
1277         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1278         {
1279                 if (gamemode == GAME_TRANSFUSION)
1280                         ent->state_current.alpha = 128;
1281                 else
1282                         ent->state_current.modelindex = 0;
1283         }
1284         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1285         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1286
1287         // reset animation interpolation on weaponmodel if model changed
1288         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1289         {
1290                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1291                 ent->render.frame1time = ent->render.frame2time = cl.time;
1292                 ent->render.framelerp = 1;
1293         }
1294         CL_UpdateNetworkEntity(ent, 32, true);
1295 }
1296
1297 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1298 void CL_LinkNetworkEntity(entity_t *e)
1299 {
1300         effectnameindex_t trailtype;
1301         vec3_t origin;
1302         vec3_t dlightcolor;
1303         vec_t dlightradius;
1304
1305         // skip inactive entities and world
1306         if (!e->state_current.active || e == cl.entities)
1307                 return;
1308         if (e->state_current.tagentity)
1309         {
1310                 // if the tag entity is currently impossible, skip it
1311                 if (e->state_current.tagentity >= cl.num_entities)
1312                         return;
1313                 // if the tag entity is inactive, skip it
1314                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1315                         return;
1316         }
1317
1318         // create entity dlights associated with this entity
1319         if (e->render.model && e->render.model->soundfromcenter)
1320         {
1321                 // bmodels are treated specially since their origin is usually '0 0 0'
1322                 vec3_t o;
1323                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1324                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1325         }
1326         else
1327                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1328         trailtype = EFFECT_NONE;
1329         dlightradius = 0;
1330         dlightcolor[0] = 0;
1331         dlightcolor[1] = 0;
1332         dlightcolor[2] = 0;
1333         // LordHavoc: if the entity has no effects, don't check each
1334         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1335         {
1336                 if (e->render.effects & EF_BRIGHTFIELD)
1337                 {
1338                         if (gamemode == GAME_NEXUIZ)
1339                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1340                 }
1341                 if (e->render.effects & EF_DIMLIGHT)
1342                 {
1343                         dlightradius = max(dlightradius, 200);
1344                         dlightcolor[0] += 1.50f;
1345                         dlightcolor[1] += 1.50f;
1346                         dlightcolor[2] += 1.50f;
1347                 }
1348                 if (e->render.effects & EF_BRIGHTLIGHT)
1349                 {
1350                         dlightradius = max(dlightradius, 400);
1351                         dlightcolor[0] += 3.00f;
1352                         dlightcolor[1] += 3.00f;
1353                         dlightcolor[2] += 3.00f;
1354                 }
1355                 // LordHavoc: more effects
1356                 if (e->render.effects & EF_RED) // red
1357                 {
1358                         dlightradius = max(dlightradius, 200);
1359                         dlightcolor[0] += 1.50f;
1360                         dlightcolor[1] += 0.15f;
1361                         dlightcolor[2] += 0.15f;
1362                 }
1363                 if (e->render.effects & EF_BLUE) // blue
1364                 {
1365                         dlightradius = max(dlightradius, 200);
1366                         dlightcolor[0] += 0.15f;
1367                         dlightcolor[1] += 0.15f;
1368                         dlightcolor[2] += 1.50f;
1369                 }
1370                 if (e->render.effects & EF_FLAME)
1371                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1372                 if (e->render.effects & EF_STARDUST)
1373                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1374         }
1375         // muzzleflash fades over time, and is offset a bit
1376         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1377         {
1378                 vec3_t v2;
1379                 vec3_t color;
1380                 trace_t trace;
1381                 matrix4x4_t tempmatrix;
1382                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1383                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1384                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1385                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1386                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1387                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1388                 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);
1389         }
1390         // LordHavoc: if the model has no flags, don't check each
1391         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1392         {
1393                 if (e->render.effects & EF_GIB)
1394                         trailtype = EFFECT_TR_BLOOD;
1395                 else if (e->render.effects & EF_ZOMGIB)
