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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
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 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"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
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", "1", "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 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)"};
77
78 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"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.alpha = 1;
192         ent->render.colormap = -1; // no special coloring
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         CL_UpdateRenderEntity(&ent->render);
196
197         // noclip is turned off at start
198         noclip_anglehack = false;
199
200         // mark all frames invalid for delta
201         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202
203         CL_Screen_NewMap();
204 }
205
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 {
208         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_ExpandCSQCEntities(int num)
279 {
280         int i, oldmaxentities;
281         entity_t *oldentities;
282         if (num >= cl.max_csqcentities)
283         {
284                 if (!cl.csqcentities)
285                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
286                 if (num >= MAX_EDICTS)
287                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
288                 oldmaxentities = cl.max_csqcentities;
289                 oldentities = cl.csqcentities;
290                 cl.max_csqcentities = (num & ~255) + 256;
291                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
292                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
293                 Mem_Free(oldentities);
294                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
295                 {
296                         cl.csqcentities[i].state_baseline = defaultstate;
297                         cl.csqcentities[i].state_previous = defaultstate;
298                         cl.csqcentities[i].state_current = defaultstate;
299                         cl.csqcentities[i].csqc = true;
300                         cl.csqcentities[i].state_current.number = -i;
301                 }
302         }
303 }
304
305 void CL_VM_ShutDown (void);
306 /*
307 =====================
308 CL_Disconnect
309
310 Sends a disconnect message to the server
311 This is also called on Host_Error, so it shouldn't cause any errors
312 =====================
313 */
314 void CL_Disconnect(void)
315 {
316         if (cls.state == ca_dedicated)
317                 return;
318
319         Con_DPrintf("CL_Disconnect\n");
320
321         CL_VM_ShutDown();
322 // stop sounds (especially looping!)
323         S_StopAllSounds ();
324
325         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
326
327         // clear contents blends
328         cl.cshifts[0].percent = 0;
329         cl.cshifts[1].percent = 0;
330         cl.cshifts[2].percent = 0;
331         cl.cshifts[3].percent = 0;
332
333         cl.worldmodel = NULL;
334
335         CL_Parse_ErrorCleanUp();
336
337         if (cls.demoplayback)
338                 CL_StopPlayback();
339         else if (cls.netcon)
340         {
341                 sizebuf_t buf;
342                 unsigned char bufdata[8];
343                 if (cls.demorecording)
344                         CL_Stop_f();
345
346                 // send disconnect message 3 times to improve chances of server
347                 // receiving it (but it still fails sometimes)
348                 memset(&buf, 0, sizeof(buf));
349                 buf.data = bufdata;
350                 buf.maxsize = sizeof(bufdata);
351                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
352                 {
353                         Con_DPrint("Sending drop command\n");
354                         MSG_WriteByte(&buf, qw_clc_stringcmd);
355                         MSG_WriteString(&buf, "drop");
356                 }
357                 else
358                 {
359                         Con_DPrint("Sending clc_disconnect\n");
360                         MSG_WriteByte(&buf, clc_disconnect);
361                 }
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365                 NetConn_Close(cls.netcon);
366                 cls.netcon = NULL;
367         }
368         cls.state = ca_disconnected;
369
370         cls.demoplayback = cls.timedemo = false;
371         cls.signon = 0;
372 }
373
374 void CL_Disconnect_f(void)
375 {
376         CL_Disconnect ();
377         if (sv.active)
378                 Host_ShutdownServer ();
379 }
380
381
382
383
384 /*
385 =====================
386 CL_EstablishConnection
387
388 Host should be either "local" or a net address
389 =====================
390 */
391 void CL_EstablishConnection(const char *host)
392 {
393         if (cls.state == ca_dedicated)
394                 return;
395
396         // clear menu's connect error message
397         M_Update_Return_Reason("");
398         cls.demonum = -1;
399
400         // stop demo loop in case this fails
401         CL_Disconnect();
402
403         // if downloads are running, cancel their finishing action
404         Curl_Clear_forthismap();
405
406         // make sure the client ports are open before attempting to connect
407         NetConn_UpdateSockets();
408
409         // run a network frame
410         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411
412         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
413         {
414                 cls.connect_trying = true;
415                 cls.connect_remainingtries = 3;
416                 cls.connect_nextsendtime = 0;
417                 M_Update_Return_Reason("Trying to connect...");
418                 // run several network frames to jump into the game quickly
419                 //if (sv.active)
420                 //{
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425                 //}
426         }
427         else
428         {
429                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430                 M_Update_Return_Reason("No network");
431         }
432 }
433
434 /*
435 ==============
436 CL_PrintEntities_f
437 ==============
438 */
439 static void CL_PrintEntities_f(void)
440 {
441         entity_t *ent;
442         int i, j;
443         char name[32];
444
445         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
446         {
447                 const char* modelname;
448
449                 if (!ent->state_current.active)
450                         continue;
451
452                 if (ent->render.model)
453                         modelname = ent->render.model->name;
454                 else
455                         modelname = "--no model--";
456                 strlcpy(name, modelname, 25);
457                 for (j = (int)strlen(name);j < 25;j++)
458                         name[j] = ' ';
459                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (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);
460         }
461 }
462
463 //static const vec3_t nomodelmins = {-16, -16, -16};
464 //static const vec3_t nomodelmaxs = {16, 16, 16};
465 void CL_UpdateRenderEntity(entity_render_t *ent)
466 {
467         vec3_t org;
468         vec_t scale;
469         model_t *model = ent->model;
470         // update the inverse matrix for the renderer
471         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
472         // update the animation blend state
473         R_LerpAnimation(ent);
474         // we need the matrix origin to center the box
475         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
476         // update entity->render.scale because the renderer needs it
477         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
478         if (model)
479         {
480                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
481 #ifdef MATRIX4x4_OPENGLORIENTATION
482                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
483 #else
484                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
485 #endif
486                 {
487                         // pitch or roll
488                         VectorMA(org, scale, model->rotatedmins, ent->mins);
489                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
490                 }
491 #ifdef MATRIX4x4_OPENGLORIENTATION
492                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
493 #else
494                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
495 #endif
496                 {
497                         // yaw
498                         VectorMA(org, scale, model->yawmins, ent->mins);
499                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
500                 }
501                 else
502                 {
503                         VectorMA(org, scale, model->normalmins, ent->mins);
504                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
505                 }
506         }
507         else
508         {
509                 ent->mins[0] = org[0] - 16;
510                 ent->mins[1] = org[1] - 16;
511                 ent->mins[2] = org[2] - 16;
512                 ent->maxs[0] = org[0] + 16;
513                 ent->maxs[1] = org[1] + 16;
514                 ent->maxs[2] = org[2] + 16;
515         }
516 }
517
518 /*
519 ===============
520 CL_LerpPoint
521
522 Determines the fraction between the last two messages that the objects
523 should be put at.
