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Added "pl" to the list of available keys to the CSQC function getplayerkey. "pl...
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 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"};
36 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"};
37
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54
55 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" };
56 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" };
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78
79 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)"};
80
81 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"};
82
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84
85 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)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
87
88 client_static_t cls;
89 client_state_t  cl;
90
91 #define MAX_PARTICLES                   32768   // default max # of particles at one time
92 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
93
94 /*
95 =====================
96 CL_ClearState
97
98 =====================
99 */
100 void CL_ClearState(void)
101 {
102         int i;
103         entity_t *ent;
104
105 // wipe the entire cl structure
106         Mem_EmptyPool(cls.levelmempool);
107         memset (&cl, 0, sizeof(cl));
108
109         S_StopAllSounds();
110
111         // reset the view zoom interpolation
112         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
113
114         // enable rendering of the world and such
115         cl.csqc_vidvars.drawworld = true;
116         cl.csqc_vidvars.drawenginesbar = true;
117         cl.csqc_vidvars.drawcrosshair = true;
118
119         // set up the float version of the stats array for easier access to float stats
120         cl.statsf = (float *)cl.stats;
121
122         cl.num_entities = 0;
123         cl.num_static_entities = 0;
124         cl.num_temp_entities = 0;
125         cl.num_brushmodel_entities = 0;
126
127         // tweak these if the game runs out
128         cl.max_entities = 256;
129         cl.max_static_entities = 256;
130         cl.max_temp_entities = 512;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = MAX_PARTICLES;
137
138 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
139         i = COM_CheckParm ("-particles");
140         if (i && i < com_argc - 1)
141         {
142                 cl.max_particles = (int)(atoi(com_argv[i+1]));
143                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
144                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
145         }
146
147         cl.num_dlights = 0;
148         cl.num_effects = 0;
149         cl.num_beams = 0;
150
151         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
155         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161
162         // LordHavoc: have to set up the baseline info for alpha and other stuff
163         for (i = 0;i < cl.max_entities;i++)
164         {
165                 cl.entities[i].state_baseline = defaultstate;
166                 cl.entities[i].state_previous = defaultstate;
167                 cl.entities[i].state_current = defaultstate;
168         }
169
170         if (gamemode == GAME_NEXUIZ)
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176         }
177         else
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183         }
184
185         // disable until we get textures for it
186         R_ResetSkyBox();
187
188         ent = &cl.entities[0];
189         // entire entity array was cleared, so just fill in a few fields
190         ent->state_current.active = true;
191         ent->render.model = cl.worldmodel = NULL; // no world model yet
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         CL_UpdateRenderEntity(&ent->render);
197
198         // noclip is turned off at start
199         noclip_anglehack = false;
200
201         // mark all frames invalid for delta
202         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
203
204         CL_Screen_NewMap();
205 }
206
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 {
209         int i;
210         qboolean fail = false;
211         if (!allowstarkey && key[0] == '*')
212                 fail = true;
213         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
214                 fail = true;
215         for (i = 0;key[i];i++)
216                 if (key[i] <= ' ' || key[i] == '\"')
217                         fail = true;
218         for (i = 0;value[i];i++)
219                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220                         fail = true;
221         if (fail)
222         {
223                 if (!quiet)
224                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225                 return;
226         }
227         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228         if (cls.state == ca_connected && cls.netcon)
229         {
230                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
231                 {
232                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
234                 }
235                 else if (!strcasecmp(key, "name"))
236                 {
237                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
239                 }
240                 else if (!strcasecmp(key, "playermodel"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playerskin"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "topcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "bottomcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "rate"))
259                 {
260                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262                 }
263         }
264 }
265
266 void CL_ExpandEntities(int num)
267 {
268         int i, oldmaxentities;
269         entity_t *oldentities;
270         if (num >= cl.max_entities)
271         {
272                 if (!cl.entities)
273                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274                 if (num >= MAX_EDICTS)
275                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276                 oldmaxentities = cl.max_entities;
277                 oldentities = cl.entities;
278                 cl.max_entities = (num & ~255) + 256;
279                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281                 Mem_Free(oldentities);
282                 for (i = oldmaxentities;i < cl.max_entities;i++)
283                 {
284                         cl.entities[i].state_baseline = defaultstate;
285                         cl.entities[i].state_previous = defaultstate;
286                         cl.entities[i].state_current = defaultstate;
287                 }
288         }
289 }
290
291 void CL_VM_ShutDown (void);
292 /*
293 =====================
294 CL_Disconnect
295
296 Sends a disconnect message to the server
297 This is also called on Host_Error, so it shouldn't cause any errors
298 =====================
299 */
300 void CL_Disconnect(void)
301 {
302         if (cls.state == ca_dedicated)
303                 return;
304
305         Curl_Clear_forthismap();
306
307         Con_DPrintf("CL_Disconnect\n");
308
309         CL_VM_ShutDown();
310 // stop sounds (especially looping!)
311         S_StopAllSounds ();
312
313         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
314
315         // clear contents blends
316         cl.cshifts[0].percent = 0;
317         cl.cshifts[1].percent = 0;
318         cl.cshifts[2].percent = 0;
319         cl.cshifts[3].percent = 0;
320
321         cl.worldmodel = NULL;
322
323         CL_Parse_ErrorCleanUp();
324
325         if (cls.demoplayback)
326                 CL_StopPlayback();
327         else if (cls.netcon)
328         {
329                 sizebuf_t buf;
330                 unsigned char bufdata[8];
331                 if (cls.demorecording)
332                         CL_Stop_f();
333
334                 // send disconnect message 3 times to improve chances of server
335                 // receiving it (but it still fails sometimes)
336                 memset(&buf, 0, sizeof(buf));
337                 buf.data = bufdata;
338                 buf.maxsize = sizeof(bufdata);
339                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
340                 {
341                         Con_DPrint("Sending drop command\n");
342                         MSG_WriteByte(&buf, qw_clc_stringcmd);
343                         MSG_WriteString(&buf, "drop");
344                 }
345                 else
346                 {
347                         Con_DPrint("Sending clc_disconnect\n");
348                         MSG_WriteByte(&buf, clc_disconnect);
349                 }
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_Close(cls.netcon);
354                 cls.netcon = NULL;
355         }
356         cls.state = ca_disconnected;
357
358         cls.demoplayback = cls.timedemo = false;
359         cls.signon = 0;
360 }
361
362 void CL_Disconnect_f(void)
363 {
364         CL_Disconnect ();
365         if (sv.active)
366                 Host_ShutdownServer ();
367 }
368
369
370
371
372 /*
373 =====================
374 CL_EstablishConnection
375
376 Host should be either "local" or a net address
377 =====================
378 */
379 void CL_EstablishConnection(const char *host)
380 {
381         if (cls.state == ca_dedicated)
382                 return;
383
384         // clear menu's connect error message
385         M_Update_Return_Reason("");
386         cls.demonum = -1;
387
388         // stop demo loop in case this fails
389         if (cls.demoplayback)
390                 CL_StopPlayback();
391
392         // if downloads are running, cancel their finishing action
393         Curl_Clear_forthismap();
394
395         // make sure the client ports are open before attempting to connect
396         NetConn_UpdateSockets();
397
398         // run a network frame
399         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400
401         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
402         {
403                 cls.connect_trying = true;
404                 cls.connect_remainingtries = 3;
405                 cls.connect_nextsendtime = 0;
406                 M_Update_Return_Reason("Trying to connect...");
407                 // run several network frames to jump into the game quickly
408                 //if (sv.active)
409                 //{
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //}
415         }
416         else
417         {
418                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419                 M_Update_Return_Reason("No network");
420         }
421 }
422
423 /*
424 ==============
425 CL_PrintEntities_f
426 ==============
427 */
428 static void CL_PrintEntities_f(void)
429 {
430         entity_t *ent;
431         int i;
432
433         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
434         {
435                 const char* modelname;
436
437                 if (!ent->state_current.active)
438                         continue;
439
440                 if (ent->render.model)
441                         modelname = ent->render.model->name;
