2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
57 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
58 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
59 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
61 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
63 mempool_t *cl_refdef_mempool;
64 mempool_t *cl_entities_mempool;
70 int cl_max_static_entities;
71 int cl_max_temp_entities;
75 int cl_max_lightstyle;
76 int cl_max_brushmodel_entities;
78 entity_t *cl_entities;
79 qbyte *cl_entities_active;
80 entity_t *cl_static_entities;
81 entity_t *cl_temp_entities;
82 cl_effect_t *cl_effects;
85 lightstyle_t *cl_lightstyle;
86 entity_render_t **cl_brushmodel_entities;
89 int cl_num_static_entities;
90 int cl_num_temp_entities;
91 int cl_num_brushmodel_entities;
99 void CL_ClearState(void)
106 // note: this also gets rid of the entity database
107 Mem_EmptyPool(cl_entities_mempool);
109 // wipe the entire cl structure
110 memset (&cl, 0, sizeof(cl));
111 // reset the view zoom interpolation
112 cl.viewzoomold = cl.viewzoomnew = 1;
114 SZ_Clear (&cls.message);
117 cl_num_static_entities = 0;
118 cl_num_temp_entities = 0;
119 cl_num_brushmodel_entities = 0;
121 // tweak these if the game runs out
122 cl_max_entities = MAX_EDICTS;
123 cl_max_static_entities = 256;
124 cl_max_temp_entities = 512;
125 cl_max_effects = 256;
127 cl_max_dlights = MAX_DLIGHTS;
128 cl_max_lightstyle = MAX_LIGHTSTYLES;
129 cl_max_brushmodel_entities = MAX_EDICTS;
131 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
132 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
133 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
134 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
135 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
136 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
137 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
138 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
139 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
143 CL_Particles_Clear();
145 // LordHavoc: have to set up the baseline info for alpha and other stuff
146 for (i = 0;i < cl_max_entities;i++)
148 ClearStateToDefault(&cl_entities[i].state_baseline);
149 ClearStateToDefault(&cl_entities[i].state_previous);
150 ClearStateToDefault(&cl_entities[i].state_current);
157 =====================
160 Sends a disconnect message to the server
161 This is also called on Host_Error, so it shouldn't cause any errors
162 =====================
164 void CL_Disconnect(void)
166 if (cls.state == ca_dedicated)
169 Con_DPrintf("CL_Disconnect\n");
171 // stop sounds (especially looping!)
172 S_StopAllSounds (true);
174 // clear contents blends
175 cl.cshifts[0].percent = 0;
176 cl.cshifts[1].percent = 0;
177 cl.cshifts[2].percent = 0;
178 cl.cshifts[3].percent = 0;
180 cl.worldmodel = NULL;
182 if (cls.demoplayback)
186 if (cls.demorecording)
189 Con_DPrint("Sending clc_disconnect\n");
190 SZ_Clear(&cls.message);
191 MSG_WriteByte(&cls.message, clc_disconnect);
192 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
193 SZ_Clear(&cls.message);
194 NetConn_Close(cls.netcon);
197 cls.state = ca_disconnected;
199 cls.demoplayback = cls.timedemo = false;
203 void CL_Disconnect_f(void)
207 Host_ShutdownServer (false);
214 =====================
215 CL_EstablishConnection
217 Host should be either "local" or a net address
218 =====================
220 void CL_EstablishConnection(const char *host)
222 if (cls.state == ca_dedicated)
225 // clear menu's connect error message
226 m_return_reason[0] = 0;
229 // stop demo loop in case this fails
231 NetConn_ClientFrame();
232 NetConn_ServerFrame();
234 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
236 cls.connect_trying = true;
237 cls.connect_remainingtries = 3;
238 cls.connect_nextsendtime = 0;
241 NetConn_ClientFrame();
242 NetConn_ServerFrame();
243 NetConn_ClientFrame();
244 NetConn_ServerFrame();
245 NetConn_ClientFrame();
246 NetConn_ServerFrame();
247 NetConn_ClientFrame();
248 NetConn_ServerFrame();
253 Con_Print("Unable to find a suitable network socket to connect to server.\n");
254 strcpy(m_return_reason, "No network");
263 static void CL_PrintEntities_f(void)
269 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
271 if (!ent->state_current.active)
274 if (ent->render.model)
275 strlcpy (name, ent->render.model->name, 25);
277 strcpy(name, "--no model--");
278 for (j = strlen(name);j < 25;j++)
280 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
284 //static const vec3_t nomodelmins = {-16, -16, -16};
285 //static const vec3_t nomodelmaxs = {16, 16, 16};
286 void CL_BoundingBoxForEntity(entity_render_t *ent)
290 //if (ent->angles[0] || ent->angles[2])
291 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
294 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
