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", "0"}; // try 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_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
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 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 mempool_t *cl_refdef_mempool;
67 mempool_t *cl_entities_mempool;
73 int cl_max_static_entities;
74 int cl_max_temp_entities;
78 int cl_max_lightstyle;
79 int cl_max_brushmodel_entities;
81 entity_t *cl_entities;
82 qbyte *cl_entities_active;
83 entity_t *cl_static_entities;
84 entity_t *cl_temp_entities;
85 cl_effect_t *cl_effects;
88 lightstyle_t *cl_lightstyle;
89 entity_render_t **cl_brushmodel_entities;
92 int cl_num_static_entities;
93 int cl_num_temp_entities;
94 int cl_num_brushmodel_entities;
100 =====================
102 void CL_ClearState(void)
109 // note: this also gets rid of the entity database
110 Mem_EmptyPool(cl_entities_mempool);
112 // wipe the entire cl structure
113 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
117 SZ_Clear (&cls.message);
120 cl_num_static_entities = 0;
121 cl_num_temp_entities = 0;
122 cl_num_brushmodel_entities = 0;
124 // tweak these if the game runs out
125 cl_max_entities = MAX_EDICTS;
126 cl_max_static_entities = 256;
127 cl_max_temp_entities = 512;
128 cl_max_effects = 256;
130 cl_max_dlights = MAX_DLIGHTS;
131 cl_max_lightstyle = MAX_LIGHTSTYLES;
132 cl_max_brushmodel_entities = MAX_EDICTS;
134 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
135 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
136 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
137 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
138 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
139 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
140 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
141 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
142 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
146 CL_Particles_Clear();
148 // LordHavoc: have to set up the baseline info for alpha and other stuff
149 for (i = 0;i < cl_max_entities;i++)
151 cl_entities[i].state_baseline = defaultstate;
152 cl_entities[i].state_previous = defaultstate;
153 cl_entities[i].state_current = defaultstate;
160 =====================
163 Sends a disconnect message to the server
164 This is also called on Host_Error, so it shouldn't cause any errors
165 =====================
167 void CL_Disconnect(void)
169 if (cls.state == ca_dedicated)
172 Con_DPrintf("CL_Disconnect\n");
174 // stop sounds (especially looping!)
177 // clear contents blends
178 cl.cshifts[0].percent = 0;
179 cl.cshifts[1].percent = 0;
180 cl.cshifts[2].percent = 0;
181 cl.cshifts[3].percent = 0;
183 cl.worldmodel = NULL;
185 if (cls.demoplayback)
189 if (cls.demorecording)
192 Con_DPrint("Sending clc_disconnect\n");
193 SZ_Clear(&cls.message);
194 MSG_WriteByte(&cls.message, clc_disconnect);
195 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
196 SZ_Clear(&cls.message);
197 NetConn_Close(cls.netcon);
200 cls.state = ca_disconnected;
202 cls.demoplayback = cls.timedemo = false;
206 void CL_Disconnect_f(void)
210 Host_ShutdownServer (false);
217 =====================
218 CL_EstablishConnection
220 Host should be either "local" or a net address
221 =====================
223 void CL_EstablishConnection(const char *host)
225 if (cls.state == ca_dedicated)
228 // clear menu's connect error message
229 M_Update_Return_Reason("");
232 // stop demo loop in case this fails
234 NetConn_ClientFrame();
235 NetConn_ServerFrame();
237 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
239 cls.connect_trying = true;
240 cls.connect_remainingtries = 3;
241 cls.connect_nextsendtime = 0;
242 M_Update_Return_Reason("Trying to connect...");
245 NetConn_ClientFrame();
246 NetConn_ServerFrame();
247 NetConn_ClientFrame();
248 NetConn_ServerFrame();
249 NetConn_ClientFrame();
250 NetConn_ServerFrame();
251 NetConn_ClientFrame();
252 NetConn_ServerFrame();
257 Con_Print("Unable to find a suitable network socket to connect to server.\n");
258 M_Update_Return_Reason("No network");
267 static void CL_PrintEntities_f(void)
273 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
275 if (!ent->state_current.active)
278 if (ent->render.model)
279 strlcpy (name, ent->render.model->name, 25);
281 strcpy(name, "--no model--");
282 for (j = strlen(name);j < 25;j++)
284 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);
288 //static const vec3_t nomodelmins = {-16, -16, -16};
289 //static const vec3_t nomodelmaxs = {16, 16, 16};
290 void CL_BoundingBoxForEntity(entity_render_t *ent)
294 //if (ent->angles[0] || ent->angles[2])
295 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
298 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
299 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
300 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