442                 else
443                         modelname = "--no model--";
444                 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);
445         }
446 }
447
448 /*
449 ===============
450 CL_ModelIndexList_f
451
452 List information on all models in the client modelindex
453 ===============
454 */
455 static void CL_ModelIndexList_f(void)
456 {
457         int i = 1;
458
459         // Print Header
460         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
461
462         while(cl.model_precache[i] && i != MAX_MODELS)
463         { // Valid Model
464                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465                         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);
466                 else
467                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
468                 i++;
469         }
470 }
471
472 /*
473 ===============
474 CL_SoundIndexList_f
475
476 List all sounds in the client soundindex
477 ===============
478 */
479 static void CL_SoundIndexList_f(void)
480 {
481         int i = 1;
482
483         while(cl.sound_precache[i] && i != MAX_SOUNDS)
484         { // Valid Sound
485                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
486                 i++;
487         }
488 }
489
490 //static const vec3_t nomodelmins = {-16, -16, -16};
491 //static const vec3_t nomodelmaxs = {16, 16, 16};
492 void CL_UpdateRenderEntity(entity_render_t *ent)
493 {
494         vec3_t org;
495         vec_t scale;
496         model_t *model = ent->model;
497         // update the inverse matrix for the renderer
498         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
499         // update the animation blend state
500         R_LerpAnimation(ent);
501         // we need the matrix origin to center the box
502         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
503         // update entity->render.scale because the renderer needs it
504         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
505         if (model)
506         {
507                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
508 #ifdef MATRIX4x4_OPENGLORIENTATION
509                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
510 #else
511                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
512 #endif
513                 {
514                         // pitch or roll
515                         VectorMA(org, scale, model->rotatedmins, ent->mins);
516                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
517                 }
518 #ifdef MATRIX4x4_OPENGLORIENTATION
519                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
520 #else
521                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
522 #endif
523                 {
524                         // yaw
525                         VectorMA(org, scale, model->yawmins, ent->mins);
526                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
527                 }
528                 else
529                 {
530                         VectorMA(org, scale, model->normalmins, ent->mins);
531                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
532                 }
533         }
534         else
535         {
536                 ent->mins[0] = org[0] - 16;
537                 ent->mins[1] = org[1] - 16;
538                 ent->mins[2] = org[2] - 16;
539                 ent->maxs[0] = org[0] + 16;
540                 ent->maxs[1] = org[1] + 16;
541                 ent->maxs[2] = org[2] + 16;
542         }
543 }
544
545 /*
546 ===============
547 CL_LerpPoint
548
549 Determines the fraction between the last two messages that the objects
550 should be put at.
551 ===============
552 */
553 static float CL_LerpPoint(void)
554 {
555         float f;
556
557         if (cl_nettimesyncboundmode.integer == 1)
558                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
559
560         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
561         if (cl.mtime[0] <= cl.mtime[1])
562         {
563                 cl.time = cl.mtime[0];
564                 return 1;
565         }
566
567         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
568         return bound(0, f, 1);
569 }
570
571 void CL_ClearTempEntities (void)
572 {
573         cl.num_temp_entities = 0;
574 }
575
576 entity_t *CL_NewTempEntity(void)
577 {
578         entity_t *ent;
579
580         if (r_refdef.numentities >= r_refdef.maxentities)
581                 return NULL;
582         if (cl.num_temp_entities >= cl.max_temp_entities)
583                 return NULL;
584         ent = &cl.temp_entities[cl.num_temp_entities++];
585         memset (ent, 0, sizeof(*ent));
586         r_refdef.entities[r_refdef.numentities++] = &ent->render;
587
588         ent->render.colormap = -1; // no special coloring
589         ent->render.alpha = 1;
590         VectorSet(ent->render.colormod, 1, 1, 1);
591         return ent;
592 }
593
594 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
595 {
596         int i;
597         cl_effect_t *e;
598         if (!modelindex) // sanity check
599                 return;
600         if (framerate < 1)
601         {
602                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
603                 return;
604         }
605         if (framecount < 1)
606         {
607                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
608                 return;
609         }
610         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
611         {
612                 if (e->active)
613                         continue;
614                 e->active = true;
615                 VectorCopy(org, e->origin);
616                 e->modelindex = modelindex;
617                 e->starttime = cl.time;
618                 e->startframe = startframe;
619                 e->endframe = startframe + framecount;
620                 e->framerate = framerate;
621
622                 e->frame = 0;
623                 e->frame1time = cl.time;
624                 e->frame2time = cl.time;
625                 cl.num_effects = max(cl.num_effects, i + 1);
626                 break;
627         }
628 }
629
630 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)
631 {
632         int i;
633         dlight_t *dl;
634
635         /*
636 // first look for an exact key match
637         if (ent)
638         {
639                 dl = cl.dlights;
640                 for (i = 0;i < cl.num_dlights;i++, dl++)
641                         if (dl->ent == ent)
642                                 goto dlightsetup;
643         }
644         */
645
646 // then look for anything else
647         dl = cl.dlights;
648         for (i = 0;i < cl.num_dlights;i++, dl++)
649                 if (!dl->radius)
650                         goto dlightsetup;
651         // if we hit the end of the active dlights and found no gaps, add a new one
652         if (i < MAX_DLIGHTS)
653         {
654                 cl.num_dlights = i + 1;
655                 goto dlightsetup;
656         }
657
658         // unable to find one
659         return;
660
661 dlightsetup:
662         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
663         memset (dl, 0, sizeof(*dl));
664         Matrix4x4_Normalize(&dl->matrix, matrix);
665         dl->ent = ent;
666         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
667         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
668         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
669         dl->radius = radius;
670         dl->color[0] = red;
671         dl->color[1] = green;
672         dl->color[2] = blue;
673         dl->initialradius = radius;
674         dl->initialcolor[0] = red;
675         dl->initialcolor[1] = green;
676         dl->initialcolor[2] = blue;
677         dl->decay = decay / radius; // changed decay to be a percentage decrease
678         dl->intensity = 1; // this is what gets decayed
679         if (lifetime)
680                 dl->die = cl.time + lifetime;
681         else
682                 dl->die = 0;
683         if (cubemapnum > 0)
684                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
685         else
686                 dl->cubemapname[0] = 0;
687         dl->style = style;
688         dl->shadow = shadowenable;
689         dl->corona = corona;
690         dl->flags = flags;
691         dl->coronasizescale = coronasizescale;
692         dl->ambientscale = ambientscale;
693         dl->diffusescale = diffusescale;
694         dl->specularscale = specularscale;
695 }
696
697 void CL_DecayLightFlashes(void)
698 {
699         int i, oldmax;
700         dlight_t *dl;
701         float time;
702
703         time = bound(0, cl.time - cl.oldtime, 0.1);
704         oldmax = cl.num_dlights;
705         cl.num_dlights = 0;
706         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
707         {
708                 if (dl->radius)
709                 {
710                         dl->intensity -= time * dl->decay;
711                         if (cl.time < dl->die && dl->intensity > 0)
712                         {
713                                 if (cl_dlights_decayradius.integer)
714                                         dl->radius = dl->initialradius * dl->intensity;
715                                 else
716                                         dl->radius = dl->initialradius;
717                                 if (cl_dlights_decaybrightness.integer)
718                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
719                                 else
720                                         VectorCopy(dl->initialcolor, dl->color);
721                                 cl.num_dlights = i + 1;
722                         }
723                         else
724                                 dl->radius = 0;
725                 }
726         }
727 }
728
729 // called before entity relinking
730 void CL_RelinkLightFlashes(void)
731 {
732         int i, j, k, l;
733         dlight_t *dl;
734         float frac, f;
735         matrix4x4_t tempmatrix;
736
737         if (r_dynamic.integer)
738         {
739                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
740                 {
741                         if (dl->radius)
742                         {
743                                 tempmatrix = dl->matrix;
744                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
745                                 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);
746                         }
747                 }
748         }
749
750 // light animations
751 // 'm' is normal light, 'a' is no light, 'z' is double bright
752         f = cl.time * 10;
753         i = (int)floor(f);
754         frac = f - i;
755         for (j = 0;j < cl.max_lightstyle;j++)
756         {
757                 if (!cl.lightstyle || !cl.lightstyle[j].length)
758                 {
759                         r_refdef.lightstylevalue[j] = 256;
760                         continue;
761                 }
762                 k = i % cl.lightstyle[j].length;
763                 l = (i-1) % cl.lightstyle[j].length;