1396                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1397                 else if (e->render.effects & EF_TRACER)
1398                         trailtype = EFFECT_TR_WIZSPIKE;
1399                 else if (e->render.effects & EF_TRACER2)
1400                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1401                 else if (e->render.effects & EF_ROCKET)
1402                         trailtype = EFFECT_TR_ROCKET;
1403                 else if (e->render.effects & EF_GRENADE)
1404                 {
1405                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1406                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1407                 }
1408                 else if (e->render.effects & EF_TRACER3)
1409                         trailtype = EFFECT_TR_VORESPIKE;
1410         }
1411         // LordHavoc: customizable glow
1412         if (e->state_current.glowsize)
1413         {
1414                 // * 4 for the expansion from 0-255 to 0-1023 range,
1415                 // / 255 to scale down byte colors
1416                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1417                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1418         }
1419         // make the glow dlight
1420         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1421         {
1422                 matrix4x4_t dlightmatrix;
1423                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1424                 // hack to make glowing player light shine on their gun
1425                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1426                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1427                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1428                 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);
1429         }
1430         // custom rtlight
1431         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1432         {
1433                 matrix4x4_t dlightmatrix;
1434                 float light[4];
1435                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1436                 light[3] = e->state_current.light[3];
1437                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1438                         VectorSet(light, 1, 1, 1);
1439                 if (light[3] == 0)
1440                         light[3] = 350;
1441                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1442                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1443                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1444                 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);
1445         }
1446         // do trail light
1447         if (e->render.flags & RENDER_GLOWTRAIL)
1448                 trailtype = EFFECT_TR_GLOWTRAIL;
1449         if (trailtype)
1450                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1451
1452         // don't show viewmodels in certain situations
1453         if (e->render.flags & RENDER_VIEWMODEL)
1454                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1455                         return;
1456         // don't show entities with no modelindex (note: this still shows
1457         // entities which have a modelindex that resolved to a NULL model)
1458         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1459                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1460         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1461         //      Matrix4x4_Print(&e->render.matrix);
1462 }
1463
1464 void CL_RelinkWorld(void)
1465 {
1466         entity_t *ent = &cl.entities[0];
1467         // FIXME: this should be done at load
1468         ent->render.matrix = identitymatrix;
1469         ent->render.flags = RENDER_SHADOW;
1470         if (!r_fullbright.integer)
1471                 ent->render.flags |= RENDER_LIGHT;
1472         VectorSet(ent->render.colormod, 1, 1, 1);
1473         CL_UpdateRenderEntity(&ent->render);
1474         r_refdef.worldentity = &ent->render;
1475         r_refdef.worldmodel = cl.worldmodel;
1476 }
1477
1478 static void CL_RelinkStaticEntities(void)
1479 {
1480         int i;
1481         entity_t *e;
1482         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1483         {
1484                 e->render.flags = 0;
1485                 // if the model was not loaded when the static entity was created we
1486                 // need to re-fetch the model pointer
1487                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1488                 // either fullbright or lit
1489                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1490                         e->render.flags |= RENDER_LIGHT;
1491                 // hide player shadow during intermission or nehahra movie
1492                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1493                         e->render.flags |= RENDER_SHADOW;
1494                 VectorSet(e->render.colormod, 1, 1, 1);
1495                 R_LerpAnimation(&e->render);
1496                 CL_UpdateRenderEntity(&e->render);
1497                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1498         }
1499 }
1500
1501 /*
1502 ===============
1503 CL_RelinkEntities
1504 ===============
1505 */
1506 static void CL_RelinkNetworkEntities(void)
1507 {
1508         entity_t *ent;
1509         int i;
1510
1511         // start on the entity after the world
1512         for (i = 1;i < cl.num_entities;i++)
1513         {
1514                 if (cl.entities_active[i])
1515                 {