301 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
302 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
303 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
304 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
305 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
307 //else if (ent->angles[1])
308 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
311 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
312 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
313 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
314 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
315 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
316 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
317 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
318 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
322 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
323 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
324 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
325 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
326 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
327 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
328 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
329 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
334 ent->mins[0] = ent->matrix.m[0][3] - 16;
335 ent->mins[1] = ent->matrix.m[1][3] - 16;
336 ent->mins[2] = ent->matrix.m[2][3] - 16;
337 ent->maxs[0] = ent->matrix.m[0][3] + 16;
338 ent->maxs[1] = ent->matrix.m[1][3] + 16;
339 ent->maxs[2] = ent->matrix.m[2][3] + 16;
340 //VectorAdd(ent->origin, nomodelmins, ent->mins);
341 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
349 Determines the fraction between the last two messages that the objects
353 static float CL_LerpPoint(void)
357 // dropped packet, or start of demo
358 if (cl.mtime[1] < cl.mtime[0] - 0.1)
359 cl.mtime[1] = cl.mtime[0] - 0.1;
361 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
363 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
364 f = cl.mtime[0] - cl.mtime[1];
365 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
367 cl.time = cl.mtime[0];
371 f = (cl.time - cl.mtime[1]) / f;
372 return bound(0, f, 1);
375 void CL_ClearTempEntities (void)
377 cl_num_temp_entities = 0;
380 entity_t *CL_NewTempEntity(void)
384 if (r_refdef.numentities >= r_refdef.maxentities)
386 if (cl_num_temp_entities >= cl_max_temp_entities)
388 ent = &cl_temp_entities[cl_num_temp_entities++];
389 memset (ent, 0, sizeof(*ent));
390 r_refdef.entities[r_refdef.numentities++] = &ent->render;
392 ent->render.colormap = -1; // no special coloring
393 ent->render.scale = 1;
394 ent->render.alpha = 1;
395 VectorSet(ent->render.colormod, 1, 1, 1);
399 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
403 if (!modelindex) // sanity check
405 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
410 VectorCopy(org, e->origin);
411 e->modelindex = modelindex;
412 e->starttime = cl.time;
413 e->startframe = startframe;
414 e->endframe = startframe + framecount;
415 e->framerate = framerate;
418 e->frame1time = cl.time;
419 e->frame2time = cl.time;
424 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)
430 // first look for an exact key match
434 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
440 // then look for anything else
442 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
446 // unable to find one
450 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
451 memset (dl, 0, sizeof(*dl));
452 dl->matrix = *matrix;
454 dl->origin[0] = dl->matrix.m[0][3];
455 dl->origin[1] = dl->matrix.m[1][3];
456 dl->origin[2] = dl->matrix.m[2][3];
457 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
458 dl->matrix.m[0][3] = dl->origin[0];
459 dl->matrix.m[1][3] = dl->origin[1];
460 dl->matrix.m[2][3] = dl->origin[2];
463 dl->color[1] = green;
467 dl->die = cl.time + lifetime;
470 dl->cubemapnum = cubemapnum;
472 dl->shadow = shadowenable;
475 dl->coronasizescale = coronasizescale;
476 dl->ambientscale = ambientscale;
477 dl->diffusescale = diffusescale;
478 dl->specularscale = specularscale;
481 void CL_DecayLights(void)
487 time = cl.time - cl.oldtime;
488 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
490 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
493 #define MAXVIEWMODELS 32
494 entity_t *viewmodels[MAXVIEWMODELS];
497 matrix4x4_t viewmodelmatrix;
499 static int entitylinkframenumber;
501 static const vec3_t muzzleflashorigin = {18, 0, 0};
503 extern void V_DriftPitch(void);
504 extern void V_FadeViewFlashs(void);
505 extern void V_CalcViewBlend(void);
507 extern void V_CalcRefdef(void);
508 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
509 void CL_LinkNetworkEntity(entity_t *e)
511 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
512 //matrix4x4_t dlightmatrix;
513 int j, k, l, trailtype, temp;
