2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 mempool_t *cl_refdef_mempool;
65 mempool_t *cl_entities_mempool;
71 int cl_max_static_entities;
72 int cl_max_temp_entities;
76 int cl_max_lightstyle;
77 int cl_max_brushmodel_entities;
79 entity_t *cl_entities;
80 qbyte *cl_entities_active;
81 entity_t *cl_static_entities;
82 entity_t *cl_temp_entities;
83 cl_effect_t *cl_effects;
86 lightstyle_t *cl_lightstyle;
87 entity_render_t **cl_brushmodel_entities;
90 int cl_num_static_entities;
91 int cl_num_temp_entities;
92 int cl_num_brushmodel_entities;
100 void CL_ClearState(void)
107 // note: this also gets rid of the entity database
108 Mem_EmptyPool(cl_entities_mempool);
110 // wipe the entire cl structure
111 memset (&cl, 0, sizeof(cl));
112 // reset the view zoom interpolation
113 cl.viewzoomold = cl.viewzoomnew = 1;
115 SZ_Clear (&cls.message);
118 cl_num_static_entities = 0;
119 cl_num_temp_entities = 0;
120 cl_num_brushmodel_entities = 0;
122 // tweak these if the game runs out
123 cl_max_entities = MAX_EDICTS;
124 cl_max_static_entities = 256;
125 cl_max_temp_entities = 512;
126 cl_max_effects = 256;
128 cl_max_dlights = MAX_DLIGHTS;
129 cl_max_lightstyle = MAX_LIGHTSTYLES;
130 cl_max_brushmodel_entities = MAX_EDICTS;
132 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
133 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
134 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
135 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
136 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
137 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
138 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
139 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
140 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
144 CL_Particles_Clear();
146 // LordHavoc: have to set up the baseline info for alpha and other stuff
147 for (i = 0;i < cl_max_entities;i++)
149 cl_entities[i].state_baseline = defaultstate;
150 cl_entities[i].state_previous = defaultstate;
151 cl_entities[i].state_current = defaultstate;
158 =====================
161 Sends a disconnect message to the server
162 This is also called on Host_Error, so it shouldn't cause any errors
163 =====================
165 void CL_Disconnect(void)
167 if (cls.state == ca_dedicated)
170 Con_DPrintf("CL_Disconnect\n");
172 // stop sounds (especially looping!)
175 // clear contents blends
176 cl.cshifts[0].percent = 0;
177 cl.cshifts[1].percent = 0;
178 cl.cshifts[2].percent = 0;
179 cl.cshifts[3].percent = 0;
181 cl.worldmodel = NULL;
183 if (cls.demoplayback)
187 if (cls.demorecording)
190 Con_DPrint("Sending clc_disconnect\n");
191 SZ_Clear(&cls.message);
192 MSG_WriteByte(&cls.message, clc_disconnect);
193 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
194 SZ_Clear(&cls.message);
195 NetConn_Close(cls.netcon);
198 cls.state = ca_disconnected;
200 cls.demoplayback = cls.timedemo = false;
204 void CL_Disconnect_f(void)
208 Host_ShutdownServer (false);
215 =====================
216 CL_EstablishConnection
218 Host should be either "local" or a net address
219 =====================
221 void CL_EstablishConnection(const char *host)
223 if (cls.state == ca_dedicated)
226 // clear menu's connect error message
227 M_Update_Return_Reason("");
230 // stop demo loop in case this fails
232 NetConn_ClientFrame();
233 NetConn_ServerFrame();
235 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
237 cls.connect_trying = true;
238 cls.connect_remainingtries = 3;
239 cls.connect_nextsendtime = 0;
240 M_Update_Return_Reason("Trying to connect...");
243 NetConn_ClientFrame();
244 NetConn_ServerFrame();
245 NetConn_ClientFrame();
246 NetConn_ServerFrame();
247 NetConn_ClientFrame();
248 NetConn_ServerFrame();
249 NetConn_ClientFrame();
250 NetConn_ServerFrame();
255 Con_Print("Unable to find a suitable network socket to connect to server.\n");
256 M_Update_Return_Reason("No network");
265 static void CL_PrintEntities_f(void)
271 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
273 if (!ent->state_current.active)
276 if (ent->render.model)
277 strlcpy (name, ent->render.model->name, 25);
279 strcpy(name, "--no model--");
280 for (j = strlen(name);j < 25;j++)
282 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
286 //static const vec3_t nomodelmins = {-16, -16, -16};
287 //static const vec3_t nomodelmaxs = {16, 16, 16};
288 void CL_BoundingBoxForEntity(entity_render_t *ent)
292 //if (ent->angles[0] || ent->angles[2])
293 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
296 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
297 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
298 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