295 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
296 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
297 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
298 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
299 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
300 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
301 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
303 //else if (ent->angles[1])
304 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
307 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
308 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
309 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
310 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
311 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
312 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
313 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
314 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
318 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
319 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
320 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
321 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
322 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
323 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
324 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
325 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
330 ent->mins[0] = ent->matrix.m[0][3] - 16;
331 ent->mins[1] = ent->matrix.m[1][3] - 16;
332 ent->mins[2] = ent->matrix.m[2][3] - 16;
333 ent->maxs[0] = ent->matrix.m[0][3] + 16;
334 ent->maxs[1] = ent->matrix.m[1][3] + 16;
335 ent->maxs[2] = ent->matrix.m[2][3] + 16;
336 //VectorAdd(ent->origin, nomodelmins, ent->mins);
337 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
345 Determines the fraction between the last two messages that the objects
349 static float CL_LerpPoint(void)
353 // dropped packet, or start of demo
354 if (cl.mtime[1] < cl.mtime[0] - 0.1)
355 cl.mtime[1] = cl.mtime[0] - 0.1;
357 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
359 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
360 f = cl.mtime[0] - cl.mtime[1];
361 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
363 cl.time = cl.mtime[0];
367 f = (cl.time - cl.mtime[1]) / f;
368 return bound(0, f, 1);
371 void CL_ClearTempEntities (void)
373 cl_num_temp_entities = 0;
376 entity_t *CL_NewTempEntity(void)
380 if (r_refdef.numentities >= r_refdef.maxentities)
382 if (cl_num_temp_entities >= cl_max_temp_entities)
384 ent = &cl_temp_entities[cl_num_temp_entities++];
385 memset (ent, 0, sizeof(*ent));
386 r_refdef.entities[r_refdef.numentities++] = &ent->render;
388 ent->render.colormap = -1; // no special coloring
389 ent->render.scale = 1;
390 ent->render.alpha = 1;
394 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
398 if (!modelindex) // sanity check
400 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
405 VectorCopy(org, e->origin);
406 e->modelindex = modelindex;
407 e->starttime = cl.time;
408 e->startframe = startframe;
409 e->endframe = startframe + framecount;
410 e->framerate = framerate;
413 e->frame1time = cl.time;
414 e->frame2time = cl.time;
419 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)
425 // first look for an exact key match
429 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
435 // then look for anything else
437 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
441 // unable to find one
445 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
446 memset (dl, 0, sizeof(*dl));
447 dl->matrix = *matrix;
449 dl->origin[0] = dl->matrix.m[0][3];
450 dl->origin[1] = dl->matrix.m[1][3];
451 dl->origin[2] = dl->matrix.m[2][3];
452 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
453 dl->matrix.m[0][3] = dl->origin[0];
454 dl->matrix.m[1][3] = dl->origin[1];
455 dl->matrix.m[2][3] = dl->origin[2];
458 dl->color[1] = green;
462 dl->die = cl.time + lifetime;
465 dl->cubemapnum = cubemapnum;
467 dl->shadow = shadowenable;
471 void CL_DecayLights(void)
477 time = cl.time - cl.oldtime;
478 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
480 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
483 #define MAXVIEWMODELS 32
484 entity_t *viewmodels[MAXVIEWMODELS];
487 matrix4x4_t viewmodelmatrix;
489 static int entitylinkframenumber;
491 static const vec3_t muzzleflashorigin = {18, 0, 0};
493 extern void V_DriftPitch(void);
494 extern void V_FadeViewFlashs(void);
495 extern void V_CalcViewBlend(void);
497 extern void V_CalcRefdef(void);
498 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
499 void CL_LinkNetworkEntity(entity_t *e)
501 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
502 //matrix4x4_t dlightmatrix;
503 int j, k, l, trailtype, temp;