514 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
517 //entity_persistent_t *p = &e->persistent;
518 //entity_render_t *r = &e->render;
519 if (e->persistent.linkframe != entitylinkframenumber)
521 e->persistent.linkframe = entitylinkframenumber;
522 // skip inactive entities and world
523 if (!e->state_current.active || e == cl_entities)
525 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
526 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
527 e->render.flags = e->state_current.flags;
528 e->render.effects = e->state_current.effects;
529 if (e->state_current.flags & RENDER_COLORMAPPED)
530 e->render.colormap = e->state_current.colormap;
531 else if (cl.scores != NULL && e->state_current.colormap)
532 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
534 e->render.colormap = -1; // no special coloring
535 e->render.skinnum = e->state_current.skin;
536 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
537 if (e->render.flags & RENDER_VIEWMODEL)
539 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
542 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
543 matrix = &viewmodelmatrix;
544 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
546 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
547 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
552 t = cl_entities + e->state_current.tagentity;
553 if (!t->state_current.active)
555 // note: this can link to world
556 CL_LinkNetworkEntity(t);
557 // make relative to the entity
558 matrix = &t->render.matrix;
559 // some properties of the tag entity carry over
560 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
561 // if a valid tagindex is used, make it relative to that tag instead
562 // FIXME: use a model function to get tag info (need to handle skeletal)
563 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
565 // blend the matrices
566 memset(&blendmatrix, 0, sizeof(blendmatrix));
567 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
569 matrix4x4_t tagmatrix;
570 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
571 d = t->render.frameblend[j].lerp;
572 for (l = 0;l < 4;l++)
573 for (k = 0;k < 4;k++)
574 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
576 // concat the tag matrices onto the entity matrix
577 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
578 // use the constructed tag matrix
579 matrix = &tempmatrix;
584 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
586 // interpolate the origin and angles
587 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
588 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
589 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
590 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
591 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
592 VectorMA(e->persistent.oldangles, lerp, delta, angles);
597 VectorCopy(e->persistent.neworigin, origin);
598 VectorCopy(e->persistent.newangles, angles);
601 // model setup and some modelflags
602 e->render.model = cl.model_precache[e->state_current.modelindex];
605 Mod_CheckLoaded(e->render.model);
606 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
607 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
608 angles[0] = -angles[0];
609 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
611 angles[1] = ANGLEMOD(100*cl.time);
612 if (cl_itembobheight.value)
613 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
615 // transfer certain model flags to effects
616 if (e->render.model->flags2 & EF_FULLBRIGHT)
617 e->render.effects |= EF_FULLBRIGHT;
618 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
619 VectorScale(e->render.colormod, 2, e->render.colormod);
623 if (e->render.frame2 == e->state_current.frame)
625 // update frame lerp fraction
626 e->render.framelerp = 1;
627 if (e->render.frame2time > e->render.frame1time)
629 // make sure frame lerp won't last longer than 100ms
630 // (this mainly helps with models that use framegroups and
631 // switch between them infrequently)
632 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
633 e->render.framelerp = bound(0, e->render.framelerp, 1);
638 // begin a new frame lerp
639 e->render.frame1 = e->render.frame2;
640 e->render.frame1time = e->render.frame2time;
641 e->render.frame = e->render.frame2 = e->state_current.frame;
642 e->render.frame2time = cl.time;
643 e->render.framelerp = 0;
645 R_LerpAnimation(&e->render);
647 // set up the render matrix
648 // FIXME: e->render.scale should go away
649 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
650 // concat the matrices to make the entity relative to its tag
651 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
652 // make the other useful stuff
653 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
654 CL_BoundingBoxForEntity(&e->render);
656 // handle effects now that we know where this entity is in the world...