299 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
300 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
301 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
302 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
303 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
305 //else if (ent->angles[1])
306 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
309 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
310 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
311 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
312 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
313 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
314 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
315 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
316 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
320 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
321 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
322 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
323 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
324 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
325 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
326 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
327 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
332 ent->mins[0] = ent->matrix.m[0][3] - 16;
333 ent->mins[1] = ent->matrix.m[1][3] - 16;
334 ent->mins[2] = ent->matrix.m[2][3] - 16;
335 ent->maxs[0] = ent->matrix.m[0][3] + 16;
336 ent->maxs[1] = ent->matrix.m[1][3] + 16;
337 ent->maxs[2] = ent->matrix.m[2][3] + 16;
338 //VectorAdd(ent->origin, nomodelmins, ent->mins);
339 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
347 Determines the fraction between the last two messages that the objects
351 static float CL_LerpPoint(void)
355 // dropped packet, or start of demo
356 if (cl.mtime[1] < cl.mtime[0] - 0.1)
357 cl.mtime[1] = cl.mtime[0] - 0.1;
359 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
361 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
362 f = cl.mtime[0] - cl.mtime[1];
363 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
365 cl.time = cl.mtime[0];
369 f = (cl.time - cl.mtime[1]) / f;
370 return bound(0, f, 1);
373 void CL_ClearTempEntities (void)
375 cl_num_temp_entities = 0;
378 entity_t *CL_NewTempEntity(void)
382 if (r_refdef.numentities >= r_refdef.maxentities)
384 if (cl_num_temp_entities >= cl_max_temp_entities)
386 ent = &cl_temp_entities[cl_num_temp_entities++];
387 memset (ent, 0, sizeof(*ent));
388 r_refdef.entities[r_refdef.numentities++] = &ent->render;
390 ent->render.colormap = -1; // no special coloring
391 ent->render.scale = 1;
392 ent->render.alpha = 1;
396 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
400 if (!modelindex) // sanity check
402 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
407 VectorCopy(org, e->origin);
408 e->modelindex = modelindex;
409 e->starttime = cl.time;
410 e->startframe = startframe;
411 e->endframe = startframe + framecount;
412 e->framerate = framerate;
415 e->frame1time = cl.time;
416 e->frame2time = cl.time;
421 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
427 // first look for an exact key match
431 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
437 // then look for anything else
439 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
443 // unable to find one
447 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
448 memset (dl, 0, sizeof(*dl));
449 dl->matrix = *matrix;
451 dl->origin[0] = dl->matrix.m[0][3];
452 dl->origin[1] = dl->matrix.m[1][3];
453 dl->origin[2] = dl->matrix.m[2][3];
454 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
455 dl->matrix.m[0][3] = dl->origin[0];
456 dl->matrix.m[1][3] = dl->origin[1];
457 dl->matrix.m[2][3] = dl->origin[2];
460 dl->color[1] = green;
464 dl->die = cl.time + lifetime;
467 dl->cubemapnum = cubemapnum;
469 dl->shadow = shadowenable;
472 dl->coronasizescale = coronasizescale;
473 dl->ambientscale = ambientscale;
474 dl->diffusescale = diffusescale;
475 dl->specularscale = specularscale;
478 void CL_DecayLights(void)
484 time = cl.time - cl.oldtime;
485 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
487 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
490 #define MAXVIEWMODELS 32
491 entity_t *viewmodels[MAXVIEWMODELS];
494 matrix4x4_t viewmodelmatrix;
496 static int entitylinkframenumber;
498 static const vec3_t muzzleflashorigin = {18, 0, 0};
500 extern void V_DriftPitch(void);
501 extern void V_FadeViewFlashs(void);
502 extern void V_CalcViewBlend(void);
504 extern void V_CalcRefdef(void);
505 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
506 void CL_LinkNetworkEntity(entity_t *e)
508 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