1516                         ent = cl.entities + i;
1517                         if (ent->state_current.active)
1518                                 CL_LinkNetworkEntity(ent);
1519                         else
1520                                 cl.entities_active[i] = false;
1521                 }
1522         }
1523 }
1524
1525 static void CL_RelinkEffects(void)
1526 {
1527         int i, intframe;
1528         cl_effect_t *e;
1529         entity_t *ent;
1530         float frame;
1531
1532         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1533         {
1534                 if (e->active)
1535                 {
1536                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1537                         intframe = (int)frame;
1538                         if (intframe < 0 || intframe >= e->endframe)
1539                         {
1540                                 memset(e, 0, sizeof(*e));
1541                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1542                                         cl.num_effects--;
1543                                 continue;
1544                         }
1545
1546                         if (intframe != e->frame)
1547                         {
1548                                 e->frame = intframe;
1549                                 e->frame1time = e->frame2time;
1550                                 e->frame2time = cl.time;
1551                         }
1552
1553                         // if we're drawing effects, get a new temp entity
1554                         // (NewTempEntity adds it to the render entities list for us)
1555                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1556                         {
1557                                 // interpolation stuff
1558                                 ent->render.frame1 = intframe;
1559                                 ent->render.frame2 = intframe + 1;
1560                                 if (ent->render.frame2 >= e->endframe)
1561                                         ent->render.frame2 = -1; // disappear
1562                                 ent->render.framelerp = frame - intframe;
1563                                 ent->render.frame1time = e->frame1time;
1564                                 ent->render.frame2time = e->frame2time;
1565
1566                                 // normal stuff
1567                                 if(e->modelindex < MAX_MODELS)
1568                                         ent->render.model = cl.model_precache[e->modelindex];
1569                                 else
1570                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1571                                 ent->render.alpha = 1;
1572                                 VectorSet(ent->render.colormod, 1, 1, 1);
1573
1574                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1575                                 CL_UpdateRenderEntity(&ent->render);
1576                         }
1577                 }
1578         }
1579 }
1580
1581 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1582 {
1583         VectorCopy(b->start, start);
1584         VectorCopy(b->end, end);
1585
1586         // if coming from the player, update the start position
1587         if (b->entity == cl.viewentity)
1588         {
1589                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1590                 {
1591                         // LordHavoc: this is a stupid hack from Quake that makes your
1592                         // lightning appear to come from your waist and cover less of your
1593                         // view
1594                         // in Quake this hack was applied to all players (causing the
1595                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1596                         // only applies to your own lightning, and only in first person
1597                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1598                 }
1599                 if (cl_beams_instantaimhack.integer)
1600                 {
1601                         vec3_t dir, localend;
1602                         vec_t len;
1603                         // LordHavoc: this updates the beam direction to match your
1604                         // viewangles
1605                         VectorSubtract(end, start, dir);
1606                         len = VectorLength(dir);
1607                         VectorNormalize(dir);
1608                         VectorSet(localend, len, 0, 0);
1609                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1610                 }
1611         }
1612 }
1613
1614 void CL_RelinkBeams(void)
1615 {
1616         int i;
1617         beam_t *b;
1618         vec3_t dist, org, start, end;
1619         float d;
1620         entity_t *ent;
1621         double yaw, pitch;
1622         float forward;
1623         matrix4x4_t tempmatrix;
1624
1625         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1626         {
1627                 if (!b->model)
1628                         continue;
1629                 if (b->endtime < cl.time)
1630                 {
1631                         b->model = NULL;
1632                         continue;
1633                 }
1634
1635                 CL_Beam_CalculatePositions(b, start, end);
1636
1637                 if (b->lightning)
1638                 {
1639                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1640                         {
1641                                 // FIXME: create a matrix from the beam start/end orientation
1642                                 vec3_t dlightcolor;