524 ===============
525 */
526 static float CL_LerpPoint(void)
527 {
528         float f;
529
530         // dropped packet, or start of demo
531         if (cl.mtime[1] < cl.mtime[0] - 0.1)
532                 cl.mtime[1] = cl.mtime[0] - 0.1;
533
534         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
535
536         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
537         f = cl.mtime[0] - cl.mtime[1];
538         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
539         {
540                 cl.time = cl.mtime[0];
541                 return 1;
542         }
543
544         f = (cl.time - cl.mtime[1]) / f;
545         return bound(0, f, 1);
546 }
547
548 void CL_ClearTempEntities (void)
549 {
550         cl.num_temp_entities = 0;
551 }
552
553 entity_t *CL_NewTempEntity(void)
554 {
555         entity_t *ent;
556
557         if (r_refdef.numentities >= r_refdef.maxentities)
558                 return NULL;
559         if (cl.num_temp_entities >= cl.max_temp_entities)
560                 return NULL;
561         ent = &cl.temp_entities[cl.num_temp_entities++];
562         memset (ent, 0, sizeof(*ent));
563         r_refdef.entities[r_refdef.numentities++] = &ent->render;
564
565         ent->render.colormap = -1; // no special coloring
566         ent->render.alpha = 1;
567         VectorSet(ent->render.colormod, 1, 1, 1);
568         return ent;
569 }
570
571 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
572 {
573         int i;
574         cl_effect_t *e;
575         if (!modelindex) // sanity check
576                 return;
577         if (framerate < 1)
578         {
579                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
580                 return;
581         }
582         if (framecount < 1)
583         {
584                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
585                 return;
586         }
587         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
588         {
589                 if (e->active)
590                         continue;
591                 e->active = true;
592                 VectorCopy(org, e->origin);
593                 e->modelindex = modelindex;
594                 e->starttime = cl.time;
595                 e->startframe = startframe;
596                 e->endframe = startframe + framecount;
597                 e->framerate = framerate;
598
599                 e->frame = 0;
600                 e->frame1time = cl.time;
601                 e->frame2time = cl.time;
602                 cl.num_effects = max(cl.num_effects, i + 1);
603                 break;
604         }
605 }
606
607 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
608 {
609         int i;
610         dlight_t *dl;
611
612         /*
613 // first look for an exact key match
614         if (ent)
615         {
616                 dl = cl.dlights;
617                 for (i = 0;i < cl.num_dlights;i++, dl++)
618                         if (dl->ent == ent)
619                                 goto dlightsetup;
620         }
621         */
622
623 // then look for anything else
624         dl = cl.dlights;
625         for (i = 0;i < cl.num_dlights;i++, dl++)
626                 if (!dl->radius)
627                         goto dlightsetup;
628         // if we hit the end of the active dlights and found no gaps, add a new one
629         if (i < MAX_DLIGHTS)
630         {
631                 cl.num_dlights = i + 1;
632                 goto dlightsetup;
633         }
634
635         // unable to find one
636         return;
637
638 dlightsetup:
639         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
640         memset (dl, 0, sizeof(*dl));
641         Matrix4x4_Normalize(&dl->matrix, matrix);
642         dl->ent = ent;
643         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
644         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
645         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
646         dl->radius = radius;
647         dl->color[0] = red;
648         dl->color[1] = green;
649         dl->color[2] = blue;
650         dl->initialradius = radius;
651         dl->initialcolor[0] = red;
652         dl->initialcolor[1] = green;
653         dl->initialcolor[2] = blue;
654         dl->decay = decay / radius; // changed decay to be a percentage decrease
655         dl->intensity = 1; // this is what gets decayed
656         if (lifetime)
657                 dl->die = cl.time + lifetime;
658         else
659                 dl->die = 0;
660         dl->cubemapnum = cubemapnum;
661         dl->style = style;
662         dl->shadow = shadowenable;
663         dl->corona = corona;
664         dl->flags = flags;
665         dl->coronasizescale = coronasizescale;
666         dl->ambientscale = ambientscale;
667         dl->diffusescale = diffusescale;
668         dl->specularscale = specularscale;
669 }
670
671 // called before entity relinking
672 void CL_DecayLights(void)
673 {
674         int i, oldmax;
675         dlight_t *dl;
676         float time;
677
678         time = bound(0, cl.time - cl.oldtime, 0.1);
679         oldmax = cl.num_dlights;
680         cl.num_dlights = 0;
681         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
682         {
683                 if (dl->radius)
684                 {
685                         dl->intensity -= time * dl->decay;
686                         if (cl.time < dl->die && dl->intensity > 0)
687                         {
688                                 //dl->radius = dl->initialradius * dl->intensity;
689                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
690                                 cl.num_dlights = i + 1;
691                         }
692                         else
693                                 dl->radius = 0;
694                 }
695         }
696 }
697
698 // called after entity relinking
699 void CL_UpdateLights(void)
700 {
701         int i, j, k, l;
702         dlight_t *dl;
703         float frac, f;
704
705         r_refdef.numlights = 0;
706         if (r_dynamic.integer)
707         {
708                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
709                 {
710                         if (dl->radius)
711                         {
712                                 R_RTLight_Update(dl, false);
713                                 r_refdef.lights[r_refdef.numlights++] = dl;
714                         }
715                 }
716         }
717
718 // light animations
719 // 'm' is normal light, 'a' is no light, 'z' is double bright
720         f = cl.time * 10;
721         i = (int)floor(f);
722         frac = f - i;
723         for (j = 0;j < cl.max_lightstyle;j++)
724         {
725                 if (!cl.lightstyle || !cl.lightstyle[j].length)
726                 {
727                         r_refdef.lightstylevalue[j] = 256;
728                         continue;
729                 }
730                 k = i % cl.lightstyle[j].length;
731                 l = (i-1) % cl.lightstyle[j].length;
732                 k = cl.lightstyle[j].map[k] - 'a';
733                 l = cl.lightstyle[j].map[l] - 'a';
734                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
735         }
736 }
737
738 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
739 {
740         float f;
741         entity_t *flag;
742         matrix4x4_t flagmatrix;
743
744         // this code taken from QuakeWorld
745         f = 14;
746         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
747         {
748                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
749                 { //axpain
750                         if      (player->render.frame2 == 29) f = f + 2;
751                         else if (player->render.frame2 == 30) f = f + 8;
752                         else if (player->render.frame2 == 31) f = f + 12;
753                         else if (player->render.frame2 == 32) f = f + 11;
754                         else if (player->render.frame2 == 33) f = f + 10;
755                         else if (player->render.frame2 == 34) f = f + 4;