764                 k = cl.lightstyle[j].map[k] - 'a';
765                 l = cl.lightstyle[j].map[l] - 'a';
766                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
767         }
768 }
769
770 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
771 {
772         float f;
773         entity_t *flag;
774         matrix4x4_t flagmatrix;
775
776         // this code taken from QuakeWorld
777         f = 14;
778         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
779         {
780                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
781                 { //axpain
782                         if      (player->render.frame2 == 29) f = f + 2;
783                         else if (player->render.frame2 == 30) f = f + 8;
784                         else if (player->render.frame2 == 31) f = f + 12;
785                         else if (player->render.frame2 == 32) f = f + 11;
786                         else if (player->render.frame2 == 33) f = f + 10;
787                         else if (player->render.frame2 == 34) f = f + 4;
788                 }
789                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
790                 { // pain
791                         if      (player->render.frame2 == 35) f = f + 2;
792                         else if (player->render.frame2 == 36) f = f + 10;
793                         else if (player->render.frame2 == 37) f = f + 10;
794                         else if (player->render.frame2 == 38) f = f + 8;
795                         else if (player->render.frame2 == 39) f = f + 4;
796                         else if (player->render.frame2 == 40) f = f + 2;
797                 }
798         }
799         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
800         {
801                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
802                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
803                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
804                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
805         }
806         // end of code taken from QuakeWorld
807
808         flag = CL_NewTempEntity();
809         if (!flag)
810                 return;
811
812         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
813         flag->render.skinnum = skin;
814         flag->render.colormap = -1; // no special coloring
815         flag->render.alpha = 1;
816         VectorSet(flag->render.colormod, 1, 1, 1);
817         // attach the flag to the player matrix
818         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
819         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
820         CL_UpdateRenderEntity(&flag->render);
821 }
822
823 matrix4x4_t viewmodelmatrix;
824
825 static const vec3_t muzzleflashorigin = {18, 0, 0};
826
827 extern void V_DriftPitch(void);
828 extern void V_FadeViewFlashs(void);
829 extern void V_CalcViewBlend(void);
830 extern void V_CalcRefdef(void);
831
832 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
833 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
834 {
835         const matrix4x4_t *matrix;
836         matrix4x4_t blendmatrix, tempmatrix, matrix2;
837         int j, k, l, frame;
838         float origin[3], angles[3], delta[3], lerp, d;
839         entity_t *t;
840         model_t *model;
841         //entity_persistent_t *p = &e->persistent;
842         //entity_render_t *r = &e->render;
843         // skip inactive entities and world
844         if (!e->state_current.active || e == cl.entities)
845                 return;
846         if (recursionlimit < 1)
847                 return;
848         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
849         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
850         e->render.flags = e->state_current.flags;
851         e->render.effects = e->state_current.effects;
852         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
853         e->render.entitynumber = e - cl.entities;
854         if (e->state_current.flags & RENDER_COLORMAPPED)
855         {
856                 int cb;
857                 unsigned char *cbcolor;
858                 e->render.colormap = e->state_current.colormap;
859                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
860                 cbcolor = (unsigned char *) (&palette_complete[cb]);
861                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
862                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
863                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
864                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
865                 cbcolor = (unsigned char *) (&palette_complete[cb]);
866                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
867                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
868                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
869         }
870         else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
871         {
872                 int cb;
873                 unsigned char *cbcolor;
874                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
875                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
876                 cbcolor = (unsigned char *) (&palette_complete[cb]);
877                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
878                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
879                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
880                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
881                 cbcolor = (unsigned char *) (&palette_complete[cb]);
882                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
883                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
884                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
885         }
886         else
887         {
888                 e->render.colormap = -1; // no special coloring
889                 VectorClear(e->render.colormap_pantscolor);
890                 VectorClear(e->render.colormap_shirtcolor);
891         }
892         e->render.skinnum = e->state_current.skin;
893         if (e->state_current.tagentity)
894         {
895                 // attached entity (gun held in player model's hand, etc)
896                 // if the tag entity is currently impossible, skip it
897                 if (e->state_current.tagentity >= cl.num_entities)
898                         return;
899                 t = cl.entities + e->state_current.tagentity;
900                 // if the tag entity is inactive, skip it
901                 if (!t->state_current.active)
902                         return;
903                 // update the parent first
904                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
905                 // make relative to the entity
906                 matrix = &t->render.matrix;
907                 // some properties of the tag entity carry over
908                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
909                 // if a valid tagindex is used, make it relative to that tag instead
910                 // FIXME: use a model function to get tag info (need to handle skeletal)
911                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
912                 {
913                         // blend the matrices
914                         memset(&blendmatrix, 0, sizeof(blendmatrix));
915                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
916                         {
917                                 matrix4x4_t tagmatrix;
918                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
919                                 d = t->render.frameblend[j].lerp;
920                                 for (l = 0;l < 4;l++)
921                                         for (k = 0;k < 4;k++)
922                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
923                         }
924                         // concat the tag matrices onto the entity matrix
925                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
926                         // use the constructed tag matrix
927                         matrix = &tempmatrix;
928                 }
929         }
930         else if (e->render.flags & RENDER_VIEWMODEL)
931         {
932                 // view-relative entity (guns and such)
933                 if (e->render.effects & EF_NOGUNBOB)
934                         matrix = &r_view.matrix; // really attached to view
935                 else
936                         matrix = &viewmodelmatrix; // attached to gun bob matrix
937         }
938         else
939         {
940                 // world-relative entity (the normal kind)
941                 matrix = &identitymatrix;
942         }
943
944         // movement lerp
945         // if it's the predicted player entity, update according to client movement
946         // but don't lerp if going through a teleporter as it causes a bad lerp
947         // also don't use the predicted location if fixangle was set on both of
948         // the most recent server messages, as that cause means you are spectating
949         // someone or watching a cutscene of some sort
950         if (cl_nolerp.integer || cls.timedemo)
951                 interpolate = false;
952         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
953         {
954                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
955                 lerp = bound(0, lerp, 1);
956                 if (!interpolate)
957                         lerp = 1;
958                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
959                 VectorSet(angles, 0, cl.viewangles[1], 0);
960         }
961         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
962         {
963                 // interpolate the origin and angles
964                 lerp = max(0, lerp);
965                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
966                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
967                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
968                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
969                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
970                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
971         }
972         else
973         {
974                 // no interpolation
975                 VectorCopy(e->persistent.neworigin, origin);
976                 VectorCopy(e->persistent.newangles, angles);
977         }
978
979         // model setup and some modelflags
980         frame = e->state_current.frame;
981         if (e->state_current.modelindex < MAX_MODELS)
982                 e->render.model = cl.model_precache[e->state_current.modelindex];
983         else
984                 e->render.model = NULL;
985         if (e->render.model)
986         {
987                 if (e->render.skinnum >= e->render.model->numskins)
988                         e->render.skinnum = 0;
989                 if (frame >= e->render.model->numframes)