657 origin[0] = e->render.matrix.m[0][3];
658 origin[1] = e->render.matrix.m[1][3];
659 origin[2] = e->render.matrix.m[2][3];
665 // LordHavoc: if the entity has no effects, don't check each
666 if (e->render.effects)
668 if (e->render.effects & EF_BRIGHTFIELD)
670 if (gamemode == GAME_NEXUIZ)
672 dlightradius = max(dlightradius, 200);
673 dlightcolor[0] += 0.75f;
674 dlightcolor[1] += 1.50f;
675 dlightcolor[2] += 3.00f;
679 CL_EntityParticles(e);
681 if (e->render.effects & EF_MUZZLEFLASH)
682 e->persistent.muzzleflash = 1.0f;
683 if (e->render.effects & EF_DIMLIGHT)
685 dlightradius = max(dlightradius, 200);
686 dlightcolor[0] += 1.50f;
687 dlightcolor[1] += 1.50f;
688 dlightcolor[2] += 1.50f;
690 if (e->render.effects & EF_BRIGHTLIGHT)
692 dlightradius = max(dlightradius, 400);
693 dlightcolor[0] += 3.00f;
694 dlightcolor[1] += 3.00f;
695 dlightcolor[2] += 3.00f;
697 // LordHavoc: more effects
698 if (e->render.effects & EF_RED) // red
700 dlightradius = max(dlightradius, 200);
701 dlightcolor[0] += 1.50f;
702 dlightcolor[1] += 0.15f;
703 dlightcolor[2] += 0.15f;
705 if (e->render.effects & EF_BLUE) // blue
707 dlightradius = max(dlightradius, 200);
708 dlightcolor[0] += 0.15f;
709 dlightcolor[1] += 0.15f;
710 dlightcolor[2] += 1.50f;
712 if (e->render.effects & EF_FLAME)
714 mins[0] = origin[0] - 16.0f;
715 mins[1] = origin[1] - 16.0f;
716 mins[2] = origin[2] - 16.0f;
717 maxs[0] = origin[0] + 16.0f;
718 maxs[1] = origin[1] + 16.0f;
719 maxs[2] = origin[2] + 16.0f;
720 // how many flames to make
721 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
722 CL_FlameCube(mins, maxs, temp);
723 d = lhrandom(0.75f, 1);
724 dlightradius = max(dlightradius, 200);
725 dlightcolor[0] += d * 2.0f;
726 dlightcolor[1] += d * 1.5f;
727 dlightcolor[2] += d * 0.5f;
729 if (e->render.effects & EF_STARDUST)
731 mins[0] = origin[0] - 16.0f;
732 mins[1] = origin[1] - 16.0f;
733 mins[2] = origin[2] - 16.0f;
734 maxs[0] = origin[0] + 16.0f;
735 maxs[1] = origin[1] + 16.0f;
736 maxs[2] = origin[2] + 16.0f;
737 // how many particles to make
738 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
739 CL_Stardust(mins, maxs, temp);
740 dlightradius = max(dlightradius, 200);
741 dlightcolor[0] += 1.0f;
742 dlightcolor[1] += 0.7f;
743 dlightcolor[2] += 0.3f;
746 // muzzleflash fades over time, and is offset a bit
747 if (e->persistent.muzzleflash > 0)
749 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
750 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
751 tempmatrix = e->render.matrix;
752 tempmatrix.m[0][3] = v[0];
753 tempmatrix.m[1][3] = v[1];
754 tempmatrix.m[2][3] = v[2];
755 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);
756 e->persistent.muzzleflash -= cl.frametime * 10;
758 // LordHavoc: if the model has no flags, don't check each
759 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
761 if (e->render.model->flags & EF_GIB)
763 else if (e->render.model->flags & EF_ZOMGIB)
765 else if (e->render.model->flags & EF_TRACER)
768 dlightradius = max(dlightradius, 100);
769 dlightcolor[0] += 0.25f;
770 dlightcolor[1] += 1.00f;
771 dlightcolor[2] += 0.25f;
773 else if (e->render.model->flags & EF_TRACER2)
776 dlightradius = max(dlightradius, 100);
777 dlightcolor[0] += 1.00f;
778 dlightcolor[1] += 0.60f;
779 dlightcolor[2] += 0.20f;
781 else if (e->render.model->flags & EF_ROCKET)
784 dlightradius = max(dlightradius, 200);
785 dlightcolor[0] += 3.00f;
786 dlightcolor[1] += 1.50f;
787 dlightcolor[2] += 0.50f;
789 else if (e->render.model->flags & EF_GRENADE)
791 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