756                 }
757                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
758                 { // pain
759                         if      (player->render.frame2 == 35) f = f + 2;
760                         else if (player->render.frame2 == 36) f = f + 10;
761                         else if (player->render.frame2 == 37) f = f + 10;
762                         else if (player->render.frame2 == 38) f = f + 8;
763                         else if (player->render.frame2 == 39) f = f + 4;
764                         else if (player->render.frame2 == 40) f = f + 2;
765                 }
766         }
767         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
768         {
769                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
770                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
771                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
772                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
773         }
774         // end of code taken from QuakeWorld
775
776         flag = CL_NewTempEntity();
777         if (!flag)
778                 return;
779
780         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
781         flag->render.skinnum = skin;
782         flag->render.colormap = -1; // no special coloring
783         flag->render.alpha = 1;
784         VectorSet(flag->render.colormod, 1, 1, 1);
785         // attach the flag to the player matrix
786         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
787         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
788         CL_UpdateRenderEntity(&flag->render);
789 }
790
791 #define MAXVIEWMODELS 32
792 entity_t *viewmodels[MAXVIEWMODELS];
793 int numviewmodels;
794
795 matrix4x4_t viewmodelmatrix;
796
797 static int entitylinkframenumber;
798
799 static const vec3_t muzzleflashorigin = {18, 0, 0};
800
801 extern void V_DriftPitch(void);
802 extern void V_FadeViewFlashs(void);
803 extern void V_CalcViewBlend(void);
804
805 extern void V_CalcRefdef(void);
806 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
807 void CL_UpdateNetworkEntity(entity_t *e)
808 {
809         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
810         //matrix4x4_t dlightmatrix;
811         int j, k, l;
812         effectnameindex_t trailtype;
813         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
814         entity_t *t;
815         model_t *model;
816         trace_t trace;
817         //entity_persistent_t *p = &e->persistent;
818         //entity_render_t *r = &e->render;
819         if (e->persistent.linkframe != entitylinkframenumber)
820         {
821                 e->persistent.linkframe = entitylinkframenumber;
822                 // skip inactive entities and world
823                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
824                         return;
825                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
826                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
827                 e->render.flags = e->state_current.flags;
828                 e->render.effects = e->state_current.effects;
829                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
830                 if (e->state_current.flags & RENDER_COLORMAPPED)
831                 {
832                         int cb;
833                         unsigned char *cbcolor;
834                         e->render.colormap = e->state_current.colormap;
835                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
836                         cbcolor = (unsigned char *) (&palette_complete[cb]);
837                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
838                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
839                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
840                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
841                         cbcolor = (unsigned char *) (&palette_complete[cb]);
842                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
843                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
844                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
845                 }
846                 else if (e->state_current.colormap && cl.scores != NULL)
847                 {
848                         int cb;
849                         unsigned char *cbcolor;
850                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
851                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
852                         cbcolor = (unsigned char *) (&palette_complete[cb]);
853                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
854                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
855                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
856                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
857                         cbcolor = (unsigned char *) (&palette_complete[cb]);
858                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
859                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
860                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
861                 }
862                 else
863                 {
864                         e->render.colormap = -1; // no special coloring
865                         VectorClear(e->render.colormap_pantscolor);
866                         VectorClear(e->render.colormap_shirtcolor);
867                 }
868                 e->render.skinnum = e->state_current.skin;
869                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
870                 {
871                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
872                                 return;
873                         if (!e->csqc)
874                         {
875                                 if (cl.viewentity)
876                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
877                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
878                                 {
879                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
880                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
881                                 }
882                         }
883                         matrix = &viewmodelmatrix;
884                 }
885                 else
886                 {
887                         // if the tag entity is currently impossible, skip it
888                         if (!e->csqc)
889                         {
890                                 if (e->state_current.tagentity >= cl.num_entities)
891                                         return;
892                                 t = cl.entities + e->state_current.tagentity;
893                         }
894                         else
895                         {
896                                 if (e->state_current.tagentity >= cl.num_csqcentities)
897                                         return;
898                                 t = cl.csqcentities + e->state_current.tagentity;
899                         }
900                         // if the tag entity is inactive, skip it
901                         if (!t->state_current.active)
902                                 return;
903                         // note: this can link to world
904                         CL_UpdateNetworkEntity(t);
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
931                 // movement lerp
932                 // if it's the player entity, update according to client movement
933                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
934                 {
935                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
936                         lerp = bound(0, lerp, 1);
937                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
938                         VectorSet(angles, 0, cl.viewangles[1], 0);
939                 }