504 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
507 //entity_persistent_t *p = &e->persistent;
508 //entity_render_t *r = &e->render;
509 if (e->persistent.linkframe != entitylinkframenumber)
511 e->persistent.linkframe = entitylinkframenumber;
512 // skip inactive entities and world
513 if (!e->state_current.active || e == cl_entities)
515 if (e->render.flags & RENDER_VIEWMODEL)
517 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
520 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
521 matrix = &viewmodelmatrix;
522 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
524 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
525 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
530 t = cl_entities + e->state_current.tagentity;
531 if (!t->state_current.active)
533 // note: this can link to world
534 CL_LinkNetworkEntity(t);
535 // make relative to the entity
536 matrix = &t->render.matrix;
537 // if a valid tagindex is used, make it relative to that tag instead
538 // FIXME: use a model function to get tag info (need to handle skeletal)
539 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
541 // blend the matrices
542 memset(&blendmatrix, 0, sizeof(blendmatrix));
543 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
545 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
546 d = t->render.frameblend[j].lerp;
547 for (l = 0;l < 4;l++)
548 for (k = 0;k < 4;k++)
549 blendmatrix.m[l][k] += d * matrix->m[l][k];
551 // concat the tag matrices onto the entity matrix
552 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
553 // use the constructed tag matrix
554 matrix = &tempmatrix;
557 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
558 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
559 e->render.flags = e->state_current.flags;
560 if (e - cl_entities == cl.viewentity)
561 e->render.flags |= RENDER_EXTERIORMODEL;
562 e->render.effects = e->state_current.effects;
563 if (e->state_current.flags & RENDER_COLORMAPPED)
564 e->render.colormap = e->state_current.colormap;
565 else if (cl.scores != NULL && e->state_current.colormap)
566 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
568 e->render.colormap = -1; // no special coloring
569 e->render.skinnum = e->state_current.skin;
570 // set up the render matrix
571 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
574 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
576 // interpolate the origin and angles
577 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
578 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
579 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
580 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
581 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
582 VectorMA(e->persistent.oldangles, lerp, delta, angles);
587 VectorCopy(e->persistent.neworigin, origin);
588 VectorCopy(e->persistent.newangles, angles);
591 if (e->render.frame2 == e->state_current.frame)
593 // update frame lerp fraction
594 e->render.framelerp = 1;
595 if (e->render.frame2time > e->render.frame1time)
597 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
598 e->render.framelerp = bound(0, e->render.framelerp, 1);
603 // begin a new frame lerp
604 e->render.frame1 = e->render.frame2;
605 e->render.frame1time = e->render.frame2time;
606 e->render.frame = e->render.frame2 = e->state_current.frame;
607 e->render.frame2time = cl.time;
608 e->render.framelerp = 0;
609 // make sure frame lerp won't last longer than 100ms
610 // (this mainly helps with models that use framegroups and
611 // switch between them infrequently)
612 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
618 VectorCopy(e->persistent.neworigin, origin);
619 VectorCopy(e->persistent.newangles, angles);
620 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
621 e->render.frame1time = e->render.frame2time = cl.time;
622 e->render.framelerp = 1;
625 e->render.model = cl.model_precache[e->state_current.modelindex];
628 Mod_CheckLoaded(e->render.model);
629 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
630 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
631 angles[0] = -angles[0];
632 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
634 angles[1] = ANGLEMOD(100*cl.time);
635 if (cl_itembobheight.value)
636 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
640 R_LerpAnimation(&e->render);
642 // FIXME: e->render.scale should go away
643 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
644 // concat the matrices to make the entity relative to its tag
645 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
646 // make the other useful stuff
647 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
648 CL_BoundingBoxForEntity(&e->render);
650 // handle effects now that we know where this entity is in the world...