792 trailtype = e->render.alpha == -1 ? 7 : 1;
794 else if (e->render.model->flags & EF_TRACER3)
797 if (gamemode == GAME_PRYDON)
799 dlightradius = max(dlightradius, 100);
800 dlightcolor[0] += 0.30f;
801 dlightcolor[1] += 0.60f;
802 dlightcolor[2] += 1.20f;
806 dlightradius = max(dlightradius, 200);
807 dlightcolor[0] += 1.20f;
808 dlightcolor[1] += 0.50f;
809 dlightcolor[2] += 1.00f;
813 // LordHavoc: customizable glow
814 if (e->state_current.glowsize)
816 // * 4 for the expansion from 0-255 to 0-1023 range,
817 // / 255 to scale down byte colors
818 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
819 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
821 // make the glow dlight
822 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
824 //dlightmatrix = e->render.matrix;
825 // hack to make glowing player light shine on their gun
826 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
827 // dlightmatrix.m[2][3] += 30;
828 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);
831 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
834 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
835 light[3] = e->state_current.light[3];
836 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
837 VectorSet(light, 1, 1, 1);
840 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
841 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);
844 if (e->render.flags & RENDER_GLOWTRAIL)
847 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
848 VectorCopy(origin, e->persistent.trail_origin);
849 // tenebrae's sprites are all additive mode (weird)
850 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
851 e->render.effects |= EF_ADDITIVE;
852 // player model is only shown with chase_active on
853 if (e - cl_entities == cl.viewentity)
854 e->render.flags |= RENDER_EXTERIORMODEL;
855 // transparent stuff can't be lit during the opaque stage
856 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
857 e->render.flags |= RENDER_TRANSPARENT;
858 // either fullbright or lit
859 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
860 e->render.flags |= RENDER_LIGHT;
861 // hide player shadow during intermission or nehahra movie
862 if (!(e->render.effects & EF_NOSHADOW)
863 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
864 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
865 e->render.flags |= RENDER_SHADOW;
866 // as soon as player is known we can call V_CalcRefDef
867 if ((e - cl_entities) == cl.viewentity)
869 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
870 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
871 // don't show entities with no modelindex (note: this still shows
872 // entities which have a modelindex that resolved to a NULL model)
873 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
874 r_refdef.entities[r_refdef.numentities++] = &e->render;
875 if (cl_num_entities < e->state_current.number + 1)
876 cl_num_entities = e->state_current.number + 1;
877 //if (cl.viewentity && e - cl_entities == cl.viewentity)
878 // Matrix4x4_Print(&e->render.matrix);
882 void CL_RelinkWorld(void)
884 entity_t *ent = &cl_entities[0];
885 if (cl_num_entities < 1)
887 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
888 // FIXME: this should be done at load
889 Matrix4x4_CreateIdentity(&ent->render.matrix);
890 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
891 R_LerpAnimation(&ent->render);
892 CL_BoundingBoxForEntity(&ent->render);
893 ent->render.flags = RENDER_SHADOW;
894 if (!r_fullbright.integer)
895 ent->render.flags |= RENDER_LIGHT;
896 VectorSet(ent->render.colormod, 1, 1, 1);