940                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
941                 {
942                         // interpolate the origin and angles
943                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
944                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
945                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
946                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
947                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
948                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
949                 }
950                 else
951                 {
952                         // no interpolation
953                         VectorCopy(e->persistent.neworigin, origin);
954                         VectorCopy(e->persistent.newangles, angles);
955                 }
956
957                 // model setup and some modelflags
958                 if(e->state_current.modelindex < MAX_MODELS)
959                         e->render.model = cl.model_precache[e->state_current.modelindex];
960                 else
961                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
962                 if (e->render.model)
963                 {
964                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
965                         if (e->render.model->type == mod_alias)
966                                 angles[0] = -angles[0];
967                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
968                         {
969                                 angles[1] = ANGLEMOD(100*cl.time);
970                                 if (cl_itembobheight.value)
971                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
972                         }
973                         // transfer certain model flags to effects
974                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
975                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
976                                 VectorScale(e->render.colormod, 2, e->render.colormod);
977                 }
978                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
979                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
980                         angles[0] = -angles[0];
981
982                 // animation lerp
983                 if (e->render.frame2 == e->state_current.frame)
984                 {
985                         // update frame lerp fraction
986                         e->render.framelerp = 1;
987                         if (e->render.frame2time > e->render.frame1time)
988                         {
989                                 // make sure frame lerp won't last longer than 100ms
990                                 // (this mainly helps with models that use framegroups and
991                                 // switch between them infrequently)
992                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
993                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
994                         }
995                 }
996                 else
997                 {
998                         // begin a new frame lerp
999                         e->render.frame1 = e->render.frame2;
1000                         e->render.frame1time = e->render.frame2time;
1001                         e->render.frame = e->render.frame2 = e->state_current.frame;
1002                         e->render.frame2time = cl.time;
1003                         e->render.framelerp = 0;
1004                 }
1005
1006                 // set up the render matrix
1007                 // FIXME: e->render.scale should go away
1008                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1009                 // concat the matrices to make the entity relative to its tag
1010                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1011                 // make the other useful stuff
1012                 CL_UpdateRenderEntity(&e->render);
1013
1014                 // handle effects now that we know where this entity is in the world...
1015                 if (e->render.model && e->render.model->soundfromcenter)
1016                 {
1017                         // bmodels are treated specially since their origin is usually '0 0 0'
1018                         vec3_t o;
1019                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1020                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1021                 }
1022                 else
1023                         Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1024                 trailtype = EFFECT_NONE;
1025                 dlightradius = 0;
1026                 dlightcolor[0] = 0;
1027                 dlightcolor[1] = 0;
1028                 dlightcolor[2] = 0;
1029                 // LordHavoc: if the entity has no effects, don't check each
1030                 if (e->render.effects)
1031                 {
1032                         if (e->render.effects & EF_BRIGHTFIELD)
1033                         {
1034                                 if (gamemode == GAME_NEXUIZ)
1035                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1036                                 else
1037                                         CL_EntityParticles(e);
1038                         }
1039                         if (e->render.effects & EF_DIMLIGHT)
1040                         {
1041                                 dlightradius = max(dlightradius, 200);
1042                                 dlightcolor[0] += 1.50f;
1043                                 dlightcolor[1] += 1.50f;
1044                                 dlightcolor[2] += 1.50f;
1045                         }
1046                         if (e->render.effects & EF_BRIGHTLIGHT)
1047                         {
1048                                 dlightradius = max(dlightradius, 400);
1049                                 dlightcolor[0] += 3.00f;
1050                                 dlightcolor[1] += 3.00f;
1051                                 dlightcolor[2] += 3.00f;
1052                         }
1053                         // LordHavoc: more effects
1054                         if (e->render.effects & EF_RED) // red
1055                         {
1056                                 dlightradius = max(dlightradius, 200);
1057                                 dlightcolor[0] += 1.50f;
1058                                 dlightcolor[1] += 0.15f;
1059                                 dlightcolor[2] += 0.15f;
1060                         }
1061                         if (e->render.effects & EF_BLUE) // blue
1062                         {
1063                                 dlightradius = max(dlightradius, 200);
1064                                 dlightcolor[0] += 0.15f;
1065                                 dlightcolor[1] += 0.15f;
1066                                 dlightcolor[2] += 1.50f;
1067                         }
1068                         if (e->render.effects & EF_FLAME)
1069                                 CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1070                         if (e->render.effects & EF_STARDUST)
1071                                 CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1072                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1073                         {
1074                                 // these are only set on player entities
1075                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1076                         }
1077                 }
1078                 // muzzleflash fades over time, and is offset a bit
1079                 if (e->persistent.muzzleflash > 0)
1080                 {
1081                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1082                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1083                         tempmatrix = e->render.matrix;