651 origin[0] = e->render.matrix.m[0][3];
652 origin[1] = e->render.matrix.m[1][3];
653 origin[2] = e->render.matrix.m[2][3];
659 // LordHavoc: if the entity has no effects, don't check each
660 if (e->render.effects)
662 if (e->render.effects & EF_BRIGHTFIELD)
664 if (gamemode == GAME_NEXUIZ)
666 dlightradius = max(dlightradius, 200);
667 dlightcolor[0] += 0.75f;
668 dlightcolor[1] += 1.50f;
669 dlightcolor[2] += 3.00f;
673 CL_EntityParticles(e);
675 if (e->render.effects & EF_MUZZLEFLASH)
676 e->persistent.muzzleflash = 1.0f;
677 if (e->render.effects & EF_DIMLIGHT)
679 dlightradius = max(dlightradius, 200);
680 dlightcolor[0] += 1.50f;
681 dlightcolor[1] += 1.50f;
682 dlightcolor[2] += 1.50f;
684 if (e->render.effects & EF_BRIGHTLIGHT)
686 dlightradius = max(dlightradius, 400);
687 dlightcolor[0] += 3.00f;
688 dlightcolor[1] += 3.00f;
689 dlightcolor[2] += 3.00f;
691 // LordHavoc: more effects
692 if (e->render.effects & EF_RED) // red
694 dlightradius = max(dlightradius, 200);
695 dlightcolor[0] += 1.50f;
696 dlightcolor[1] += 0.15f;
697 dlightcolor[2] += 0.15f;
699 if (e->render.effects & EF_BLUE) // blue
701 dlightradius = max(dlightradius, 200);
702 dlightcolor[0] += 0.15f;
703 dlightcolor[1] += 0.15f;
704 dlightcolor[2] += 1.50f;
706 if (e->render.effects & EF_FLAME)
708 mins[0] = origin[0] - 16.0f;
709 mins[1] = origin[1] - 16.0f;
710 mins[2] = origin[2] - 16.0f;
711 maxs[0] = origin[0] + 16.0f;
712 maxs[1] = origin[1] + 16.0f;
713 maxs[2] = origin[2] + 16.0f;
714 // how many flames to make
715 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
716 CL_FlameCube(mins, maxs, temp);
717 d = lhrandom(0.75f, 1);
718 dlightradius = max(dlightradius, 200);
719 dlightcolor[0] += d * 2.0f;
720 dlightcolor[1] += d * 1.5f;
721 dlightcolor[2] += d * 0.5f;
723 if (e->render.effects & EF_STARDUST)
725 mins[0] = origin[0] - 16.0f;
726 mins[1] = origin[1] - 16.0f;
727 mins[2] = origin[2] - 16.0f;
728 maxs[0] = origin[0] + 16.0f;
729 maxs[1] = origin[1] + 16.0f;
730 maxs[2] = origin[2] + 16.0f;
731 // how many particles to make
732 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
733 CL_Stardust(mins, maxs, temp);
734 dlightradius = max(dlightradius, 200);
735 dlightcolor[0] += 1.0f;
736 dlightcolor[1] += 0.7f;
737 dlightcolor[2] += 0.3f;
740 // muzzleflash fades over time, and is offset a bit
741 if (e->persistent.muzzleflash > 0)
743 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
744 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
745 tempmatrix = e->render.matrix;
746 tempmatrix.m[0][3] = v[0];
747 tempmatrix.m[1][3] = v[1];
748 tempmatrix.m[2][3] = v[2];
749 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
750 e->persistent.muzzleflash -= cl.frametime * 10;
752 // LordHavoc: if the model has no flags, don't check each
753 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
755 if (e->render.model->flags & EF_GIB)
757 else if (e->render.model->flags & EF_ZOMGIB)
759 else if (e->render.model->flags & EF_TRACER)
762 dlightradius = max(dlightradius, 100);
763 dlightcolor[0] += 0.25f;
764 dlightcolor[1] += 1.00f;
765 dlightcolor[2] += 0.25f;
767 else if (e->render.model->flags & EF_TRACER2)
770 dlightradius = max(dlightradius, 100);
771 dlightcolor[0] += 1.00f;
772 dlightcolor[1] += 0.60f;
773 dlightcolor[2] += 0.20f;
775 else if (e->render.model->flags & EF_ROCKET)
778 dlightradius = max(dlightradius, 200);
779 dlightcolor[0] += 3.00f;
780 dlightcolor[1] += 1.50f;
781 dlightcolor[2] += 0.50f;
783 else if (e->render.model->flags & EF_GRENADE)
785 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
786 trailtype = e->render.alpha == -1 ? 7 : 1;
788 else if (e->render.model->flags & EF_TRACER3)
791 if (gamemode == GAME_PRYDON)
793 dlightradius = max(dlightradius, 100);
794 dlightcolor[0] += 0.30f;
795 dlightcolor[1] += 0.60f;
796 dlightcolor[2] += 1.20f;
800 dlightradius = max(dlightradius, 200);
801 dlightcolor[0] += 1.20f;
802 dlightcolor[1] += 0.50f;
803 dlightcolor[2] += 1.00f;
807 // LordHavoc: customizable glow
808 if (e->state_current.glowsize)
810 // * 4 for the expansion from 0-255 to 0-1023 range,
811 // / 255 to scale down byte colors
812 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
813 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
815 // make the glow dlight
816 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
818 //dlightmatrix = e->render.matrix;
819 // hack to make glowing player light shine on their gun
820 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
821 // dlightmatrix.m[2][3] += 30;
822 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
825 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
828 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
829 light[3] = e->state_current.light[3];
830 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