990                         frame = 0;
991                 // models can set flags such as EF_ROCKET
992                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
993                 if (!(e->render.effects & 0xFF800000))
994                         e->render.effects |= e->render.model->effects;
995                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
996                 if (e->render.model->type == mod_alias)
997                         angles[0] = -angles[0];
998                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
999                         VectorScale(e->render.colormod, 2, e->render.colormod);
1000         }
1001         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1002         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1003                 angles[0] = -angles[0];
1004
1005         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1006         {
1007                 angles[1] = ANGLEMOD(100*cl.time);
1008                 if (cl_itembobheight.value)
1009                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1010         }
1011
1012         // animation lerp
1013         if (e->render.frame2 == frame)
1014         {
1015                 // update frame lerp fraction
1016                 e->render.framelerp = 1;
1017                 if (e->render.frame2time > e->render.frame1time)
1018                 {
1019                         // make sure frame lerp won't last longer than 100ms
1020                         // (this mainly helps with models that use framegroups and
1021                         // switch between them infrequently)
1022                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1023                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1024                 }
1025         }
1026         else
1027         {
1028                 // begin a new frame lerp
1029                 e->render.frame1 = e->render.frame2;
1030                 e->render.frame1time = e->render.frame2time;
1031                 e->render.frame2 = frame;
1032                 e->render.frame2time = cl.time;
1033                 e->render.framelerp = 0;
1034         }
1035
1036         // set up the render matrix
1037         if (matrix)
1038         {
1039                 // attached entity, this requires a matrix multiply (concat)
1040                 // FIXME: e->render.scale should go away
1041                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1042                 // concat the matrices to make the entity relative to its tag
1043                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1044                 // get the origin from the new matrix
1045                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1046         }
1047         else
1048         {
1049                 // unattached entities are faster to process
1050                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1051         }
1052
1053         // make the other useful stuff
1054         CL_UpdateRenderEntity(&e->render);
1055
1056         // tenebrae's sprites are all additive mode (weird)
1057         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1058                 e->render.effects |= EF_ADDITIVE;
1059         // player model is only shown with chase_active on
1060         if (e->state_current.number == cl.viewentity)
1061                 e->render.flags |= RENDER_EXTERIORMODEL;
1062         // either fullbright or lit
1063         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1064                 e->render.flags |= RENDER_LIGHT;
1065         // hide player shadow during intermission or nehahra movie
1066         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1067          && (e->render.alpha >= 1)
1068          && !(e->render.flags & RENDER_VIEWMODEL)
1069          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1070                 e->render.flags |= RENDER_SHADOW;
1071         if (e->render.flags & RENDER_VIEWMODEL)
1072                 e->render.flags |= RENDER_NOSELFSHADOW;
1073 }
1074
1075 // creates light and trails from an entity
1076 void CL_UpdateNetworkEntityTrail(entity_t *e)
1077 {
1078         effectnameindex_t trailtype;
1079         vec3_t origin;
1080
1081         // bmodels are treated specially since their origin is usually '0 0 0' and
1082         // their actual geometry is far from '0 0 0'
1083         if (e->render.model && e->render.model->soundfromcenter)
1084         {
1085                 vec3_t o;
1086                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1087                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1088         }
1089         else
1090                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1091
1092         // handle particle trails and such effects now that we know where this
1093         // entity is in the world...
1094         trailtype = EFFECT_NONE;
1095         // LordHavoc: if the entity has no effects, don't check each
1096         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1097         {
1098                 if (e->render.effects & EF_BRIGHTFIELD)
1099                 {
1100                         if (gamemode == GAME_NEXUIZ)
1101                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1102                         else
1103                                 CL_EntityParticles(e);
1104                 }
1105                 if (e->render.effects & EF_FLAME)
1106                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1107                 if (e->render.effects & EF_STARDUST)
1108                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109         }
1110         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1111         {
1112                 // these are only set on player entities
1113                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1114         }
1115         // muzzleflash fades over time
1116         if (e->persistent.muzzleflash > 0)
1117                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1118         // LordHavoc: if the entity has no effects, don't check each
1119         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1120         {
1121                 if (e->render.effects & EF_GIB)
1122                         trailtype = EFFECT_TR_BLOOD;
1123                 else if (e->render.effects & EF_ZOMGIB)
1124                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1125                 else if (e->render.effects & EF_TRACER)
1126                         trailtype = EFFECT_TR_WIZSPIKE;
1127                 else if (e->render.effects & EF_TRACER2)
1128                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1129                 else if (e->render.effects & EF_ROCKET)
1130                         trailtype = EFFECT_TR_ROCKET;
1131                 else if (e->render.effects & EF_GRENADE)
1132                 {
1133                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1134                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1135                 }
1136                 else if (e->render.effects & EF_TRACER3)
1137                         trailtype = EFFECT_TR_VORESPIKE;
1138         }
1139         // do trails
1140         if (e->render.flags & RENDER_GLOWTRAIL)
1141                 trailtype = EFFECT_TR_GLOWTRAIL;
1142         // check if a trail is allowed (it is not after a teleport for example)
1143         if (trailtype && e->persistent.trail_allowed)
1144         {
1145                 float len;
1146                 vec3_t vel;
1147                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1148                 len = e->state_current.time - e->state_previous.time;
1149                 if (len > 0)
1150                         len = 1.0f / len;
1151                 VectorScale(vel, len, vel);
1152                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1153         }
1154         // now that the entity has survived one trail update it is allowed to
1155         // leave a real trail on later frames
1156         e->persistent.trail_allowed = true;
1157         VectorCopy(origin, e->persistent.trail_origin);
1158 }
1159
1160
1161 /*
1162 ===============
1163 CL_UpdateViewEntities
1164 ===============
1165 */
1166 void CL_UpdateViewEntities(void)
1167 {
1168         int i;
1169         // update any RENDER_VIEWMODEL entities to use the new view matrix
1170         for (i = 1;i < cl.num_entities;i++)
1171         {
1172                 if (cl.entities_active[i])
1173                 {
1174                         entity_t *ent = cl.entities + i;
1175                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1176                                 CL_UpdateNetworkEntity(ent, 32, true);
1177                 }
1178         }
1179         // and of course the engine viewmodel needs updating as well
1180         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1181 }
1182
1183 /*
1184 ===============
1185 CL_UpdateNetworkCollisionEntities
1186 ===============
1187 */
1188 void CL_UpdateNetworkCollisionEntities(void)
1189 {
1190         entity_t *ent;
1191         int i;
1192
1193         // start on the entity after the world
1194         cl.num_brushmodel_entities = 0;
1195         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1196         {
1197                 if (cl.entities_active[i])
1198                 {
1199                         ent = cl.entities + i;
1200                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1201                         {
1202                                 // do not interpolate the bmodels for this
1203                                 CL_UpdateNetworkEntity(ent, 32, false);
1204                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1205                         }
1206                 }
1207         }
1208 }
1209
1210 /*
1211 ===============
1212 CL_UpdateNetworkEntities
1213 ===============
1214 */
1215 void CL_UpdateNetworkEntities(void)
1216 {
1217         entity_t *ent;
1218         int i;
1219
1220         // start on the entity after the world
1221         for (i = 1;i < cl.num_entities;i++)
1222         {
1223                 if (cl.entities_active[i])
1224                 {
1225                         ent = cl.entities + i;
1226                         if (ent->state_current.active)
1227                         {
1228                                 CL_UpdateNetworkEntity(ent, 32, true);
1229                                 // view models should never create light/trails
1230                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1231                                         CL_UpdateNetworkEntityTrail(ent);
1232                         }
1233                         else
1234                                 cl.entities_active[i] = false;
1235                 }
1236         }
1237 }
1238
1239 void CL_UpdateViewModel(void)
1240 {
1241         entity_t *ent;
1242         ent = &cl.viewent;
1243         ent->state_previous = ent->state_current;
1244         ent->state_current = defaultstate;
1245         ent->state_current.time = cl.time;