1084                         Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1085                         CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1086                         e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1087                 }
1088                 // LordHavoc: if the model has no flags, don't check each
1089                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1090                 {
1091                         if (e->render.model->flags & EF_GIB)
1092                                 trailtype = EFFECT_TR_BLOOD;
1093                         else if (e->render.model->flags & EF_ZOMGIB)
1094                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1095                         else if (e->render.model->flags & EF_TRACER)
1096                                 trailtype = EFFECT_TR_WIZSPIKE;
1097                         else if (e->render.model->flags & EF_TRACER2)
1098                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1099                         else if (e->render.model->flags & EF_ROCKET)
1100                                 trailtype = EFFECT_TR_ROCKET;
1101                         else if (e->render.model->flags & EF_GRENADE)
1102                         {
1103                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1104                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1105                         }
1106                         else if (e->render.model->flags & EF_TRACER3)
1107                                 trailtype = EFFECT_TR_VORESPIKE;
1108                 }
1109                 // LordHavoc: customizable glow
1110                 if (e->state_current.glowsize)
1111                 {
1112                         // * 4 for the expansion from 0-255 to 0-1023 range,
1113                         // / 255 to scale down byte colors
1114                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1115                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1116                 }
1117                 // make the glow dlight
1118                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1119                 {
1120                         //dlightmatrix = e->render.matrix;
1121                         // hack to make glowing player light shine on their gun
1122                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1123                         //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1124                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1125                 }
1126                 // custom rtlight
1127                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1128                 {
1129                         float light[4];
1130                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1131                         light[3] = e->state_current.light[3];
1132                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1133                                 VectorSet(light, 1, 1, 1);
1134                         if (light[3] == 0)
1135                                 light[3] = 350;
1136                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1137                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1138                 }
1139                 // do trails
1140                 if (e->render.flags & RENDER_GLOWTRAIL)
1141                         trailtype = EFFECT_TR_GLOWTRAIL;
1142                 if (trailtype)
1143                 {
1144                         float len;
1145                         vec3_t vel;
1146                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1147                         len = e->state_current.time - e->state_previous.time;
1148                         if (len > 0)
1149                                 len = 1.0f / len;
1150                         VectorScale(vel, len, vel);
1151                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1152                 }
1153                 VectorCopy(origin, e->persistent.trail_origin);
1154                 // tenebrae's sprites are all additive mode (weird)
1155                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1156                         e->render.effects |= EF_ADDITIVE;
1157                 // player model is only shown with chase_active on
1158                 if (!e->csqc)
1159                 if (e->state_current.number == cl.viewentity)
1160                         e->render.flags |= RENDER_EXTERIORMODEL;
1161                 // transparent stuff can't be lit during the opaque stage
1162                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1163                         e->render.flags |= RENDER_TRANSPARENT;
1164                 // double sided rendering mode causes backfaces to be visible
1165                 // (mostly useful on transparent stuff)
1166                 if (e->render.effects & EF_DOUBLESIDED)
1167                         e->render.flags |= RENDER_NOCULLFACE;
1168                 // either fullbright or lit
1169                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1170                         e->render.flags |= RENDER_LIGHT;
1171                 // hide player shadow during intermission or nehahra movie
1172                 if (!(e->render.effects & EF_NOSHADOW)
1173                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1174                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1175                         e->render.flags |= RENDER_SHADOW;
1176                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1177                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1178                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1179                 if (e->state_current.number == cl.viewentity)
1180                         V_CalcRefdef();
1181         }
1182 }
1183
1184
1185 /*
1186 ===============
1187 CL_UpdateEntities
1188 ===============
1189 */
1190 static void CL_UpdateEntities(void)
1191 {
1192         entity_t *ent;
1193         int i;
1194
1195         ent = &cl.viewent;
1196         ent->state_previous = ent->state_current;
1197         ent->state_current = defaultstate;
1198         ent->state_current.time = cl.time;
1199         ent->state_current.number = -1;
1200         ent->state_current.active = true;
1201         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1202         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1203         ent->state_current.flags = RENDER_VIEWMODEL;
1204         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1205                 ent->state_current.modelindex = 0;
1206         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1207         {
1208                 if (gamemode == GAME_TRANSFUSION)
1209                         ent->state_current.alpha = 128;
1210                 else
1211                         ent->state_current.modelindex = 0;
1212         }
1213
1214         // reset animation interpolation on weaponmodel if model changed
1215         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1216         {
1217                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1218                 ent->render.frame1time = ent->render.frame2time = cl.time;
1219                 ent->render.framelerp = 1;
1220         }
1221
1222         // start on the entity after the world
1223         entitylinkframenumber++;
1224         for (i = 1;i < cl.num_entities;i++)
1225         {
1226                 if (cl.entities_active[i])
1227                 {
1228                         ent = cl.entities + i;
1229                         if (ent->state_current.active)
1230                                 CL_UpdateNetworkEntity(ent);
1231                         else
1232                                 cl.entities_active[i] = false;
1233                 }
1234         }
1235         CL_UpdateNetworkEntity(&cl.viewent);
1236 }
1237
1238 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1239 void CL_LinkNetworkEntity(entity_t *e)
1240 {
1241         entity_t *t;
1242         if (e->persistent.linkframe != entitylinkframenumber)
1243         {