831 VectorSet(light, 1, 1, 1);
834 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
836 // trails need the previous frame
837 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
839 if (e->render.flags & RENDER_GLOWTRAIL)
842 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
844 VectorCopy(origin, e->persistent.trail_origin);
845 // note: the cl.viewentity and intermission check is to hide player
846 // shadow during intermission and during the Nehahra movie and
847 // Nehahra cinematics
848 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
849 && (e->render.alpha == 1)
850 && !(e->render.flags & RENDER_VIEWMODEL)
851 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
852 e->render.flags |= RENDER_SHADOW;
853 if (!(e->render.effects & EF_FULLBRIGHT))
854 e->render.flags |= RENDER_LIGHT;
855 // as soon as player is known we can call V_CalcRefDef
856 if ((e - cl_entities) == cl.viewentity)
858 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
859 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
860 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
861 e->render.effects |= EF_ADDITIVE;
862 // don't show entities with no modelindex (note: this still shows
863 // entities which have a modelindex that resolved to a NULL model)
864 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
865 r_refdef.entities[r_refdef.numentities++] = &e->render;
866 if (cl_num_entities < e->state_current.number + 1)
867 cl_num_entities = e->state_current.number + 1;
868 //if (cl.viewentity && e - cl_entities == cl.viewentity)
869 // Matrix4x4_Print(&e->render.matrix);
873 void CL_RelinkWorld(void)
875 entity_t *ent = &cl_entities[0];
876 if (cl_num_entities < 1)
878 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
879 // FIXME: this should be done at load
880 Matrix4x4_CreateIdentity(&ent->render.matrix);
881 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
882 CL_BoundingBoxForEntity(&ent->render);
885 static void CL_RelinkStaticEntities(void)
888 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
890 Mod_CheckLoaded(cl_static_entities[i].render.model);
891 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
900 static void CL_RelinkNetworkEntities(void)
906 ent->state_previous = ent->state_current;
907 ClearStateToDefault(&ent->state_current);
908 ent->state_current.time = cl.time;
909 ent->state_current.number = -1;
910 ent->state_current.active = true;
911 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
912 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
913 ent->state_current.flags = RENDER_VIEWMODEL;
914 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
915 ent->state_current.modelindex = 0;
916 else if (cl.items & IT_INVISIBILITY)
918 if (gamemode == GAME_TRANSFUSION)
919 ent->state_current.alpha = 128;
921 ent->state_current.modelindex = 0;
924 // start on the entity after the world
925 entitylinkframenumber++;
926 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
928 if (cl_entities_active[i])
930 if (ent->state_current.active)
931 CL_LinkNetworkEntity(ent);
933 cl_entities_active[i] = false;
936 CL_LinkNetworkEntity(&cl.viewent);
939 static void CL_RelinkEffects(void)
946 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
950 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
952 if (intframe < 0 || intframe >= e->endframe)
954 memset(e, 0, sizeof(*e));
958 if (intframe != e->frame)
961 e->frame1time = e->frame2time;
962 e->frame2time = cl.time;
965 // if we're drawing effects, get a new temp entity
966 // (NewTempEntity adds it to the render entities list for us)
967 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
969 // interpolation stuff
970 ent->render.frame1 = intframe;
971 ent->render.frame2 = intframe + 1;
972 if (ent->render.frame2 >= e->endframe)
973 ent->render.frame2 = -1; // disappear
974 ent->render.framelerp = frame - intframe;
975 ent->render.frame1time = e->frame1time;
976 ent->render.frame2time = e->frame2time;
979 ent->render.model = cl.model_precache[e->modelindex];
980 ent->render.frame = ent->render.frame2;
981 ent->render.colormap = -1; // no special coloring
982 ent->render.alpha = 1;
984 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
985 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
986 CL_BoundingBoxForEntity(&ent->render);
992 void CL_RelinkBeams(void)
1001 matrix4x4_t tempmatrix;
1003 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1005 if (!b->model || b->endtime < cl.time)
1008 // if coming from the player, update the start position
1009 //if (b->entity == cl.viewentity)
1010 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1011 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1013 entity_state_t *p = &cl_entities[b->entity].state_previous;
1014 //entity_state_t *c = &cl_entities[b->entity].state_current;