1246         ent->state_current.number = -1;
1247         ent->state_current.active = true;
1248         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1249         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1250         ent->state_current.flags = RENDER_VIEWMODEL;
1251         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1252                 ent->state_current.modelindex = 0;
1253         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1254         {
1255                 if (gamemode == GAME_TRANSFUSION)
1256                         ent->state_current.alpha = 128;
1257                 else
1258                         ent->state_current.modelindex = 0;
1259         }
1260         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1261         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1262
1263         // reset animation interpolation on weaponmodel if model changed
1264         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1265         {
1266                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1267                 ent->render.frame1time = ent->render.frame2time = cl.time;
1268                 ent->render.framelerp = 1;
1269         }
1270         CL_UpdateNetworkEntity(ent, 32, true);
1271 }
1272
1273 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1274 void CL_LinkNetworkEntity(entity_t *e)
1275 {
1276         effectnameindex_t trailtype;
1277         vec3_t origin;
1278         vec3_t dlightcolor;
1279         vec_t dlightradius;
1280
1281         // skip inactive entities and world
1282         if (!e->state_current.active || e == cl.entities)
1283                 return;
1284         if (e->state_current.tagentity)
1285         {
1286                 // if the tag entity is currently impossible, skip it
1287                 if (e->state_current.tagentity >= cl.num_entities)
1288                         return;
1289                 // if the tag entity is inactive, skip it
1290                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1291                         return;
1292         }
1293
1294         // create entity dlights associated with this entity
1295         if (e->render.model && e->render.model->soundfromcenter)
1296         {
1297                 // bmodels are treated specially since their origin is usually '0 0 0'
1298                 vec3_t o;
1299                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1300                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1301         }
1302         else
1303                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1304         trailtype = EFFECT_NONE;
1305         dlightradius = 0;
1306         dlightcolor[0] = 0;
1307         dlightcolor[1] = 0;
1308         dlightcolor[2] = 0;
1309         // LordHavoc: if the entity has no effects, don't check each
1310         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1311         {
1312                 if (e->render.effects & EF_BRIGHTFIELD)
1313                 {
1314                         if (gamemode == GAME_NEXUIZ)
1315                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1316                 }
1317                 if (e->render.effects & EF_DIMLIGHT)
1318                 {
1319                         dlightradius = max(dlightradius, 200);
1320                         dlightcolor[0] += 1.50f;
1321                         dlightcolor[1] += 1.50f;
1322                         dlightcolor[2] += 1.50f;
1323                 }
1324                 if (e->render.effects & EF_BRIGHTLIGHT)
1325                 {
1326                         dlightradius = max(dlightradius, 400);
1327                         dlightcolor[0] += 3.00f;
1328                         dlightcolor[1] += 3.00f;
1329                         dlightcolor[2] += 3.00f;
1330                 }
1331                 // LordHavoc: more effects
1332                 if (e->render.effects & EF_RED) // red
1333                 {
1334                         dlightradius = max(dlightradius, 200);
1335                         dlightcolor[0] += 1.50f;
1336                         dlightcolor[1] += 0.15f;
1337                         dlightcolor[2] += 0.15f;
1338                 }
1339                 if (e->render.effects & EF_BLUE) // blue
1340                 {
1341                         dlightradius = max(dlightradius, 200);
1342                         dlightcolor[0] += 0.15f;
1343                         dlightcolor[1] += 0.15f;
1344                         dlightcolor[2] += 1.50f;
1345                 }
1346                 if (e->render.effects & EF_FLAME)
1347                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1348                 if (e->render.effects & EF_STARDUST)
1349                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350         }
1351         // muzzleflash fades over time, and is offset a bit
1352         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1353         {
1354                 vec3_t v2;
1355                 vec3_t color;
1356                 trace_t trace;
1357                 matrix4x4_t tempmatrix;
1358                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1359                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1360                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1361                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1362                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1363                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1364                 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);
1365         }
1366         // LordHavoc: if the model has no flags, don't check each
1367         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1368         {
1369                 if (e->render.effects & EF_GIB)
1370                         trailtype = EFFECT_TR_BLOOD;
1371                 else if (e->render.effects & EF_ZOMGIB)
1372                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1373                 else if (e->render.effects & EF_TRACER)
1374                         trailtype = EFFECT_TR_WIZSPIKE;
1375                 else if (e->render.effects & EF_TRACER2)
1376                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1377                 else if (e->render.effects & EF_ROCKET)
1378                         trailtype = EFFECT_TR_ROCKET;
1379                 else if (e->render.effects & EF_GRENADE)
1380                 {
1381                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1382                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1383                 }
1384                 else if (e->render.effects & EF_TRACER3)
1385                         trailtype = EFFECT_TR_VORESPIKE;
1386         }
1387         // LordHavoc: customizable glow
1388         if (e->state_current.glowsize)
1389         {
1390                 // * 4 for the expansion from 0-255 to 0-1023 range,
1391                 // / 255 to scale down byte colors
1392                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1393                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1394         }
1395         // make the glow dlight
1396         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1397         {
1398                 matrix4x4_t dlightmatrix;
1399                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1400                 // hack to make glowing player light shine on their gun
1401                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1402                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1403                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1404                 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);
1405         }
1406         // custom rtlight
1407         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1408         {
1409                 matrix4x4_t dlightmatrix;
1410                 float light[4];
1411                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1412                 light[3] = e->state_current.light[3];
1413                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1414                         VectorSet(light, 1, 1, 1);
1415                 if (light[3] == 0)
1416                         light[3] = 350;
1417                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1418                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1419                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1420                 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);
1421         }
1422         // do trail light
1423         if (e->render.flags & RENDER_GLOWTRAIL)
1424                 trailtype = EFFECT_TR_GLOWTRAIL;
1425         if (trailtype)
1426                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1427
1428         // don't show viewmodels in certain situations
1429         if (e->render.flags & RENDER_VIEWMODEL)
1430                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1431                         return;
1432         // don't show entities with no modelindex (note: this still shows
1433         // entities which have a modelindex that resolved to a NULL model)
1434         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1435                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1436         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1437         //      Matrix4x4_Print(&e->render.matrix);
1438 }
1439
1440 void CL_RelinkWorld(void)
1441 {
1442         entity_t *ent = &cl.entities[0];
1443         // FIXME: this should be done at load
1444         ent->render.matrix = identitymatrix;
1445         CL_UpdateRenderEntity(&ent->render);
1446         ent->render.flags = RENDER_SHADOW;
1447         if (!r_fullbright.integer)
1448                 ent->render.flags |= RENDER_LIGHT;
1449         VectorSet(ent->render.colormod, 1, 1, 1);
1450         r_refdef.worldentity = &ent->render;
1451         r_refdef.worldmodel = cl.worldmodel;
1452 }
1453
1454 static void CL_RelinkStaticEntities(void)
1455 {
1456         int i;
1457         entity_t *e;
1458         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1459         {
1460                 e->render.flags = 0;
1461                 // if the model was not loaded when the static entity was created we
1462                 // need to re-fetch the model pointer
1463                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1464                 CL_UpdateRenderEntity(&e->render);
1465                 // either fullbright or lit
1466                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1467                         e->render.flags |= RENDER_LIGHT;
1468                 // hide player shadow during intermission or nehahra movie
1469                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1470                         e->render.flags |= RENDER_SHADOW;
1471                 VectorSet(e->render.colormod, 1, 1, 1);
1472                 R_LerpAnimation(&e->render);
1473                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1474         }