509 //matrix4x4_t dlightmatrix;
510 int j, k, l, trailtype, temp;
511 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
514 //entity_persistent_t *p = &e->persistent;
515 //entity_render_t *r = &e->render;
516 if (e->persistent.linkframe != entitylinkframenumber)
518 e->persistent.linkframe = entitylinkframenumber;
519 // skip inactive entities and world
520 if (!e->state_current.active || e == cl_entities)
522 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
523 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
524 e->render.flags = e->state_current.flags;
525 e->render.effects = e->state_current.effects;
526 if (e->state_current.flags & RENDER_COLORMAPPED)
527 e->render.colormap = e->state_current.colormap;
528 else if (cl.scores != NULL && e->state_current.colormap)
529 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
531 e->render.colormap = -1; // no special coloring
532 e->render.skinnum = e->state_current.skin;
533 if (e->render.flags & RENDER_VIEWMODEL)
535 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
538 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
539 matrix = &viewmodelmatrix;
540 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
542 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
543 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
548 t = cl_entities + e->state_current.tagentity;
549 if (!t->state_current.active)
551 // note: this can link to world
552 CL_LinkNetworkEntity(t);
553 // make relative to the entity
554 matrix = &t->render.matrix;
555 // some properties of the tag entity carry over
556 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
557 // if a valid tagindex is used, make it relative to that tag instead
558 // FIXME: use a model function to get tag info (need to handle skeletal)
559 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
561 // blend the matrices
562 memset(&blendmatrix, 0, sizeof(blendmatrix));
563 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
565 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
566 d = t->render.frameblend[j].lerp;
567 for (l = 0;l < 4;l++)
568 for (k = 0;k < 4;k++)
569 blendmatrix.m[l][k] += d * matrix->m[l][k];
571 // concat the tag matrices onto the entity matrix
572 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
573 // use the constructed tag matrix
574 matrix = &tempmatrix;
579 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
581 // interpolate the origin and angles
582 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
583 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
584 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
585 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
586 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
587 VectorMA(e->persistent.oldangles, lerp, delta, angles);
592 VectorCopy(e->persistent.neworigin, origin);
593 VectorCopy(e->persistent.newangles, angles);
596 // model setup and some modelflags
597 e->render.model = cl.model_precache[e->state_current.modelindex];
600 Mod_CheckLoaded(e->render.model);
601 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
602 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
603 angles[0] = -angles[0];
604 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
606 angles[1] = ANGLEMOD(100*cl.time);
607 if (cl_itembobheight.value)
608 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
610 // transfer certain model flags to effects
611 if (e->render.model->flags2 & EF_FULLBRIGHT)
612 e->render.effects |= EF_FULLBRIGHT;
616 if (e->render.frame2 == e->state_current.frame)
618 // update frame lerp fraction
619 e->render.framelerp = 1;
620 if (e->render.frame2time > e->render.frame1time)
622 // make sure frame lerp won't last longer than 100ms
623 // (this mainly helps with models that use framegroups and
624 // switch between them infrequently)
625 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
626 e->render.framelerp = bound(0, e->render.framelerp, 1);
631 // begin a new frame lerp
632 e->render.frame1 = e->render.frame2;
633 e->render.frame1time = e->render.frame2time;
634 e->render.frame = e->render.frame2 = e->state_current.frame;
635 e->render.frame2time = cl.time;
636 e->render.framelerp = 0;
638 R_LerpAnimation(&e->render);
640 // set up the render matrix
641 // FIXME: e->render.scale should go away
642 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
643 // concat the matrices to make the entity relative to its tag
644 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
645 // make the other useful stuff
646 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
647 CL_BoundingBoxForEntity(&e->render);
649 // handle effects now that we know where this entity is in the world...