1244                 e->persistent.linkframe = entitylinkframenumber;
1245                 // skip inactive entities and world
1246                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1247                         return;
1248                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1249                 {
1250                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1251                                 return;
1252                         if (!e->csqc)
1253                         if (cl.viewentity)
1254                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1255                 }
1256                 else
1257                 {
1258                         // if the tag entity is currently impossible, skip it
1259                         if (!e->csqc)
1260                         {
1261                                 if (e->state_current.tagentity >= cl.num_entities)
1262                                         return;
1263                                 t = cl.entities + e->state_current.tagentity;
1264                         }
1265                         else
1266                         {
1267                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1268                                         return;
1269                                 t = cl.csqcentities + e->state_current.tagentity;
1270                         }
1271                         // if the tag entity is inactive, skip it
1272                         if (!t->state_current.active)
1273                                 return;
1274                         // note: this can link to world
1275                         CL_LinkNetworkEntity(t);
1276                 }
1277
1278                 // don't show entities with no modelindex (note: this still shows
1279                 // entities which have a modelindex that resolved to a NULL model)
1280                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1281                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1282                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1283                 //      Matrix4x4_Print(&e->render.matrix);
1284         }
1285 }
1286
1287 void CL_RelinkWorld(void)
1288 {
1289         entity_t *ent = &cl.entities[0];
1290         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1291         // FIXME: this should be done at load
1292         ent->render.matrix = identitymatrix;
1293         CL_UpdateRenderEntity(&ent->render);
1294         ent->render.flags = RENDER_SHADOW;
1295         if (!r_fullbright.integer)
1296                 ent->render.flags |= RENDER_LIGHT;
1297         VectorSet(ent->render.colormod, 1, 1, 1);
1298         r_refdef.worldentity = &ent->render;
1299         r_refdef.worldmodel = cl.worldmodel;
1300 }
1301
1302 static void CL_RelinkStaticEntities(void)
1303 {
1304         int i;
1305         entity_t *e;
1306         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1307         {
1308                 e->render.flags = 0;
1309                 // if the model was not loaded when the static entity was created we
1310                 // need to re-fetch the model pointer
1311                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1312                 // transparent stuff can't be lit during the opaque stage
1313                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1314                         e->render.flags |= RENDER_TRANSPARENT;
1315                 // either fullbright or lit
1316                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1317                         e->render.flags |= RENDER_LIGHT;
1318                 // hide player shadow during intermission or nehahra movie
1319                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1320                         e->render.flags |= RENDER_SHADOW;
1321                 VectorSet(e->render.colormod, 1, 1, 1);
1322                 R_LerpAnimation(&e->render);
1323                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1324         }
1325 }
1326
1327 /*
1328 ===============
1329 CL_RelinkEntities
1330 ===============
1331 */
1332 static void CL_RelinkNetworkEntities(void)
1333 {
1334         entity_t *ent;
1335         int i;
1336
1337         // start on the entity after the world
1338         for (i = 1;i < cl.num_entities;i++)
1339         {
1340                 if (cl.entities_active[i])
1341                 {
1342                         ent = cl.entities + i;
1343                         if (ent->state_current.active)
1344                                 CL_LinkNetworkEntity(ent);
1345                         else
1346                                 cl.entities_active[i] = false;
1347                 }
1348         }
1349 }
1350
1351 static void CL_RelinkEffects(void)
1352 {
1353         int i, intframe;
1354         cl_effect_t *e;
1355         entity_t *ent;
1356         float frame;
1357
1358         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1359         {
1360                 if (e->active)
1361                 {
1362                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1363                         intframe = (int)frame;
1364                         if (intframe < 0 || intframe >= e->endframe)
1365                         {
1366                                 memset(e, 0, sizeof(*e));
1367                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1368                                         cl.num_effects--;
1369                                 continue;
1370                         }
1371
1372                         if (intframe != e->frame)
1373                         {
1374                                 e->frame = intframe;
1375                                 e->frame1time = e->frame2time;
1376                                 e->frame2time = cl.time;
1377                         }
1378
1379                         // if we're drawing effects, get a new temp entity
1380                         // (NewTempEntity adds it to the render entities list for us)
1381                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1382                         {
1383                                 // interpolation stuff
1384                                 ent->render.frame1 = intframe;
1385                                 ent->render.frame2 = intframe + 1;
1386                                 if (ent->render.frame2 >= e->endframe)
1387                                         ent->render.frame2 = -1; // disappear
1388                                 ent->render.framelerp = frame - intframe;
1389                                 ent->render.frame1time = e->frame1time;
1390                                 ent->render.frame2time = e->frame2time;
1391
1392                                 // normal stuff
1393                                 if(e->modelindex < MAX_MODELS)
1394                                         ent->render.model = cl.model_precache[e->modelindex];
1395                                 else
1396                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1397                                 ent->render.frame = ent->render.frame2;
1398                                 ent->render.colormap = -1; // no special coloring
1399                                 ent->render.alpha = 1;
1400                                 VectorSet(ent->render.colormod, 1, 1, 1);
1401
1402                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1403                                 CL_UpdateRenderEntity(&ent->render);
1404                         }
1405                 }
1406         }
1407 }
1408
1409 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1410 {
1411         VectorCopy(b->start, start);
1412         VectorCopy(b->end, end);
1413
1414         // if coming from the player, update the start position
1415         if (b->entity == cl.viewentity)
1416         {
1417                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1418                 {
1419                         // LordHavoc: this is a stupid hack from Quake that makes your