1015 entity_render_t *r = &cl_entities[b->entity].render;
1016 matrix4x4_t matrix, imatrix;
1017 if (b->relativestartvalid == 2)
1019 // not really valid yet, we need to get the orientation now
1020 // (ParseBeam flagged this because it is received before
1021 // entities are received, by now they have been received)
1022 // note: because players create lightning in their think
1023 // function (which occurs before movement), they actually
1024 // have some lag in it's location, so compare to the
1025 // previous player state, not the latest
1026 if (b->entity == cl.viewentity)
1027 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1029 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1030 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1031 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1032 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1033 b->relativestartvalid = 1;
1037 if (b->entity == cl.viewentity)
1038 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1040 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1041 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1042 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1048 if (cl_beams_lightatend.integer)
1050 // FIXME: create a matrix from the beam start/end orientation
1051 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1052 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
1054 if (cl_beams_polygons.integer)
1058 // calculate pitch and yaw
1059 VectorSubtract (b->end, b->start, dist);
1061 if (dist[1] == 0 && dist[0] == 0)
1071 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1075 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1076 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1081 // add new entities for the lightning
1082 VectorCopy (b->start, org);
1083 d = VectorNormalizeLength(dist);
1086 ent = CL_NewTempEntity ();
1089 //VectorCopy (org, ent->render.origin);
1090 ent->render.model = b->model;
1091 ent->render.effects = EF_FULLBRIGHT;
1092 //ent->render.angles[0] = pitch;
1093 //ent->render.angles[1] = yaw;
1094 //ent->render.angles[2] = rand()%360;
1095 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1096 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1097 CL_BoundingBoxForEntity(&ent->render);
1098 VectorMA(org, 30, dist, org);
1104 void CL_LerpPlayer(float frac)
1109 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1111 for (i = 0;i < 3;i++)
1112 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1114 if (cls.demoplayback)
1116 // interpolate the angles
1117 for (i = 0;i < 3;i++)
1119 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1124 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1133 Read all incoming data from the server
1136 int CL_ReadFromServer(void)
1138 CL_ReadDemoMessage();
1140 r_refdef.numentities = 0;
1141 cl_num_entities = 0;
1142 cl_num_brushmodel_entities = 0;
1144 if (cls.state == ca_connected && cls.signon == SIGNONS)
1146 // prepare for a new frame
1147 CL_LerpPlayer(CL_LerpPoint());
1149 CL_ClearTempEntities();
1153 // relink network entities (note: this sets up the view!)
1154 CL_RelinkNetworkEntities();
1162 CL_RelinkStaticEntities();
1166 // run cgame code (which can add more entities)
1169 // update view blend
1181 void CL_SendCmd(usercmd_t *cmd)
1183 if (cls.signon == SIGNONS)
1186 if (cls.demoplayback)
1188 SZ_Clear(&cls.message);
1192 // send the reliable message (forwarded commands) if there is one
1193 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1195 if (developer.integer)
1197 Con_Print("CL_SendCmd: sending reliable message:\n");
1198 SZ_HexDumpToConsole(&cls.message);
1200 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1201 Host_Error("CL_WriteToServer: lost server connection");
1202 SZ_Clear(&cls.message);
1206 // LordHavoc: pausedemo command
1207 static void CL_PauseDemo_f (void)
1209 cls.demopaused = !cls.demopaused;
1211 Con_Print("Demo paused\n");
1213 Con_Print("Demo unpaused\n");
1217 ======================
1219 ======================
1221 static void CL_Fog_f (void)
1223 if (Cmd_Argc () == 1)
1225 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1228 fog_density = atof(Cmd_Argv(1));
1229 fog_red = atof(Cmd_Argv(2));
1230 fog_green = atof(Cmd_Argv(3));
1231 fog_blue = atof(Cmd_Argv(4));
1239 //VorteX: cvars for GAME_NETHERWORLD
1240 cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
1241 cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
1242 cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
1243 cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
1244 cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
1245 cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
1246 cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
1247 cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