650 origin[0] = e->render.matrix.m[0][3];
651 origin[1] = e->render.matrix.m[1][3];
652 origin[2] = e->render.matrix.m[2][3];
658 // LordHavoc: if the entity has no effects, don't check each
659 if (e->render.effects)
661 if (e->render.effects & EF_BRIGHTFIELD)
663 if (gamemode == GAME_NEXUIZ)
665 dlightradius = max(dlightradius, 200);
666 dlightcolor[0] += 0.75f;
667 dlightcolor[1] += 1.50f;
668 dlightcolor[2] += 3.00f;
672 CL_EntityParticles(e);
674 if (e->render.effects & EF_MUZZLEFLASH)
675 e->persistent.muzzleflash = 1.0f;
676 if (e->render.effects & EF_DIMLIGHT)
678 dlightradius = max(dlightradius, 200);
679 dlightcolor[0] += 1.50f;
680 dlightcolor[1] += 1.50f;
681 dlightcolor[2] += 1.50f;
683 if (e->render.effects & EF_BRIGHTLIGHT)
685 dlightradius = max(dlightradius, 400);
686 dlightcolor[0] += 3.00f;
687 dlightcolor[1] += 3.00f;
688 dlightcolor[2] += 3.00f;
690 // LordHavoc: more effects
691 if (e->render.effects & EF_RED) // red
693 dlightradius = max(dlightradius, 200);
694 dlightcolor[0] += 1.50f;
695 dlightcolor[1] += 0.15f;
696 dlightcolor[2] += 0.15f;
698 if (e->render.effects & EF_BLUE) // blue
700 dlightradius = max(dlightradius, 200);
701 dlightcolor[0] += 0.15f;
702 dlightcolor[1] += 0.15f;
703 dlightcolor[2] += 1.50f;
705 if (e->render.effects & EF_FLAME)
707 mins[0] = origin[0] - 16.0f;
708 mins[1] = origin[1] - 16.0f;
709 mins[2] = origin[2] - 16.0f;
710 maxs[0] = origin[0] + 16.0f;
711 maxs[1] = origin[1] + 16.0f;
712 maxs[2] = origin[2] + 16.0f;
713 // how many flames to make
714 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
715 CL_FlameCube(mins, maxs, temp);
716 d = lhrandom(0.75f, 1);
717 dlightradius = max(dlightradius, 200);
718 dlightcolor[0] += d * 2.0f;
719 dlightcolor[1] += d * 1.5f;
720 dlightcolor[2] += d * 0.5f;
722 if (e->render.effects & EF_STARDUST)
724 mins[0] = origin[0] - 16.0f;
725 mins[1] = origin[1] - 16.0f;
726 mins[2] = origin[2] - 16.0f;
727 maxs[0] = origin[0] + 16.0f;
728 maxs[1] = origin[1] + 16.0f;
729 maxs[2] = origin[2] + 16.0f;
730 // how many particles to make
731 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
732 CL_Stardust(mins, maxs, temp);
733 dlightradius = max(dlightradius, 200);
734 dlightcolor[0] += 1.0f;
735 dlightcolor[1] += 0.7f;
736 dlightcolor[2] += 0.3f;
739 // muzzleflash fades over time, and is offset a bit
740 if (e->persistent.muzzleflash > 0)
742 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
743 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
744 tempmatrix = e->render.matrix;
745 tempmatrix.m[0][3] = v[0];
746 tempmatrix.m[1][3] = v[1];
747 tempmatrix.m[2][3] = v[2];
748 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
749 e->persistent.muzzleflash -= cl.frametime * 10;
751 // LordHavoc: if the model has no flags, don't check each
752 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
754 if (e->render.model->flags & EF_GIB)
756 else if (e->render.model->flags & EF_ZOMGIB)
758 else if (e->render.model->flags & EF_TRACER)
761 dlightradius = max(dlightradius, 100);
762 dlightcolor[0] += 0.25f;
763 dlightcolor[1] += 1.00f;
764 dlightcolor[2] += 0.25f;
766 else if (e->render.model->flags & EF_TRACER2)
769 dlightradius = max(dlightradius, 100);
770 dlightcolor[0] += 1.00f;
771 dlightcolor[1] += 0.60f;
772 dlightcolor[2] += 0.20f;
774 else if (e->render.model->flags & EF_ROCKET)
777 dlightradius = max(dlightradius, 200);
778 dlightcolor[0] += 3.00f;
779 dlightcolor[1] += 1.50f;
780 dlightcolor[2] += 0.50f;
782 else if (e->render.model->flags & EF_GRENADE)
784 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
785 trailtype = e->render.alpha == -1 ? 7 : 1;
787 else if (e->render.model->flags & EF_TRACER3)
790 if (gamemode == GAME_PRYDON)
792 dlightradius = max(dlightradius, 100);
793 dlightcolor[0] += 0.30f;
794 dlightcolor[1] += 0.60f;
795 dlightcolor[2] += 1.20f;
799 dlightradius = max(dlightradius, 200);
800 dlightcolor[0] += 1.20f;
801 dlightcolor[1] += 0.50f;
802 dlightcolor[2] += 1.00f;
806 // LordHavoc: customizable glow
807 if (e->state_current.glowsize)