1475 }
1476
1477 /*
1478 ===============
1479 CL_RelinkEntities
1480 ===============
1481 */
1482 static void CL_RelinkNetworkEntities(void)
1483 {
1484         entity_t *ent;
1485         int i;
1486
1487         // start on the entity after the world
1488         for (i = 1;i < cl.num_entities;i++)
1489         {
1490                 if (cl.entities_active[i])
1491                 {
1492                         ent = cl.entities + i;
1493                         if (ent->state_current.active)
1494                                 CL_LinkNetworkEntity(ent);
1495                         else
1496                                 cl.entities_active[i] = false;
1497                 }
1498         }
1499 }
1500
1501 static void CL_RelinkEffects(void)
1502 {
1503         int i, intframe;
1504         cl_effect_t *e;
1505         entity_t *ent;
1506         float frame;
1507
1508         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1509         {
1510                 if (e->active)
1511                 {
1512                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1513                         intframe = (int)frame;
1514                         if (intframe < 0 || intframe >= e->endframe)
1515                         {
1516                                 memset(e, 0, sizeof(*e));
1517                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1518                                         cl.num_effects--;
1519                                 continue;
1520                         }
1521
1522                         if (intframe != e->frame)
1523                         {
1524                                 e->frame = intframe;
1525                                 e->frame1time = e->frame2time;
1526                                 e->frame2time = cl.time;
1527                         }
1528
1529                         // if we're drawing effects, get a new temp entity
1530                         // (NewTempEntity adds it to the render entities list for us)
1531                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1532                         {
1533                                 // interpolation stuff
1534                                 ent->render.frame1 = intframe;
1535                                 ent->render.frame2 = intframe + 1;
1536                                 if (ent->render.frame2 >= e->endframe)
1537                                         ent->render.frame2 = -1; // disappear
1538                                 ent->render.framelerp = frame - intframe;
1539                                 ent->render.frame1time = e->frame1time;
1540                                 ent->render.frame2time = e->frame2time;
1541
1542                                 // normal stuff
1543                                 if(e->modelindex < MAX_MODELS)
1544                                         ent->render.model = cl.model_precache[e->modelindex];
1545                                 else
1546                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1547                                 ent->render.colormap = -1; // no special coloring
1548                                 ent->render.alpha = 1;
1549                                 VectorSet(ent->render.colormod, 1, 1, 1);
1550
1551                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1552                                 CL_UpdateRenderEntity(&ent->render);
1553                         }
1554                 }
1555         }
1556 }
1557
1558 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1559 {
1560         VectorCopy(b->start, start);
1561         VectorCopy(b->end, end);
1562
1563         // if coming from the player, update the start position
1564         if (b->entity == cl.viewentity)
1565         {
1566                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1567                 {
1568                         // LordHavoc: this is a stupid hack from Quake that makes your
1569                         // lightning appear to come from your waist and cover less of your
1570                         // view
1571                         // in Quake this hack was applied to all players (causing the
1572                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1573                         // only applies to your own lightning, and only in first person
1574                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1575                 }
1576                 if (cl_beams_instantaimhack.integer)
1577                 {
1578                         vec3_t dir, localend;
1579                         vec_t len;
1580                         // LordHavoc: this updates the beam direction to match your
1581                         // viewangles
1582                         VectorSubtract(end, start, dir);
1583                         len = VectorLength(dir);
1584                         VectorNormalize(dir);
1585                         VectorSet(localend, len, 0, 0);
1586                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1587                 }
1588         }
1589 }
1590
1591 void CL_RelinkBeams(void)
1592 {
1593         int i;
1594         beam_t *b;
1595         vec3_t dist, org, start, end;
1596         float d;
1597         entity_t *ent;
1598         double yaw, pitch;
1599         float forward;
1600         matrix4x4_t tempmatrix;
1601
1602         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1603         {
1604                 if (!b->model)
1605                         continue;
1606                 if (b->endtime < cl.time)
1607                 {
1608                         b->model = NULL;
1609                         continue;
1610                 }
1611
1612                 CL_Beam_CalculatePositions(b, start, end);
1613
1614                 if (b->lightning)
1615                 {
1616                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1617                         {
1618                                 // FIXME: create a matrix from the beam start/end orientation
1619                                 vec3_t dlightcolor;
1620                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1621                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1622                                 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);
1623                         }
1624                         if (cl_beams_polygons.integer)
1625                                 continue;
1626                 }
1627
1628                 // calculate pitch and yaw
1629                 // (this is similar to the QuakeC builtin function vectoangles)
1630                 VectorSubtract(end, start, dist);
1631                 if (dist[1] == 0 && dist[0] == 0)
1632                 {
1633                         yaw = 0;
1634                         if (dist[2] > 0)
1635                                 pitch = 90;
1636                         else
1637                                 pitch = 270;
1638                 }
1639                 else
1640                 {
1641                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1642                         if (yaw < 0)
1643                                 yaw += 360;
1644
1645                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1646                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1647                         if (pitch < 0)
1648                                 pitch += 360;
1649                 }
1650
1651                 // add new entities for the lightning
1652                 VectorCopy (start, org);
1653                 d = VectorNormalizeLength(dist);
1654                 while (d > 0)
1655                 {
1656                         ent = CL_NewTempEntity ();
1657                         if (!ent)
1658                                 return;
1659                         //VectorCopy (org, ent->render.origin);
1660                         ent->render.model = b->model;
1661                         //ent->render.effects = EF_FULLBRIGHT;
1662                         //ent->render.angles[0] = pitch;
1663                         //ent->render.angles[1] = yaw;
1664                         //ent->render.angles[2] = rand()%360;
1665                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1666                         CL_UpdateRenderEntity(&ent->render);
1667                         VectorMA(org, 30, dist, org);
1668                         d -= 30;
1669                 }
1670         }
1671
1672         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1673                 cl.num_beams--;
1674 }
1675
1676 static void CL_RelinkQWNails(void)
1677 {
1678         int i;
1679         vec_t *v;
1680         entity_t *ent;
1681
1682         for (i = 0;i < cl.qw_num_nails;i++)
1683         {
1684                 v = cl.qw_nails[i];
1685
1686                 // if we're drawing effects, get a new temp entity
1687                 // (NewTempEntity adds it to the render entities list for us)
1688                 if (!(ent = CL_NewTempEntity()))
1689                         continue;
1690
1691                 // normal stuff
1692                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1693                 ent->render.colormap = -1; // no special coloring
1694                 ent->render.alpha = 1;
1695                 VectorSet(ent->render.colormod, 1, 1, 1);
1696
1697                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1698                 CL_UpdateRenderEntity(&ent->render);
1699         }
1700 }
1701
1702 void CL_LerpPlayer(float frac)
1703 {
1704         int i;
1705
1706         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1707         for (i = 0;i < 3;i++)
1708         {
1709                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1710                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1711                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1712         }
1713
1714         // interpolate the angles if playing a demo or spectating someone
1715         if (cls.demoplayback || cl.fixangle[0])
1716         {
1717                 for (i = 0;i < 3;i++)
1718                 {
1719                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1720                         if (d > 180)
1721                                 d -= 360;
1722                         else if (d < -180)
1723                                 d += 360;
1724                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1725                 }
1726         }
1727 }
1728
1729 void CSQC_RelinkAllEntities (int drawmask)
1730 {
1731         // link stuff
1732         CL_RelinkWorld();
1733         CL_RelinkStaticEntities();
1734         CL_RelinkBeams();
1735         CL_RelinkEffects();
1736
1737         // link stuff
1738         if (drawmask & ENTMASK_ENGINE)
1739         {
1740                 CL_RelinkNetworkEntities();
1741                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1742                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1743                 CL_RelinkQWNails();
1744         }
1745
1746         // update view blend
1747         V_CalcViewBlend();
1748 }