1248 cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
1249 cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu
1250 cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"};
1251 cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"};
1252 cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"};
1253 cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"};
1254 cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
1255 cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};
1256 cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"};
1257 cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
1258 cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
1259 cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
1260 cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"};
1261 cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"};
1262 cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"};
1263 cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"};
1267 cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1268 cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1270 memset(&r_refdef, 0, sizeof(r_refdef));
1271 // max entities sent to renderer per frame
1272 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1273 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1274 // 256k drawqueue buffer
1275 r_refdef.maxdrawqueuesize = 256 * 1024;
1276 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1278 SZ_Alloc (&cls.message, 1024, "cls.message");
1284 // register our commands
1286 Cvar_RegisterVariable (&cl_upspeed);
1287 Cvar_RegisterVariable (&cl_forwardspeed);
1288 Cvar_RegisterVariable (&cl_backspeed);
1289 Cvar_RegisterVariable (&cl_sidespeed);
1290 Cvar_RegisterVariable (&cl_movespeedkey);
1291 Cvar_RegisterVariable (&cl_yawspeed);
1292 Cvar_RegisterVariable (&cl_pitchspeed);
1293 Cvar_RegisterVariable (&cl_anglespeedkey);
1294 Cvar_RegisterVariable (&cl_shownet);
1295 Cvar_RegisterVariable (&cl_nolerp);
1296 Cvar_RegisterVariable (&lookspring);
1297 Cvar_RegisterVariable (&lookstrafe);
1298 Cvar_RegisterVariable (&sensitivity);
1299 Cvar_RegisterVariable (&freelook);
1301 Cvar_RegisterVariable (&m_pitch);
1302 Cvar_RegisterVariable (&m_yaw);
1303 Cvar_RegisterVariable (&m_forward);
1304 Cvar_RegisterVariable (&m_side);
1306 Cvar_RegisterVariable (&cl_itembobspeed);
1307 Cvar_RegisterVariable (&cl_itembobheight);
1309 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1310 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1311 Cmd_AddCommand ("record", CL_Record_f);
1312 Cmd_AddCommand ("stop", CL_Stop_f);
1313 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1314 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1316 Cmd_AddCommand ("fog", CL_Fog_f);
1318 // LordHavoc: added pausedemo
1319 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1321 Cvar_RegisterVariable(&r_draweffects);
1322 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1323 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1324 Cvar_RegisterVariable(&cl_explosions_size_start);
1325 Cvar_RegisterVariable(&cl_explosions_size_end);
1326 Cvar_RegisterVariable(&cl_explosions_lifetime);
1327 Cvar_RegisterVariable(&cl_stainmaps);
1328 Cvar_RegisterVariable(&cl_beams_polygons);
1329 Cvar_RegisterVariable(&cl_beams_relative);
1330 Cvar_RegisterVariable(&cl_beams_lightatend);
1331 Cvar_RegisterVariable(&cl_noplayershadow);
1333 if (gamemode == GAME_NETHERWORLD)
1335 Cvar_RegisterVariable (&cl_playermodel);
1336 Cvar_RegisterVariable (&cl_footsteps);
1337 Cvar_RegisterVariable (&cl_weapon_ofs);
1338 Cvar_RegisterVariable (&cl_weapon_bstep);
1339 Cvar_RegisterVariable (&cl_weapon_bborder);
1340 Cvar_RegisterVariable (&cl_weapon_bphase);
1341 Cvar_RegisterVariable (&cl_weapon_bphasescale);
1342 Cvar_RegisterVariable (&cl_weapon_bphasescissor);
1343 Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death
1344 Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
1345 //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
1346 Cvar_RegisterVariable (&sv_monsters_healthscale);
1347 Cvar_RegisterVariable (&sv_monsters_damagescale);
1348 Cvar_RegisterVariable (&sv_monsters_randomize);
1349 Cvar_RegisterVariable (&sv_monsters_multiply);
1350 Cvar_RegisterVariable (&sv_monsters_multiply_radius);
1351 Cvar_RegisterVariable (&sv_monsters_ai_skillmod);
1352 Cvar_RegisterVariable (&sv_monsters_ai_agrmod);
1353 Cvar_RegisterVariable (&sv_monsters_ai_dexmod);
1354 Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
1355 Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum);
1356 Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime);
1357 Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster);
1358 Cvar_RegisterVariable (&sv_corpses_solid);
1362 CL_Particles_Init();