809 // * 4 for the expansion from 0-255 to 0-1023 range,
810 // / 255 to scale down byte colors
811 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
812 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
814 // make the glow dlight
815 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
817 //dlightmatrix = e->render.matrix;
818 // hack to make glowing player light shine on their gun
819 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
820 // dlightmatrix.m[2][3] += 30;
821 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
824 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
827 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
828 light[3] = e->state_current.light[3];
829 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
830 VectorSet(light, 1, 1, 1);
833 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
834 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
837 if (e->render.flags & RENDER_GLOWTRAIL)
840 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
841 VectorCopy(origin, e->persistent.trail_origin);
842 // tenebrae's sprites are all additive mode (weird)
843 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
844 e->render.effects |= EF_ADDITIVE;
845 // player model is only shown with chase_active on
846 if (e - cl_entities == cl.viewentity)
847 e->render.flags |= RENDER_EXTERIORMODEL;
848 // transparent stuff can't be lit during the opaque stage
849 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
850 e->render.flags |= RENDER_TRANSPARENT;
851 // either fullbright or lit
852 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
853 e->render.flags |= RENDER_LIGHT;
854 // hide player shadow during intermission or nehahra movie
855 if (!(e->render.effects & EF_NOSHADOW)
856 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
857 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
858 e->render.flags |= RENDER_SHADOW;
859 // as soon as player is known we can call V_CalcRefDef
860 if ((e - cl_entities) == cl.viewentity)
862 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
863 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
864 // don't show entities with no modelindex (note: this still shows
865 // entities which have a modelindex that resolved to a NULL model)
866 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
867 r_refdef.entities[r_refdef.numentities++] = &e->render;
868 if (cl_num_entities < e->state_current.number + 1)
869 cl_num_entities = e->state_current.number + 1;
870 //if (cl.viewentity && e - cl_entities == cl.viewentity)
871 // Matrix4x4_Print(&e->render.matrix);
875 void CL_RelinkWorld(void)
877 entity_t *ent = &cl_entities[0];
878 if (cl_num_entities < 1)
880 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
881 // FIXME: this should be done at load
882 Matrix4x4_CreateIdentity(&ent->render.matrix);
883 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
884 R_LerpAnimation(&ent->render);
885 CL_BoundingBoxForEntity(&ent->render);
886 ent->render.flags = RENDER_SHADOW;
887 if (!r_fullbright.integer)
888 ent->render.flags |= RENDER_LIGHT;
891 static void CL_RelinkStaticEntities(void)
895 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
897 Mod_CheckLoaded(e->render.model);
899 // transparent stuff can't be lit during the opaque stage
900 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
901 e->render.flags |= RENDER_TRANSPARENT;
902 // either fullbright or lit
903 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
904 e->render.flags |= RENDER_LIGHT;
905 // hide player shadow during intermission or nehahra movie
906 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
907 e->render.flags |= RENDER_SHADOW;
908 R_LerpAnimation(&e->render);
909 r_refdef.entities[r_refdef.numentities++] = &e->render;
918 static void CL_RelinkNetworkEntities(void)
924 ent->state_previous = ent->state_current;
925 ent->state_current = defaultstate;
926 ent->state_current.time = cl.time;
927 ent->state_current.number = -1;
928 ent->state_current.active = true;