1749
1750 /*
1751 ===============
1752 CL_UpdateWorld
1753
1754 Update client game world for a new frame
1755 ===============
1756 */
1757 void CL_UpdateWorld(void)
1758 {
1759         r_refdef.extraupdate = !r_speeds.integer;
1760         r_refdef.numentities = 0;
1761         r_refdef.numlights = 0;
1762         r_view.matrix = identitymatrix;
1763
1764         cl.num_brushmodel_entities = 0;
1765
1766         if (cls.state == ca_connected && cls.signon == SIGNONS)
1767         {
1768                 // prepare for a new frame
1769                 CL_LerpPlayer(CL_LerpPoint());
1770                 CL_DecayLightFlashes();
1771                 CL_ClearTempEntities();
1772                 V_DriftPitch();
1773                 V_FadeViewFlashs();
1774
1775                 // if prediction is enabled we have to update all the collidable
1776                 // network entities before the prediction code can be run
1777                 CL_UpdateNetworkCollisionEntities();
1778
1779                 // now update the player prediction
1780                 CL_ClientMovement_Replay();
1781
1782                 // update the player entity (which may be predicted)
1783                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1784
1785                 // now update the view (which depends on that player entity)
1786                 V_CalcRefdef();
1787
1788                 // now update all the network entities and create particle trails
1789                 // (some entities may depend on the view)
1790                 CL_UpdateNetworkEntities();
1791
1792                 // update the engine-based viewmodel
1793                 CL_UpdateViewModel();
1794
1795                 CL_RelinkLightFlashes();
1796                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1797
1798                 // move particles
1799                 CL_MoveParticles();
1800                 R_MoveExplosions();
1801         }
1802
1803         r_refdef.time = cl.time;
1804 }
1805
1806 // LordHavoc: pausedemo command
1807 static void CL_PauseDemo_f (void)
1808 {
1809         cls.demopaused = !cls.demopaused;
1810         if (cls.demopaused)
1811                 Con_Print("Demo paused\n");
1812         else
1813                 Con_Print("Demo unpaused\n");
1814 }
1815
1816 /*
1817 ======================
1818 CL_Fog_f
1819 ======================
1820 */
1821 static void CL_Fog_f (void)
1822 {
1823         if (Cmd_Argc () == 1)
1824         {
1825                 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);
1826                 return;
1827         }
1828         r_refdef.fog_density = atof(Cmd_Argv(1));
1829         r_refdef.fog_red = atof(Cmd_Argv(2));
1830         r_refdef.fog_green = atof(Cmd_Argv(3));
1831         r_refdef.fog_blue = atof(Cmd_Argv(4));
1832 }
1833
1834 /*
1835 ====================
1836 CL_TimeRefresh_f
1837
1838 For program optimization
1839 ====================
1840 */
1841 static void CL_TimeRefresh_f (void)
1842 {
1843         int i;
1844         float timestart, timedelta;
1845
1846         r_refdef.extraupdate = false;
1847
1848         timestart = Sys_DoubleTime();
1849         for (i = 0;i < 128;i++)
1850         {
1851                 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);
1852                 CL_UpdateScreen();
1853         }
1854         timedelta = Sys_DoubleTime() - timestart;
1855
1856         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1857 }
1858
1859 void CL_AreaStats_f(void)
1860 {
1861         World_PrintAreaStats(&cl.world, "client");
1862 }
1863
1864 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1865 {
1866         int i;
1867         cl_locnode_t *loc;
1868         cl_locnode_t *best;
1869         vec3_t nearestpoint;
1870         vec_t dist, bestdist;
1871         best = NULL;
1872         bestdist = 0;
1873         for (loc = cl.locnodes;loc;loc = loc->next)
1874         {
1875                 for (i = 0;i < 3;i++)
1876                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1877                 dist = VectorDistance2(nearestpoint, point);
1878                 if (bestdist > dist || !best)
1879                 {
1880                         bestdist = dist;
1881                         best = loc;
1882                         if (bestdist < 1)
1883                                 break;
1884                 }
1885         }
1886         return best;
1887 }
1888
1889 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1890 {
1891         cl_locnode_t *loc;
1892         loc = CL_Locs_FindNearest(point);
1893         if (loc)
1894                 strlcpy(buffer, loc->name, buffersize);
1895         else
1896                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1897 }
1898
1899 void CL_Locs_FreeNode(cl_locnode_t *node)
1900 {
1901         cl_locnode_t **pointer, **next;
1902         for (pointer = &cl.locnodes;*pointer;pointer = next)
1903         {
1904                 next = &(*pointer)->next;
1905                 if (*pointer == node)
1906                 {
1907                         *pointer = node->next;
1908                         Mem_Free(node);
1909                 }
1910         }
1911         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1912 }
1913
1914 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1915 {
1916         cl_locnode_t *node, **pointer;
1917         int namelen;
1918         if (!name)
1919                 name = "";
1920         namelen = strlen(name);
1921         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1922         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1923         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1924         node->name = (char *)(node + 1);
1925         memcpy(node->name, name, namelen);
1926         node->name[namelen] = 0;
1927         // link it into the tail of the list to preserve the order
1928         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1929                 ;
1930         *pointer = node;
1931 }
1932
1933 void CL_Locs_Add_f(void)
1934 {
1935         vec3_t mins, maxs;
1936         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1937         {
1938                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1939                 return;
1940         }
1941         mins[0] = atof(Cmd_Argv(1));
1942         mins[1] = atof(Cmd_Argv(2));
1943         mins[2] = atof(Cmd_Argv(3));
1944         if (Cmd_Argc() == 8)
1945         {
1946                 maxs[0] = atof(Cmd_Argv(4));
1947                 maxs[1] = atof(Cmd_Argv(5));
1948                 maxs[2] = atof(Cmd_Argv(6));
1949                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1950         }
1951         else
1952                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1953 }
1954
1955 void CL_Locs_RemoveNearest_f(void)
1956 {
1957         cl_locnode_t *loc;
1958         loc = CL_Locs_FindNearest(r_view.origin);
1959         if (loc)
1960                 CL_Locs_FreeNode(loc);
1961         else
1962                 Con_Printf("no loc point or box found for your location\n");
1963 }
1964
1965 void CL_Locs_Clear_f(void)
1966 {
1967         while (cl.locnodes)
1968                 CL_Locs_FreeNode(cl.locnodes);
1969 }
1970
1971 void CL_Locs_Save_f(void)
1972 {
1973         cl_locnode_t *loc;
1974         qfile_t *outfile;
1975         char locfilename[MAX_QPATH];
1976         if (!cl.locnodes)
1977         {
1978                 Con_Printf("No loc points/boxes exist!\n");
1979                 return;
1980         }
1981         if (cls.state != ca_connected || !cl.worldmodel)
1982         {
1983                 Con_Printf("No level loaded!\n");
1984                 return;
1985         }
1986         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1987         strlcat(locfilename, ".loc", sizeof(locfilename));
1988
1989         outfile = FS_Open(locfilename, "w", false, false);
1990         if (!outfile)
1991                 return;
1992         // if any boxes are used then this is a proquake-format loc file, which
1993         // allows comments, so add some relevant information at the start
1994         for (loc = cl.locnodes;loc;loc = loc->next)
1995                 if (!VectorCompare(loc->mins, loc->maxs))
1996                         break;
1997         if (loc)
1998         {
1999                 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);
2000                 for (loc = cl.locnodes;loc;loc = loc->next)
2001                         if (VectorCompare(loc->mins, loc->maxs))
2002                                 break;
2003                 if (loc)
2004                         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");
2005         }
2006         for (loc = cl.locnodes;loc;loc = loc->next)
2007         {
2008                 if (VectorCompare(loc->mins, loc->maxs))
2009                 {
2010                         int len;
2011                         const char *s;
2012                         const char *in = loc->name;
2013                         char name[MAX_INPUTLINE];
2014                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2015                         {
2016                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2017                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2018                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2019                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2020                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2021                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2022                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2023                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2024                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2025                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2026                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2027                                 else s = NULL;
2028                                 if (s)
2029                                 {
2030                                         while (len < (int)sizeof(name) - 1 && *s)
2031                                                 name[len++] = *s++;
2032                                         continue;
2033                                 }
2034                                 name[len++] = *in++;
2035                         }
2036                         name[len] = 0;
2037                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2038                 }
2039                 else
2040                         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);
2041         }
2042         FS_Close(outfile);
2043 }
2044
2045 void CL_Locs_Reload_f(void)
2046 {
2047         int i, linenumber, limit, len;
2048         const char *s;
2049         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2050         fs_offset_t filesize;
2051         vec3_t mins, maxs;
2052         char locfilename[MAX_QPATH];
2053         char name[MAX_INPUTLINE];
2054
2055         if (cls.state != ca_connected || !cl.worldmodel)
2056         {
2057                 Con_Printf("No level loaded!\n");
2058                 return;