1643                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1644                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1645                                 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);
1646                         }
1647                         if (cl_beams_polygons.integer)
1648                                 continue;
1649                 }
1650
1651                 // calculate pitch and yaw
1652                 // (this is similar to the QuakeC builtin function vectoangles)
1653                 VectorSubtract(end, start, dist);
1654                 if (dist[1] == 0 && dist[0] == 0)
1655                 {
1656                         yaw = 0;
1657                         if (dist[2] > 0)
1658                                 pitch = 90;
1659                         else
1660                                 pitch = 270;
1661                 }
1662                 else
1663                 {
1664                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1665                         if (yaw < 0)
1666                                 yaw += 360;
1667
1668                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1669                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1670                         if (pitch < 0)
1671                                 pitch += 360;
1672                 }
1673
1674                 // add new entities for the lightning
1675                 VectorCopy (start, org);
1676                 d = VectorNormalizeLength(dist);
1677                 while (d > 0)
1678                 {
1679                         ent = CL_NewTempEntity ();
1680                         if (!ent)
1681                                 return;
1682                         //VectorCopy (org, ent->render.origin);
1683                         ent->render.model = b->model;
1684                         //ent->render.effects = EF_FULLBRIGHT;
1685                         //ent->render.angles[0] = pitch;
1686                         //ent->render.angles[1] = yaw;
1687                         //ent->render.angles[2] = rand()%360;
1688                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1689                         CL_UpdateRenderEntity(&ent->render);
1690                         VectorMA(org, 30, dist, org);
1691                         d -= 30;
1692                 }
1693         }
1694
1695         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1696                 cl.num_beams--;
1697 }
1698
1699 static void CL_RelinkQWNails(void)
1700 {
1701         int i;
1702         vec_t *v;
1703         entity_t *ent;
1704
1705         for (i = 0;i < cl.qw_num_nails;i++)
1706         {
1707                 v = cl.qw_nails[i];
1708
1709                 // if we're drawing effects, get a new temp entity
1710                 // (NewTempEntity adds it to the render entities list for us)
1711                 if (!(ent = CL_NewTempEntity()))
1712                         continue;
1713
1714                 // normal stuff
1715                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1716                 ent->render.alpha = 1;
1717                 VectorSet(ent->render.colormod, 1, 1, 1);
1718
1719                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1720                 CL_UpdateRenderEntity(&ent->render);
1721         }
1722 }
1723
1724 void CL_LerpPlayer(float frac)
1725 {
1726         int i;
1727
1728         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1729         for (i = 0;i < 3;i++)
1730         {
1731                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1732                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1733                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1734         }
1735
1736         // interpolate the angles if playing a demo or spectating someone
1737         if (cls.demoplayback || cl.fixangle[0])
1738         {
1739                 for (i = 0;i < 3;i++)
1740                 {
1741                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1742                         if (d > 180)
1743                                 d -= 360;
1744                         else if (d < -180)
1745                                 d += 360;
1746                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1747                 }
1748         }
1749 }
1750
1751 void CSQC_RelinkAllEntities (int drawmask)
1752 {
1753         // link stuff
1754         CL_RelinkWorld();
1755         CL_RelinkStaticEntities();
1756         CL_RelinkBeams();
1757         CL_RelinkEffects();
1758
1759         // link stuff
1760         if (drawmask & ENTMASK_ENGINE)
1761         {
1762                 CL_RelinkNetworkEntities();
1763                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1764                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1765                 CL_RelinkQWNails();
1766         }
1767
1768         // update view blend
1769         V_CalcViewBlend();
1770 }
1771
1772 /*
1773 ===============
1774 CL_UpdateWorld
1775
1776 Update client game world for a new frame
1777 ===============
1778 */
1779 void CL_UpdateWorld(void)
1780 {
1781         r_refdef.extraupdate = !r_speeds.integer;
1782         r_refdef.numentities = 0;
1783         r_refdef.numlights = 0;
1784         r_view.matrix = identitymatrix;
1785
1786         cl.num_brushmodel_entities = 0;
1787
1788         if (cls.state == ca_connected && cls.signon == SIGNONS)
1789         {
1790                 // prepare for a new frame
1791                 CL_LerpPlayer(CL_LerpPoint());