1420                         // lightning appear to come from your waist and cover less of your
1421                         // view
1422                         // in Quake this hack was applied to all players (causing the
1423                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1424                         // only applies to your own lightning, and only in first person
1425                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1426                 }
1427                 if (cl_beams_instantaimhack.integer)
1428                 {
1429                         vec3_t dir, localend;
1430                         vec_t len;
1431                         // LordHavoc: this updates the beam direction to match your
1432                         // viewangles
1433                         VectorSubtract(end, start, dir);
1434                         len = VectorLength(dir);
1435                         VectorNormalize(dir);
1436                         VectorSet(localend, len, 0, 0);
1437                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1438                 }
1439         }
1440 }
1441
1442 void CL_RelinkBeams(void)
1443 {
1444         int i;
1445         beam_t *b;
1446         vec3_t dist, org, start, end;
1447         float d;
1448         entity_t *ent;
1449         float yaw, pitch;
1450         float forward;
1451         matrix4x4_t tempmatrix;
1452
1453         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1454         {
1455                 if (!b->model)
1456                         continue;
1457                 if (b->endtime < cl.time)
1458                 {
1459                         b->model = NULL;
1460                         continue;
1461                 }
1462
1463                 CL_Beam_CalculatePositions(b, start, end);
1464
1465                 if (b->lightning)
1466                 {
1467                         if (cl_beams_lightatend.integer)
1468                         {
1469                                 // FIXME: create a matrix from the beam start/end orientation
1470                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1471                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1472                         }
1473                         if (cl_beams_polygons.integer)
1474                                 continue;
1475                 }
1476
1477                 // calculate pitch and yaw
1478                 // (this is similar to the QuakeC builtin function vectoangles)
1479                 VectorSubtract(end, start, dist);
1480                 if (dist[1] == 0 && dist[0] == 0)
1481                 {
1482                         yaw = 0;
1483                         if (dist[2] > 0)
1484                                 pitch = 90;
1485                         else
1486                                 pitch = 270;
1487                 }
1488                 else
1489                 {
1490                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1491                         if (yaw < 0)
1492                                 yaw += 360;
1493
1494                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1495                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1496                         if (pitch < 0)
1497                                 pitch += 360;
1498                 }
1499
1500                 // add new entities for the lightning
1501                 VectorCopy (start, org);
1502                 d = VectorNormalizeLength(dist);
1503                 while (d > 0)
1504                 {
1505                         ent = CL_NewTempEntity ();
1506                         if (!ent)
1507                                 return;
1508                         //VectorCopy (org, ent->render.origin);
1509                         ent->render.model = b->model;
1510                         //ent->render.effects = EF_FULLBRIGHT;
1511                         //ent->render.angles[0] = pitch;
1512                         //ent->render.angles[1] = yaw;
1513                         //ent->render.angles[2] = rand()%360;
1514                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1515                         CL_UpdateRenderEntity(&ent->render);
1516                         VectorMA(org, 30, dist, org);
1517                         d -= 30;
1518                 }
1519         }
1520
1521         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1522                 cl.num_beams--;
1523 }
1524
1525 static void CL_RelinkQWNails(void)
1526 {
1527         int i;
1528         vec_t *v;
1529         entity_t *ent;
1530
1531         for (i = 0;i < cl.qw_num_nails;i++)
1532         {
1533                 v = cl.qw_nails[i];
1534
1535                 // if we're drawing effects, get a new temp entity
1536                 // (NewTempEntity adds it to the render entities list for us)
1537                 if (!(ent = CL_NewTempEntity()))
1538                         continue;
1539
1540                 // normal stuff
1541                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1542                 ent->render.colormap = -1; // no special coloring
1543                 ent->render.alpha = 1;
1544                 VectorSet(ent->render.colormod, 1, 1, 1);
1545
1546                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1547                 CL_UpdateRenderEntity(&ent->render);
1548         }
1549 }
1550
1551 void CL_LerpPlayer(float frac)
1552 {
1553         int i;
1554
1555         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1556         for (i = 0;i < 3;i++)
1557         {
1558                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1559                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1560                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1561         }
1562 }
1563
1564 void CSQC_RelinkAllEntities (int drawmask)
1565 {
1566         // process network entities (note: this sets up the view!)
1567         cl.num_brushmodel_entities = 0;
1568         CL_UpdateEntities();
1569
1570         entitylinkframenumber++;
1571         // link stuff
1572         CL_RelinkWorld();
1573         CL_RelinkStaticEntities();
1574         CL_RelinkBeams();
1575         CL_RelinkEffects();
1576
1577         // link stuff
1578         if (drawmask & ENTMASK_ENGINE)
1579         {
1580                 CL_RelinkNetworkEntities();
1581                 CL_RelinkQWNails();
1582         }
1583
1584         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1585                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1586
1587         // update view blend
1588         V_CalcViewBlend();
1589 }
1590
1591 /*
1592 ===============
1593 CL_ReadFromServer
1594
1595 Read all incoming data from the server
1596 ===============
1597 */
1598 extern void CL_ClientMovement_Replay(void);
1599 extern void CL_StairSmoothing(void);//view.c
1600
1601 int CL_ReadFromServer(void)
1602 {
1603         CL_ReadDemoMessage();
1604         CL_SendMove();
1605
1606         r_refdef.time = cl.time;
1607         r_refdef.extraupdate = !r_speeds.integer;
1608         r_refdef.numentities = 0;
1609         r_view.matrix = identitymatrix;
1610
1611         if (cls.state == ca_connected && cls.signon == SIGNONS)
1612         {
1613                 // prepare for a new frame
1614                 CL_LerpPlayer(CL_LerpPoint());
1615                 CL_DecayLights();
1616                 CL_ClearTempEntities();
1617                 V_DriftPitch();
1618                 V_FadeViewFlashs();
1619
1620                 // move particles
1621                 CL_MoveParticles();
1622                 R_MoveExplosions();
1623
1624                 // predict current player location
1625                 CL_ClientMovement_Replay();
1626
1627                 // now that the player entity has been updated we can call V_CalcRefdef
1628                 V_CalcRefdef();
1629
1630                 if(!csqc_loaded)        //[515]: csqc
1631                 {
1632                         // process network entities (note: this sets up the view!)