929 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
930 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
931 ent->state_current.flags = RENDER_VIEWMODEL;
932 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
933 ent->state_current.modelindex = 0;
934 else if (cl.items & IT_INVISIBILITY)
936 if (gamemode == GAME_TRANSFUSION)
937 ent->state_current.alpha = 128;
939 ent->state_current.modelindex = 0;
942 // start on the entity after the world
943 entitylinkframenumber++;
944 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
946 if (cl_entities_active[i])
948 if (ent->state_current.active)
949 CL_LinkNetworkEntity(ent);
951 cl_entities_active[i] = false;
954 CL_LinkNetworkEntity(&cl.viewent);
957 static void CL_RelinkEffects(void)
964 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
968 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
970 if (intframe < 0 || intframe >= e->endframe)
972 memset(e, 0, sizeof(*e));
976 if (intframe != e->frame)
979 e->frame1time = e->frame2time;
980 e->frame2time = cl.time;
983 // if we're drawing effects, get a new temp entity
984 // (NewTempEntity adds it to the render entities list for us)
985 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
987 // interpolation stuff
988 ent->render.frame1 = intframe;
989 ent->render.frame2 = intframe + 1;
990 if (ent->render.frame2 >= e->endframe)
991 ent->render.frame2 = -1; // disappear
992 ent->render.framelerp = frame - intframe;
993 ent->render.frame1time = e->frame1time;
994 ent->render.frame2time = e->frame2time;
997 ent->render.model = cl.model_precache[e->modelindex];
998 ent->render.frame = ent->render.frame2;
999 ent->render.colormap = -1; // no special coloring
1000 ent->render.alpha = 1;
1002 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1003 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1004 R_LerpAnimation(&ent->render);
1005 CL_BoundingBoxForEntity(&ent->render);
1011 void CL_RelinkBeams(void)
1020 matrix4x4_t tempmatrix;
1022 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1024 if (!b->model || b->endtime < cl.time)
1027 // if coming from the player, update the start position
1028 //if (b->entity == cl.viewentity)
1029 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1030 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1032 entity_state_t *p = &cl_entities[b->entity].state_previous;
1033 //entity_state_t *c = &cl_entities[b->entity].state_current;
1034 entity_render_t *r = &cl_entities[b->entity].render;
1035 matrix4x4_t matrix, imatrix;
1036 if (b->relativestartvalid == 2)
1038 // not really valid yet, we need to get the orientation now
1039 // (ParseBeam flagged this because it is received before
1040 // entities are received, by now they have been received)
1041 // note: because players create lightning in their think
1042 // function (which occurs before movement), they actually
1043 // have some lag in it's location, so compare to the
1044 // previous player state, not the latest
1045 if (b->entity == cl.viewentity)
1046 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1048 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1049 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1050 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1051 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1052 b->relativestartvalid = 1;
1056 if (b->entity == cl.viewentity)
1057 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1059 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1060 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1061 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1067 if (cl_beams_lightatend.integer)
1069 // FIXME: create a matrix from the beam start/end orientation
1070 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1071 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1073 if (cl_beams_polygons.integer)
1077 // calculate pitch and yaw
1078 VectorSubtract (b->end, b->start, dist);
1080 if (dist[1] == 0 && dist[0] == 0)