1792                 CL_DecayLightFlashes();
1793                 CL_ClearTempEntities();
1794                 V_DriftPitch();
1795                 V_FadeViewFlashs();
1796
1797                 // if prediction is enabled we have to update all the collidable
1798                 // network entities before the prediction code can be run
1799                 CL_UpdateNetworkCollisionEntities();
1800
1801                 // now update the player prediction
1802                 CL_ClientMovement_Replay();
1803
1804                 // update the player entity (which may be predicted)
1805                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1806
1807                 // now update the view (which depends on that player entity)
1808                 V_CalcRefdef();
1809
1810                 // now update all the network entities and create particle trails
1811                 // (some entities may depend on the view)
1812                 CL_UpdateNetworkEntities();
1813
1814                 // update the engine-based viewmodel
1815                 CL_UpdateViewModel();
1816
1817                 CL_RelinkLightFlashes();
1818                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1819
1820                 // move decals, particles, and any other effects
1821                 CL_MoveDecals();
1822                 CL_MoveParticles();
1823                 R_MoveExplosions();
1824         }
1825
1826         r_refdef.time = cl.time;
1827 }
1828
1829 // LordHavoc: pausedemo command
1830 static void CL_PauseDemo_f (void)
1831 {
1832         cls.demopaused = !cls.demopaused;
1833         if (cls.demopaused)
1834                 Con_Print("Demo paused\n");
1835         else
1836                 Con_Print("Demo unpaused\n");
1837 }
1838
1839 /*
1840 ======================
1841 CL_Fog_f
1842 ======================
1843 */
1844 static void CL_Fog_f (void)
1845 {
1846         if (Cmd_Argc () == 1)
1847         {
1848                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_start, r_refdef.fog_alpha);
1849                 return;
1850         }
1851         r_refdef.fog_start = 0;
1852         r_refdef.fog_alpha = 1;
1853         if(Cmd_Argc() > 1)
1854                 r_refdef.fog_density = atof(Cmd_Argv(1));
1855         if(Cmd_Argc() > 2)
1856                 r_refdef.fog_red = atof(Cmd_Argv(2));
1857         if(Cmd_Argc() > 3)
1858                 r_refdef.fog_green = atof(Cmd_Argv(3));
1859         if(Cmd_Argc() > 4)
1860                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1861         if(Cmd_Argc() > 5)
1862                 r_refdef.fog_start = atof(Cmd_Argv(5));
1863         if(Cmd_Argc() > 6)
1864                 r_refdef.fog_alpha = atof(Cmd_Argv(6));
1865 }
1866
1867 /*
1868 ====================
1869 CL_TimeRefresh_f
1870
1871 For program optimization
1872 ====================
1873 */
1874 static void CL_TimeRefresh_f (void)
1875 {
1876         int i;
1877         float timestart, timedelta;
1878
1879         r_refdef.extraupdate = false;
1880
1881         timestart = Sys_DoubleTime();
1882         for (i = 0;i < 128;i++)
1883         {
1884                 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);
1885                 CL_UpdateScreen();
1886         }
1887         timedelta = Sys_DoubleTime() - timestart;
1888
1889         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1890 }
1891
1892 void CL_AreaStats_f(void)
1893 {
1894         World_PrintAreaStats(&cl.world, "client");
1895 }
1896
1897 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1898 {
1899         int i;
1900         cl_locnode_t *loc;
1901         cl_locnode_t *best;
1902         vec3_t nearestpoint;
1903         vec_t dist, bestdist;
1904         best = NULL;
1905         bestdist = 0;
1906         for (loc = cl.locnodes;loc;loc = loc->next)
1907         {
1908                 for (i = 0;i < 3;i++)
1909                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1910                 dist = VectorDistance2(nearestpoint, point);
1911                 if (bestdist > dist || !best)
1912                 {
1913                         bestdist = dist;
1914                         best = loc;
1915                         if (bestdist < 1)
1916                                 break;
1917                 }
1918         }
1919         return best;
1920 }
1921
1922 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1923 {
1924         cl_locnode_t *loc;
1925         loc = CL_Locs_FindNearest(point);
1926         if (loc)
1927                 strlcpy(buffer, loc->name, buffersize);
1928         else
1929                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1930 }
1931
1932 void CL_Locs_FreeNode(cl_locnode_t *node)
1933 {
1934         cl_locnode_t **pointer, **next;
1935         for (pointer = &cl.locnodes;*pointer;pointer = next)
1936         {
1937                 next = &(*pointer)->next;
1938                 if (*pointer == node)
1939                 {
1940                         *pointer = node->next;
1941                         Mem_Free(node);
1942                 }
1943         }
1944         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1945 }
1946
1947 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1948 {
1949         cl_locnode_t *node, **pointer;
1950         int namelen;
1951         if (!name)
1952                 name = "";
1953         namelen = strlen(name);
1954         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1955         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1956         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1957         node->name = (char *)(node + 1);