1633                         cl.num_brushmodel_entities = 0;
1634                         CL_UpdateEntities();
1635
1636                         entitylinkframenumber++;
1637                         // link stuff
1638                         CL_RelinkWorld();
1639                         CL_RelinkStaticEntities();
1640                         CL_RelinkBeams();
1641                         CL_RelinkEffects();
1642
1643                         CL_RelinkNetworkEntities();
1644                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1645                         CL_RelinkQWNails();
1646
1647                         // update view blend
1648                         V_CalcViewBlend();
1649                 }
1650                 else
1651                         csqc_frame = true;
1652
1653                 CL_UpdateLights();
1654                 CL_StairSmoothing();
1655
1656                 // update the r_refdef time again because cl.time may have changed
1657                 r_refdef.time = cl.time;
1658         }
1659
1660         return 0;
1661 }
1662
1663 // LordHavoc: pausedemo command
1664 static void CL_PauseDemo_f (void)
1665 {
1666         cls.demopaused = !cls.demopaused;
1667         if (cls.demopaused)
1668                 Con_Print("Demo paused\n");
1669         else
1670                 Con_Print("Demo unpaused\n");
1671 }
1672
1673 /*
1674 ======================
1675 CL_Fog_f
1676 ======================
1677 */
1678 static void CL_Fog_f (void)
1679 {
1680         if (Cmd_Argc () == 1)
1681         {
1682                 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);
1683                 return;
1684         }
1685         r_refdef.fog_density = atof(Cmd_Argv(1));
1686         r_refdef.fog_red = atof(Cmd_Argv(2));
1687         r_refdef.fog_green = atof(Cmd_Argv(3));
1688         r_refdef.fog_blue = atof(Cmd_Argv(4));
1689 }
1690
1691 /*
1692 ====================
1693 CL_TimeRefresh_f
1694
1695 For program optimization
1696 ====================
1697 */
1698 static void CL_TimeRefresh_f (void)
1699 {
1700         int i;
1701         float timestart, timedelta, oldangles[3];
1702
1703         r_refdef.extraupdate = false;
1704         VectorCopy(cl.viewangles, oldangles);
1705         VectorClear(cl.viewangles);
1706
1707         timestart = Sys_DoubleTime();
1708         for (i = 0;i < 128;i++)
1709         {
1710                 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);
1711                 CL_UpdateScreen();
1712         }
1713         timedelta = Sys_DoubleTime() - timestart;
1714
1715         VectorCopy(oldangles, cl.viewangles);
1716         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1717 }
1718
1719 /*
1720 ===========
1721 CL_Shutdown
1722 ===========
1723 */
1724 void CL_Shutdown (void)
1725 {
1726         CL_Particles_Shutdown();
1727         CL_Parse_Shutdown();
1728
1729         Mem_FreePool (&cls.permanentmempool);
1730         Mem_FreePool (&cls.levelmempool);
1731 }
1732
1733 /*
1734 =================
1735 CL_Init
1736 =================
1737 */
1738 void CL_Init (void)
1739 {
1740         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1741         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1742
1743         memset(&r_refdef, 0, sizeof(r_refdef));
1744         // max entities sent to renderer per frame
1745         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1746         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1747
1748         CL_InitInput ();
1749
1750 //
1751 // register our commands
1752 //
1753         Cvar_RegisterVariable (&cl_upspeed);
1754         Cvar_RegisterVariable (&cl_forwardspeed);
1755         Cvar_RegisterVariable (&cl_backspeed);
1756         Cvar_RegisterVariable (&cl_sidespeed);
1757         Cvar_RegisterVariable (&cl_movespeedkey);
1758         Cvar_RegisterVariable (&cl_yawspeed);
1759         Cvar_RegisterVariable (&cl_pitchspeed);
1760         Cvar_RegisterVariable (&cl_anglespeedkey);
1761         Cvar_RegisterVariable (&cl_shownet);
1762         Cvar_RegisterVariable (&cl_nolerp);
1763         Cvar_RegisterVariable (&lookspring);
1764         Cvar_RegisterVariable (&lookstrafe);
1765         Cvar_RegisterVariable (&sensitivity);
1766         Cvar_RegisterVariable (&freelook);
1767
1768         Cvar_RegisterVariable (&m_pitch);
1769         Cvar_RegisterVariable (&m_yaw);
1770         Cvar_RegisterVariable (&m_forward);
1771         Cvar_RegisterVariable (&m_side);
1772
1773         Cvar_RegisterVariable (&cl_itembobspeed);
1774         Cvar_RegisterVariable (&cl_itembobheight);
1775
1776         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1777         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1778         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1779         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1780         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1781         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1782
1783 #ifdef AUTODEMO_BROKEN
1784         Cvar_RegisterVariable (&cl_autodemo);
1785         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1786 #endif
1787
1788         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1789
1790         // LordHavoc: added pausedemo
1791         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)");
1792
1793         Cvar_RegisterVariable(&r_draweffects);
1794         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1795         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1796         Cvar_RegisterVariable(&cl_explosions_size_start);
1797         Cvar_RegisterVariable(&cl_explosions_size_end);
1798         Cvar_RegisterVariable(&cl_explosions_lifetime);
1799         Cvar_RegisterVariable(&cl_stainmaps);
1800         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1801         Cvar_RegisterVariable(&cl_beams_polygons);
1802         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1803         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1804         Cvar_RegisterVariable(&cl_beams_lightatend);
1805         Cvar_RegisterVariable(&cl_noplayershadow);
1806
1807         Cvar_RegisterVariable(&cl_prydoncursor);
1808
1809         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1810
1811         // for QW connections
1812         Cvar_RegisterVariable(&qport);
1813         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1814
1815         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1816
1817         CL_Parse_Init();
1818         CL_Particles_Init();
1819         CL_Screen_Init();
1820
1821         CL_Video_Init();
1822 }
1823
1824
1825