2059         }
2060
2061         CL_Locs_Clear_f();
2062
2063         // try maps/something.loc first (LordHavoc: where I think they should be)
2064         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2065         strlcat(locfilename, ".loc", sizeof(locfilename));
2066         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2067         if (!filedata)
2068         {
2069                 // try proquake name as well (LordHavoc: I hate path mangling)
2070                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2071                 strlcat(locfilename, ".loc", sizeof(locfilename));
2072                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2073                 if (!filedata)
2074                         return;
2075         }
2076         text = filedata;
2077         textend = filedata + filesize;
2078         for (linenumber = 1;text < textend;linenumber++)
2079         {
2080                 linestart = text;
2081                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2082                         ;
2083                 lineend = text;
2084                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2085                         text++;
2086                 if (text < textend)
2087                         text++;
2088                 // trim trailing whitespace
2089                 while (lineend > linestart && lineend[-1] <= ' ')
2090                         lineend--;
2091                 // trim leading whitespace
2092                 while (linestart < lineend && *linestart <= ' ')
2093                         linestart++;
2094                 // check if this is a comment
2095                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2096                         continue;
2097                 linetext = linestart;
2098                 limit = 3;
2099                 for (i = 0;i < limit;i++)
2100                 {
2101                         if (linetext >= lineend)
2102                                 break;
2103                         // note: a missing number is interpreted as 0
2104                         if (i < 3)
2105                                 mins[i] = atof(linetext);
2106                         else
2107                                 maxs[i - 3] = atof(linetext);
2108                         // now advance past the number
2109                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2110                                 linetext++;
2111                         // advance through whitespace
2112                         if (linetext < lineend)
2113                         {
2114                                 if (*linetext == ',')
2115                                 {
2116                                         linetext++;
2117                                         limit = 6;
2118                                         // note: comma can be followed by whitespace
2119                                 }
2120                                 if (*linetext <= ' ')
2121                                 {
2122                                         // skip whitespace
2123                                         while (linetext < lineend && *linetext <= ' ')
2124                                                 linetext++;
2125                                 }
2126                         }
2127                 }
2128                 // if this is a quoted name, remove the quotes
2129                 if (i == 6)
2130                 {
2131                         if (linetext >= lineend || *linetext != '"')
2132                                 continue; // proquake location names are always quoted
2133                         lineend--;
2134                         linetext++;
2135                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2136                         memcpy(name, linetext, len);
2137                         name[len] = 0;
2138                         // add the box to the list
2139                         CL_Locs_AddNode(mins, maxs, name);
2140                 }
2141                 // if a point was parsed, it needs to be scaled down by 8 (since
2142                 // point-based loc files were invented by a proxy which dealt
2143                 // directly with quake protocol coordinates, which are *8), turn
2144                 // it into a box
2145                 else if (i == 3)
2146                 {
2147                         // interpret silly fuhquake macros
2148                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2149                         {
2150                                 if (*linetext == '$')
2151                                 {
2152                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2153                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2154                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2155                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2156                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2157                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2158                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2159                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2160                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2161                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2162                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2163                                         else s = NULL;
2164                                         if (s)
2165                                         {
2166                                                 while (len < (int)sizeof(name) - 1 && *s)
2167                                                         name[len++] = *s++;
2168                                                 continue;
2169                                         }
2170                                 }
2171                                 name[len++] = *linetext++;
2172                         }
2173                         name[len] = 0;
2174                         // add the point to the list
2175                         VectorScale(mins, (1.0 / 8.0), mins);
2176                         CL_Locs_AddNode(mins, mins, name);
2177                 }
2178                 else
2179                         continue;
2180         }
2181 }
2182
2183 /*
2184 ===========
2185 CL_Shutdown
2186 ===========
2187 */
2188 void CL_Shutdown (void)
2189 {
2190         CL_Screen_Shutdown();
2191         CL_Particles_Shutdown();
2192         CL_Parse_Shutdown();
2193
2194         Mem_FreePool (&cls.permanentmempool);
2195         Mem_FreePool (&cls.levelmempool);
2196 }
2197
2198 /*
2199 =================
2200 CL_Init
2201 =================
2202 */
2203 void CL_Init (void)
2204 {
2205         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2206         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2207
2208         memset(&r_refdef, 0, sizeof(r_refdef));
2209         // max entities sent to renderer per frame
2210         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2211         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2212
2213         CL_InitInput ();
2214
2215 //
2216 // register our commands
2217 //
2218         Cvar_RegisterVariable (&cl_upspeed);
2219         Cvar_RegisterVariable (&cl_forwardspeed);
2220         Cvar_RegisterVariable (&cl_backspeed);
2221         Cvar_RegisterVariable (&cl_sidespeed);
2222         Cvar_RegisterVariable (&cl_movespeedkey);
2223         Cvar_RegisterVariable (&cl_yawspeed);
2224         Cvar_RegisterVariable (&cl_pitchspeed);
2225         Cvar_RegisterVariable (&cl_anglespeedkey);
2226         Cvar_RegisterVariable (&cl_shownet);
2227         Cvar_RegisterVariable (&cl_nolerp);
2228         Cvar_RegisterVariable (&lookspring);
2229         Cvar_RegisterVariable (&lookstrafe);
2230         Cvar_RegisterVariable (&sensitivity);
2231         Cvar_RegisterVariable (&freelook);
2232
2233         Cvar_RegisterVariable (&m_pitch);
2234         Cvar_RegisterVariable (&m_yaw);
2235         Cvar_RegisterVariable (&m_forward);
2236         Cvar_RegisterVariable (&m_side);
2237
2238         Cvar_RegisterVariable (&cl_itembobspeed);
2239         Cvar_RegisterVariable (&cl_itembobheight);
2240
2241         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2242         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2243         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2244         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2245         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2246         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2247
2248         // Support Client-side Model Index List
2249         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2250         // Support Client-side Sound Index List
2251         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2252
2253         Cvar_RegisterVariable (&cl_autodemo);
2254         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2255
2256         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2257
2258         // LordHavoc: added pausedemo
2259         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)");
2260
2261         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2262
2263         Cvar_RegisterVariable(&r_draweffects);
2264         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2265         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2266         Cvar_RegisterVariable(&cl_explosions_size_start);
2267         Cvar_RegisterVariable(&cl_explosions_size_end);
2268         Cvar_RegisterVariable(&cl_explosions_lifetime);
2269         Cvar_RegisterVariable(&cl_stainmaps);
2270         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2271         Cvar_RegisterVariable(&cl_beams_polygons);
2272         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2273         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2274         Cvar_RegisterVariable(&cl_beams_lightatend);
2275         Cvar_RegisterVariable(&cl_noplayershadow);
2276         Cvar_RegisterVariable(&cl_dlights_decayradius);
2277         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2278
2279         Cvar_RegisterVariable(&cl_prydoncursor);
2280
2281         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2282
2283         // for QW connections
2284         Cvar_RegisterVariable(&qport);
2285         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2286
2287         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2288
2289         Cvar_RegisterVariable(&cl_locs_enable);
2290         Cvar_RegisterVariable(&cl_locs_show);
2291         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)");
2292         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)");
2293         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2294         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2295         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2296
2297         CL_Parse_Init();
2298         CL_Particles_Init();
2299         CL_Screen_Init();
2300
2301         CL_Video_Init();
2302 }
2303
2304
2305