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