1958         memcpy(node->name, name, namelen);
1959         node->name[namelen] = 0;
1960         // link it into the tail of the list to preserve the order
1961         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1962                 ;
1963         *pointer = node;
1964 }
1965
1966 void CL_Locs_Add_f(void)
1967 {
1968         vec3_t mins, maxs;
1969         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1970         {
1971                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1972                 return;
1973         }
1974         mins[0] = atof(Cmd_Argv(1));
1975         mins[1] = atof(Cmd_Argv(2));
1976         mins[2] = atof(Cmd_Argv(3));
1977         if (Cmd_Argc() == 8)
1978         {
1979                 maxs[0] = atof(Cmd_Argv(4));
1980                 maxs[1] = atof(Cmd_Argv(5));
1981                 maxs[2] = atof(Cmd_Argv(6));
1982                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1983         }
1984         else
1985                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1986 }
1987
1988 void CL_Locs_RemoveNearest_f(void)
1989 {
1990         cl_locnode_t *loc;
1991         loc = CL_Locs_FindNearest(r_view.origin);
1992         if (loc)
1993                 CL_Locs_FreeNode(loc);
1994         else
1995                 Con_Printf("no loc point or box found for your location\n");
1996 }
1997
1998 void CL_Locs_Clear_f(void)
1999 {
2000         while (cl.locnodes)
2001                 CL_Locs_FreeNode(cl.locnodes);
2002 }
2003
2004 void CL_Locs_Save_f(void)
2005 {
2006         cl_locnode_t *loc;
2007         qfile_t *outfile;
2008         char locfilename[MAX_QPATH];
2009         if (!cl.locnodes)
2010         {
2011                 Con_Printf("No loc points/boxes exist!\n");
2012                 return;
2013         }
2014         if (cls.state != ca_connected || !cl.worldmodel)
2015         {
2016                 Con_Printf("No level loaded!\n");
2017                 return;
2018         }
2019         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2020         strlcat(locfilename, ".loc", sizeof(locfilename));
2021
2022         outfile = FS_Open(locfilename, "w", false, false);
2023         if (!outfile)
2024                 return;
2025         // if any boxes are used then this is a proquake-format loc file, which
2026         // allows comments, so add some relevant information at the start
2027         for (loc = cl.locnodes;loc;loc = loc->next)
2028                 if (!VectorCompare(loc->mins, loc->maxs))
2029                         break;
2030         if (loc)
2031         {
2032                 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);
2033                 for (loc = cl.locnodes;loc;loc = loc->next)
2034                         if (VectorCompare(loc->mins, loc->maxs))
2035                                 break;
2036                 if (loc)
2037                         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");
2038         }
2039         for (loc = cl.locnodes;loc;loc = loc->next)
2040         {
2041                 if (VectorCompare(loc->mins, loc->maxs))
2042                 {
2043                         int len;
2044                         const char *s;
2045                         const char *in = loc->name;
2046                         char name[MAX_INPUTLINE];
2047                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2048                         {
2049                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2050                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2051                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2052                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2053                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2054                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2055                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2056                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2057                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2058                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2059                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2060                                 else s = NULL;
2061                                 if (s)
2062                                 {
2063                                         while (len < (int)sizeof(name) - 1 && *s)
2064                                                 name[len++] = *s++;
2065                                         continue;
2066                                 }
2067                                 name[len++] = *in++;
2068                         }
2069                         name[len] = 0;
2070                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2071                 }
2072                 else
2073                         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);
2074         }
2075         FS_Close(outfile);
2076 }
2077
2078 void CL_Locs_Reload_f(void)
2079 {
2080         int i, linenumber, limit, len;
2081         const char *s;
2082         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2083         fs_offset_t filesize;
2084         vec3_t mins, maxs;
2085         char locfilename[MAX_QPATH];
2086         char name[MAX_INPUTLINE];
2087
2088         if (cls.state != ca_connected || !cl.worldmodel)
2089         {
2090                 Con_Printf("No level loaded!\n");
2091                 return;
2092         }
2093
2094         CL_Locs_Clear_f();
2095