897 r_refdef.worldentity = &ent->render;
898 r_refdef.worldmodel = cl.worldmodel;
901 static void CL_RelinkStaticEntities(void)
905 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
907 Mod_CheckLoaded(e->render.model);
909 // transparent stuff can't be lit during the opaque stage
910 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
911 e->render.flags |= RENDER_TRANSPARENT;
912 // either fullbright or lit
913 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
914 e->render.flags |= RENDER_LIGHT;
915 // hide player shadow during intermission or nehahra movie
916 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
917 e->render.flags |= RENDER_SHADOW;
918 VectorSet(e->render.colormod, 1, 1, 1);
919 R_LerpAnimation(&e->render);
920 r_refdef.entities[r_refdef.numentities++] = &e->render;
929 static void CL_RelinkNetworkEntities(void)
935 ent->state_previous = ent->state_current;
936 ent->state_current = defaultstate;
937 ent->state_current.time = cl.time;
938 ent->state_current.number = -1;
939 ent->state_current.active = true;
940 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
941 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
942 ent->state_current.flags = RENDER_VIEWMODEL;
943 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
944 ent->state_current.modelindex = 0;
945 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
947 if (gamemode == GAME_TRANSFUSION)
948 ent->state_current.alpha = 128;
950 ent->state_current.modelindex = 0;
953 // reset animation interpolation on weaponmodel if model changed
954 if (ent->state_previous.modelindex != ent->state_current.modelindex)
956 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
957 ent->render.frame1time = ent->render.frame2time = cl.time;
958 ent->render.framelerp = 1;
961 // start on the entity after the world
962 entitylinkframenumber++;
963 for (i = 1;i < MAX_EDICTS;i++)
965 if (cl_entities_active[i])
967 ent = cl_entities + i;
968 if (ent->state_current.active)
969 CL_LinkNetworkEntity(ent);
971 cl_entities_active[i] = false;
974 CL_LinkNetworkEntity(&cl.viewent);
977 static void CL_RelinkEffects(void)
984 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
988 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
990 if (intframe < 0 || intframe >= e->endframe)
992 memset(e, 0, sizeof(*e));
996 if (intframe != e->frame)
999 e->frame1time = e->frame2time;
1000 e->frame2time = cl.time;
1003 // if we're drawing effects, get a new temp entity
1004 // (NewTempEntity adds it to the render entities list for us)
1005 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1007 // interpolation stuff
1008 ent->render.frame1 = intframe;
1009 ent->render.frame2 = intframe + 1;
1010 if (ent->render.frame2 >= e->endframe)
1011 ent->render.frame2 = -1; // disappear
1012 ent->render.framelerp = frame - intframe;
1013 ent->render.frame1time = e->frame1time;
1014 ent->render.frame2time = e->frame2time;
1017 ent->render.model = cl.model_precache[e->modelindex];
1018 ent->render.frame = ent->render.frame2;
1019 ent->render.colormap = -1; // no special coloring
1020 ent->render.alpha = 1;
1021 VectorSet(ent->render.colormod, 1, 1, 1);
1023 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1024 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1025 R_LerpAnimation(&ent->render);
1026 CL_BoundingBoxForEntity(&ent->render);
1032 void CL_RelinkBeams(void)
1041 matrix4x4_t tempmatrix;
1043 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1045 if (!b->model || b->endtime < cl.time)
1048 // if coming from the player, update the start position
1049 //if (b->entity == cl.viewentity)