1090 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1094 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1095 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1100 // add new entities for the lightning
1101 VectorCopy (b->start, org);
1102 d = VectorNormalizeLength(dist);
1105 ent = CL_NewTempEntity ();
1108 //VectorCopy (org, ent->render.origin);
1109 ent->render.model = b->model;
1110 //ent->render.effects = EF_FULLBRIGHT;
1111 //ent->render.angles[0] = pitch;
1112 //ent->render.angles[1] = yaw;
1113 //ent->render.angles[2] = rand()%360;
1114 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1115 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1116 R_LerpAnimation(&ent->render);
1117 CL_BoundingBoxForEntity(&ent->render);
1118 VectorMA(org, 30, dist, org);
1124 void CL_LerpPlayer(float frac)
1129 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1131 for (i = 0;i < 3;i++)
1132 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1134 if (cls.demoplayback)
1136 // interpolate the angles
1137 for (i = 0;i < 3;i++)
1139 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1144 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1153 Read all incoming data from the server
1156 int CL_ReadFromServer(void)
1158 CL_ReadDemoMessage();
1160 r_refdef.numentities = 0;
1161 cl_num_entities = 0;
1162 cl_num_brushmodel_entities = 0;
1164 if (cls.state == ca_connected && cls.signon == SIGNONS)
1166 // prepare for a new frame
1167 CL_LerpPlayer(CL_LerpPoint());
1169 CL_ClearTempEntities();
1173 // relink network entities (note: this sets up the view!)
1174 CL_RelinkNetworkEntities();
1182 CL_RelinkStaticEntities();
1186 // run cgame code (which can add more entities)
1189 // update view blend
1201 void CL_SendCmd(usercmd_t *cmd)
1203 if (cls.signon == SIGNONS)
1206 if (cls.demoplayback)
1208 SZ_Clear(&cls.message);
1212 // send the reliable message (forwarded commands) if there is one
1213 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1215 if (developer.integer)
1217 Con_Print("CL_SendCmd: sending reliable message:\n");
1218 SZ_HexDumpToConsole(&cls.message);
1220 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1221 Host_Error("CL_WriteToServer: lost server connection");
1222 SZ_Clear(&cls.message);
1226 // LordHavoc: pausedemo command
1227 static void CL_PauseDemo_f (void)
1229 cls.demopaused = !cls.demopaused;
1231 Con_Print("Demo paused\n");
1233 Con_Print("Demo unpaused\n");
1237 ======================
1239 ======================
1241 static void CL_Fog_f (void)
1243 if (Cmd_Argc () == 1)
1245 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1248 fog_density = atof(Cmd_Argv(1));
1249 fog_red = atof(Cmd_Argv(2));
1250 fog_green = atof(Cmd_Argv(3));
1251 fog_blue = atof(Cmd_Argv(4));
1259 //VorteX: cvars for GAME_NETHERWORLD
1260 cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
1261 cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
1262 cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
1263 cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
1264 cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
1265 cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
1266 cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
1267 cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
1268 cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
1269 cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu
1270 cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"};
1271 cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"};
1272 cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"};
1273 cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"};
1274 cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
1275 cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};
1276 cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"};
1277 cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
1278 cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
1279 cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
1280 cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"};