2096         // try maps/something.loc first (LordHavoc: where I think they should be)
2097         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2098         strlcat(locfilename, ".loc", sizeof(locfilename));
2099         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2100         if (!filedata)
2101         {
2102                 // try proquake name as well (LordHavoc: I hate path mangling)
2103                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2104                 strlcat(locfilename, ".loc", sizeof(locfilename));
2105                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2106                 if (!filedata)
2107                         return;
2108         }
2109         text = filedata;
2110         textend = filedata + filesize;
2111         for (linenumber = 1;text < textend;linenumber++)
2112         {
2113                 linestart = text;
2114                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2115                         ;
2116                 lineend = text;
2117                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2118                         text++;
2119                 if (text < textend)
2120                         text++;
2121                 // trim trailing whitespace
2122                 while (lineend > linestart && lineend[-1] <= ' ')
2123                         lineend--;
2124                 // trim leading whitespace
2125                 while (linestart < lineend && *linestart <= ' ')
2126                         linestart++;
2127                 // check if this is a comment
2128                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2129                         continue;
2130                 linetext = linestart;
2131                 limit = 3;
2132                 for (i = 0;i < limit;i++)
2133                 {
2134                         if (linetext >= lineend)
2135                                 break;
2136                         // note: a missing number is interpreted as 0
2137                         if (i < 3)
2138                                 mins[i] = atof(linetext);
2139                         else
2140                                 maxs[i - 3] = atof(linetext);
2141                         // now advance past the number
2142                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2143                                 linetext++;
2144                         // advance through whitespace
2145                         if (linetext < lineend)
2146                         {
2147                                 if (*linetext == ',')
2148                                 {
2149                                         linetext++;
2150                                         limit = 6;
2151                                         // note: comma can be followed by whitespace
2152                                 }
2153                                 if (*linetext <= ' ')
2154                                 {
2155                                         // skip whitespace
2156                                         while (linetext < lineend && *linetext <= ' ')
2157                                                 linetext++;
2158                                 }
2159                         }
2160                 }
2161                 // if this is a quoted name, remove the quotes
2162                 if (i == 6)
2163                 {
2164                         if (linetext >= lineend || *linetext != '"')
2165                                 continue; // proquake location names are always quoted
2166                         lineend--;
2167                         linetext++;
2168                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2169                         memcpy(name, linetext, len);
2170                         name[len] = 0;
2171                         // add the box to the list
2172                         CL_Locs_AddNode(mins, maxs, name);
2173                 }
2174                 // if a point was parsed, it needs to be scaled down by 8 (since
2175                 // point-based loc files were invented by a proxy which dealt
2176                 // directly with quake protocol coordinates, which are *8), turn
2177                 // it into a box
2178                 else if (i == 3)
2179                 {
2180                         // interpret silly fuhquake macros
2181                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2182                         {
2183                                 if (*linetext == '$')
2184                                 {
2185                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2186                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2187                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2188                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2189                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2190                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2191                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2192                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2193                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2194                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2195                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2196                                         else s = NULL;
2197                                         if (s)
2198                                         {
2199                                                 while (len < (int)sizeof(name) - 1 && *s)