1050 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1051 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1053 entity_state_t *p = &cl_entities[b->entity].state_previous;
1054 //entity_state_t *c = &cl_entities[b->entity].state_current;
1055 entity_render_t *r = &cl_entities[b->entity].render;
1056 matrix4x4_t matrix, imatrix;
1057 if (b->relativestartvalid == 2)
1059 // not really valid yet, we need to get the orientation now
1060 // (ParseBeam flagged this because it is received before
1061 // entities are received, by now they have been received)
1062 // note: because players create lightning in their think
1063 // function (which occurs before movement), they actually
1064 // have some lag in it's location, so compare to the
1065 // previous player state, not the latest
1066 if (b->entity == cl.viewentity)
1067 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1069 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1070 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1071 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1072 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1073 b->relativestartvalid = 1;
1077 if (b->entity == cl.viewentity)
1078 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1080 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1081 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1082 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1088 if (cl_beams_lightatend.integer)
1090 // FIXME: create a matrix from the beam start/end orientation
1091 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1092 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);
1094 if (cl_beams_polygons.integer)
1098 // calculate pitch and yaw
1099 VectorSubtract (b->end, b->start, dist);
1101 if (dist[1] == 0 && dist[0] == 0)
1111 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1115 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1116 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1121 // add new entities for the lightning
1122 VectorCopy (b->start, org);
1123 d = VectorNormalizeLength(dist);
1126 ent = CL_NewTempEntity ();
1129 //VectorCopy (org, ent->render.origin);
1130 ent->render.model = b->model;
1131 //ent->render.effects = EF_FULLBRIGHT;
1132 //ent->render.angles[0] = pitch;
1133 //ent->render.angles[1] = yaw;
1134 //ent->render.angles[2] = rand()%360;
1135 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1136 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1137 R_LerpAnimation(&ent->render);
1138 CL_BoundingBoxForEntity(&ent->render);
1139 VectorMA(org, 30, dist, org);
1145 void CL_LerpPlayer(float frac)
1150 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1151 for (i = 0;i < 3;i++)
1153 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1154 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1155 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1158 if (cls.demoplayback)
1160 // interpolate the angles
1161 for (i = 0;i < 3;i++)
1163 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1168 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1177 Read all incoming data from the server
1180 int CL_ReadFromServer(void)
1182 CL_ReadDemoMessage();
1184 r_refdef.time = cl.time;
1185 r_refdef.extraupdate = !r_speeds.integer;
1186 r_refdef.numentities = 0;
1187 cl_num_entities = 0;
1188 cl_num_brushmodel_entities = 0;
1190 if (cls.state == ca_connected && cls.signon == SIGNONS)
1192 // prepare for a new frame
1193 CL_LerpPlayer(CL_LerpPoint());
1195 CL_ClearTempEntities();
1199 // relink network entities (note: this sets up the view!)