1281 cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"};
1282 cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"};
1283 cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"};
1287 cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1288 cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1290 memset(&r_refdef, 0, sizeof(r_refdef));
1291 // max entities sent to renderer per frame
1292 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1293 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1294 // 256k drawqueue buffer
1295 r_refdef.maxdrawqueuesize = 256 * 1024;
1296 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1298 SZ_Alloc (&cls.message, 1024, "cls.message");
1303 // register our commands
1305 Cvar_RegisterVariable (&cl_upspeed);
1306 Cvar_RegisterVariable (&cl_forwardspeed);
1307 Cvar_RegisterVariable (&cl_backspeed);
1308 Cvar_RegisterVariable (&cl_sidespeed);
1309 Cvar_RegisterVariable (&cl_movespeedkey);
1310 Cvar_RegisterVariable (&cl_yawspeed);
1311 Cvar_RegisterVariable (&cl_pitchspeed);
1312 Cvar_RegisterVariable (&cl_anglespeedkey);
1313 Cvar_RegisterVariable (&cl_shownet);
1314 Cvar_RegisterVariable (&cl_nolerp);
1315 Cvar_RegisterVariable (&lookspring);
1316 Cvar_RegisterVariable (&lookstrafe);
1317 Cvar_RegisterVariable (&sensitivity);
1318 Cvar_RegisterVariable (&freelook);
1320 Cvar_RegisterVariable (&m_pitch);
1321 Cvar_RegisterVariable (&m_yaw);
1322 Cvar_RegisterVariable (&m_forward);
1323 Cvar_RegisterVariable (&m_side);
1325 Cvar_RegisterVariable (&cl_itembobspeed);
1326 Cvar_RegisterVariable (&cl_itembobheight);
1328 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1329 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1330 Cmd_AddCommand ("record", CL_Record_f);
1331 Cmd_AddCommand ("stop", CL_Stop_f);
1332 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1333 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1335 Cmd_AddCommand ("fog", CL_Fog_f);
1337 // LordHavoc: added pausedemo
1338 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1340 Cvar_RegisterVariable(&r_draweffects);
1341 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1342 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1343 Cvar_RegisterVariable(&cl_explosions_size_start);
1344 Cvar_RegisterVariable(&cl_explosions_size_end);
1345 Cvar_RegisterVariable(&cl_explosions_lifetime);
1346 Cvar_RegisterVariable(&cl_stainmaps);
1347 Cvar_RegisterVariable(&cl_stainmapsclearonload);
1348 Cvar_RegisterVariable(&cl_beams_polygons);
1349 Cvar_RegisterVariable(&cl_beams_relative);
1350 Cvar_RegisterVariable(&cl_beams_lightatend);
1351 Cvar_RegisterVariable(&cl_noplayershadow);
1353 if (gamemode == GAME_NETHERWORLD)
1355 Cvar_RegisterVariable (&cl_playermodel);
1356 Cvar_RegisterVariable (&cl_footsteps);
1357 Cvar_RegisterVariable (&cl_weapon_ofs);
1358 Cvar_RegisterVariable (&cl_weapon_bstep);
1359 Cvar_RegisterVariable (&cl_weapon_bborder);
1360 Cvar_RegisterVariable (&cl_weapon_bphase);
1361 Cvar_RegisterVariable (&cl_weapon_bphasescale);
1362 Cvar_RegisterVariable (&cl_weapon_bphasescissor);
1363 Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death
1364 Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
1365 //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
1366 Cvar_RegisterVariable (&sv_monsters_healthscale);
1367 Cvar_RegisterVariable (&sv_monsters_damagescale);
1368 Cvar_RegisterVariable (&sv_monsters_randomize);
1369 Cvar_RegisterVariable (&sv_monsters_multiply);
1370 Cvar_RegisterVariable (&sv_monsters_multiply_radius);
1371 Cvar_RegisterVariable (&sv_monsters_ai_skillmod);
1372 Cvar_RegisterVariable (&sv_monsters_ai_agrmod);
1373 Cvar_RegisterVariable (&sv_monsters_ai_dexmod);
1374 Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
1375 Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum);
1376 Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime);
1377 Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster);
1378 Cvar_RegisterVariable (&sv_corpses_solid);
1382 CL_Particles_Init();