2200                                                         name[len++] = *s++;
2201                                                 continue;
2202                                         }
2203                                 }
2204                                 name[len++] = *linetext++;
2205                         }
2206                         name[len] = 0;
2207                         // add the point to the list
2208                         VectorScale(mins, (1.0 / 8.0), mins);
2209                         CL_Locs_AddNode(mins, mins, name);
2210                 }
2211                 else
2212                         continue;
2213         }
2214 }
2215
2216 /*
2217 ===========
2218 CL_Shutdown
2219 ===========
2220 */
2221 void CL_Shutdown (void)
2222 {
2223         CL_Screen_Shutdown();
2224         CL_Particles_Shutdown();
2225         CL_Parse_Shutdown();
2226
2227         Mem_FreePool (&cls.permanentmempool);
2228         Mem_FreePool (&cls.levelmempool);
2229 }
2230
2231 /*
2232 =================
2233 CL_Init
2234 =================
2235 */
2236 void CL_Init (void)
2237 {
2238         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2239         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2240
2241         memset(&r_refdef, 0, sizeof(r_refdef));
2242         // max entities sent to renderer per frame
2243         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2244         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2245
2246         CL_InitInput ();
2247
2248 //
2249 // register our commands
2250 //
2251         Cvar_RegisterVariable (&cl_upspeed);
2252         Cvar_RegisterVariable (&cl_forwardspeed);
2253         Cvar_RegisterVariable (&cl_backspeed);
2254         Cvar_RegisterVariable (&cl_sidespeed);
2255         Cvar_RegisterVariable (&cl_movespeedkey);
2256         Cvar_RegisterVariable (&cl_yawspeed);
2257         Cvar_RegisterVariable (&cl_pitchspeed);
2258         Cvar_RegisterVariable (&cl_anglespeedkey);
2259         Cvar_RegisterVariable (&cl_shownet);
2260         Cvar_RegisterVariable (&cl_nolerp);
2261         Cvar_RegisterVariable (&lookspring);
2262         Cvar_RegisterVariable (&lookstrafe);
2263         Cvar_RegisterVariable (&sensitivity);
2264         Cvar_RegisterVariable (&freelook);
2265
2266         Cvar_RegisterVariable (&m_pitch);
2267         Cvar_RegisterVariable (&m_yaw);
2268         Cvar_RegisterVariable (&m_forward);
2269         Cvar_RegisterVariable (&m_side);
2270
2271         Cvar_RegisterVariable (&cl_itembobspeed);
2272         Cvar_RegisterVariable (&cl_itembobheight);
2273
2274         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2275         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2276         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2277         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2278         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2279         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2280
2281         // Support Client-side Model Index List
2282         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2283         // Support Client-side Sound Index List
2284         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2285
2286         Cvar_RegisterVariable (&cl_autodemo);
2287         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2288
2289         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue mindist alpha)");
2290
2291         // LordHavoc: added pausedemo
2292         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)");
2293
2294         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2295
2296         Cvar_RegisterVariable(&r_draweffects);
2297         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2298         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2299         Cvar_RegisterVariable(&cl_explosions_size_start);
2300         Cvar_RegisterVariable(&cl_explosions_size_end);
2301         Cvar_RegisterVariable(&cl_explosions_lifetime);
2302         Cvar_RegisterVariable(&cl_stainmaps);
2303         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2304         Cvar_RegisterVariable(&cl_beams_polygons);
2305         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2306         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2307         Cvar_RegisterVariable(&cl_beams_lightatend);
2308         Cvar_RegisterVariable(&cl_noplayershadow);
2309         Cvar_RegisterVariable(&cl_dlights_decayradius);
2310         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2311
2312         Cvar_RegisterVariable(&cl_prydoncursor);
2313
2314         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2315
2316         // for QW connections
2317         Cvar_RegisterVariable(&qport);
2318         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2319
2320         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2321
2322         Cvar_RegisterVariable(&cl_locs_enable);
2323         Cvar_RegisterVariable(&cl_locs_show);
2324         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)");
2325         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)");
2326         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2327         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2328         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2329
2330         CL_Parse_Init();
2331         CL_Particles_Init();
2332         CL_Screen_Init();
2333
2334         CL_Video_Init();
2335 #ifdef SUPPORT_GECKO
2336         CL_Gecko_Init();
2337 #endif
2338 }
2339
2340
2341