1200 CL_RelinkNetworkEntities();
1208 CL_RelinkStaticEntities();
1212 // run cgame code (which can add more entities)
1215 // update view blend
1227 void CL_SendCmd(void)
1229 if (cls.signon == SIGNONS)
1232 if (cls.demoplayback)
1234 SZ_Clear(&cls.message);
1238 // send the reliable message (forwarded commands) if there is one
1239 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1241 if (developer.integer)
1243 Con_Print("CL_SendCmd: sending reliable message:\n");
1244 SZ_HexDumpToConsole(&cls.message);
1246 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1247 Host_Error("CL_WriteToServer: lost server connection");
1248 SZ_Clear(&cls.message);
1252 // LordHavoc: pausedemo command
1253 static void CL_PauseDemo_f (void)
1255 cls.demopaused = !cls.demopaused;
1257 Con_Print("Demo paused\n");
1259 Con_Print("Demo unpaused\n");
1263 ======================
1265 ======================
1267 static void CL_Fog_f (void)
1269 if (Cmd_Argc () == 1)
1271 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1274 fog_density = atof(Cmd_Argv(1));
1275 fog_red = atof(Cmd_Argv(2));
1276 fog_green = atof(Cmd_Argv(3));
1277 fog_blue = atof(Cmd_Argv(4));
1281 ====================
1284 For program optimization
1285 ====================
1287 static void CL_TimeRefresh_f (void)
1290 float timestart, timedelta, oldangles[3];
1292 r_refdef.extraupdate = false;
1293 VectorCopy(cl.viewangles, oldangles);
1294 VectorClear(cl.viewangles);
1296 timestart = Sys_DoubleTime();
1297 for (i = 0;i < 128;i++)
1299 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1302 timedelta = Sys_DoubleTime() - timestart;
1304 VectorCopy(oldangles, cl.viewangles);
1305 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1313 void CL_Shutdown (void)
1316 CL_Particles_Shutdown();
1317 CL_Parse_Shutdown();
1319 SZ_Free (&cls.message);
1321 Mem_FreePool (&cl_entities_mempool);
1322 Mem_FreePool (&cl_refdef_mempool);
1332 cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1333 cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1335 memset(&r_refdef, 0, sizeof(r_refdef));
1336 // max entities sent to renderer per frame
1337 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1338 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1339 // 256k drawqueue buffer
1340 r_refdef.maxdrawqueuesize = 256 * 1024;
1341 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1343 SZ_Alloc (&cls.message, 1024, "cls.message");
1348 // register our commands
1350 Cvar_RegisterVariable (&cl_upspeed);
1351 Cvar_RegisterVariable (&cl_forwardspeed);
1352 Cvar_RegisterVariable (&cl_backspeed);
1353 Cvar_RegisterVariable (&cl_sidespeed);
1354 Cvar_RegisterVariable (&cl_movespeedkey);
1355 Cvar_RegisterVariable (&cl_yawspeed);
1356 Cvar_RegisterVariable (&cl_pitchspeed);
1357 Cvar_RegisterVariable (&cl_anglespeedkey);
1358 Cvar_RegisterVariable (&cl_shownet);
1359 Cvar_RegisterVariable (&cl_nolerp);
1360 Cvar_RegisterVariable (&lookspring);
1361 Cvar_RegisterVariable (&lookstrafe);
1362 Cvar_RegisterVariable (&sensitivity);
1363 Cvar_RegisterVariable (&freelook);
1365 Cvar_RegisterVariable (&m_pitch);
1366 Cvar_RegisterVariable (&m_yaw);
1367 Cvar_RegisterVariable (&m_forward);
1368 Cvar_RegisterVariable (&m_side);
1370 Cvar_RegisterVariable (&cl_itembobspeed);
1371 Cvar_RegisterVariable (&cl_itembobheight);
1373 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1374 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1375 Cmd_AddCommand ("record", CL_Record_f);
1376 Cmd_AddCommand ("stop", CL_Stop_f);
1377 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1378 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1380 Cmd_AddCommand ("fog", CL_Fog_f);
1382 // LordHavoc: added pausedemo
1383 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1385 Cvar_RegisterVariable(&r_draweffects);
1386 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1387 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1388 Cvar_RegisterVariable(&cl_explosions_size_start);
1389 Cvar_RegisterVariable(&cl_explosions_size_end);
1390 Cvar_RegisterVariable(&cl_explosions_lifetime);
1391 Cvar_RegisterVariable(&cl_stainmaps);
1392 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1393 Cvar_RegisterVariable(&cl_beams_polygons);
1394 Cvar_RegisterVariable(&cl_beams_relative);
1395 Cvar_RegisterVariable(&cl_beams_lightatend);
1396 Cvar_RegisterVariable(&cl_noplayershadow);
1398 Cvar_RegisterVariable(&cl_prydoncursor);
1400 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1403 CL_Particles_Init();