/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_main.c -- client main loop #include "quakedef.h" #include "cl_collision.h" #include "cl_video.h" #include "image.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. cvar_t cl_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"}; cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; cvar_t lookspring = {CVAR_SAVE, "lookspring","0"}; cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"}; cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30}; cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"}; cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"}; cvar_t m_forward = {CVAR_SAVE, "m_forward","1"}; cvar_t m_side = {CVAR_SAVE, "m_side","0.8"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; cvar_t r_draweffects = {0, "r_draweffects", "1"}; cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; client_static_t cls; client_state_t cl; int cl_max_entities; int cl_max_static_entities; int cl_max_temp_entities; int cl_max_effects; int cl_max_beams; int cl_max_dlights; int cl_max_lightstyle; int cl_max_brushmodel_entities; entity_t *cl_entities; qbyte *cl_entities_active; entity_t *cl_static_entities; entity_t *cl_temp_entities; cl_effect_t *cl_effects; beam_t *cl_beams; dlight_t *cl_dlights; lightstyle_t *cl_lightstyle; entity_render_t **cl_brushmodel_entities; int cl_num_entities; int cl_num_static_entities; int cl_num_temp_entities; int cl_num_brushmodel_entities; /* ===================== CL_ClearState ===================== */ void CL_ClearState(void) { int i; if (!sv.active) Host_ClearMemory (); // note: this also gets rid of the entity database Mem_EmptyPool(cl_entities_mempool); // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); // reset the view zoom interpolation cl.viewzoomold = cl.viewzoomnew = 1; SZ_Clear (&cls.message); cl_num_entities = 0; cl_num_static_entities = 0; cl_num_temp_entities = 0; cl_num_brushmodel_entities = 0; // tweak these if the game runs out cl_max_entities = MAX_EDICTS; cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; cl_max_beams = 256; cl_max_dlights = MAX_DLIGHTS; cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t)); cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte)); cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t)); cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t)); cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t)); cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t)); cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t)); cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *)); CL_Screen_NewMap(); CL_Particles_Clear(); // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) { ClearStateToDefault(&cl_entities[i].state_baseline); ClearStateToDefault(&cl_entities[i].state_previous); ClearStateToDefault(&cl_entities[i].state_current); } CL_CGVM_Clear(); } /* ===================== CL_Disconnect Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ void CL_Disconnect(void) { if (cls.state == ca_dedicated) return; Con_DPrintf("CL_Disconnect\n"); // stop sounds (especially looping!) S_StopAllSounds (true); // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; cl.cshifts[2].percent = 0; cl.cshifts[3].percent = 0; cl.worldmodel = NULL; if (cls.demoplayback) CL_StopPlayback(); else if (cls.netcon) { if (cls.demorecording) CL_Stop_f(); Con_DPrint("Sending clc_disconnect\n"); SZ_Clear(&cls.message); MSG_WriteByte(&cls.message, clc_disconnect); NetConn_SendUnreliableMessage(cls.netcon, &cls.message); SZ_Clear(&cls.message); NetConn_Close(cls.netcon); cls.netcon = NULL; } cls.state = ca_disconnected; cls.demoplayback = cls.timedemo = false; cls.signon = 0; } void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) Host_ShutdownServer (false); } /* ===================== CL_EstablishConnection Host should be either "local" or a net address ===================== */ void CL_EstablishConnection(const char *host) { if (cls.state == ca_dedicated) return; // clear menu's connect error message m_return_reason[0] = 0; cls.demonum = -1; // stop demo loop in case this fails CL_Disconnect(); NetConn_ClientFrame(); NetConn_ServerFrame(); if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; if (sv.active) { NetConn_ClientFrame(); NetConn_ServerFrame(); NetConn_ClientFrame(); NetConn_ServerFrame(); NetConn_ClientFrame(); NetConn_ServerFrame(); NetConn_ClientFrame(); NetConn_ServerFrame(); } } else { Con_Print("Unable to find a suitable network socket to connect to server.\n"); strcpy(m_return_reason, "No network"); } } /* ============== CL_PrintEntities_f ============== */ static void CL_PrintEntities_f(void) { entity_t *ent; int i, j; char name[32]; for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++) { if (!ent->state_current.active) continue; if (ent->render.model) strlcpy (name, ent->render.model->name, 25); else strcpy(name, "--no model--"); for (j = strlen(name);j < 25;j++) name[j] = ' '; 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); } } //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; void CL_BoundingBoxForEntity(entity_render_t *ent) { if (ent->model) { //if (ent->angles[0] || ent->angles[2]) if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) { // pitch or roll ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0]; ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1]; ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2]; ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0]; ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1]; ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2]; //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins); //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs); } //else if (ent->angles[1]) else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) { // yaw ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0]; ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1]; ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2]; ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0]; ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1]; ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2]; //VectorAdd(ent->origin, ent->model->yawmins, ent->mins); //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs); } else { ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0]; ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1]; ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2]; ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0]; ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1]; ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2]; //VectorAdd(ent->origin, ent->model->normalmins, ent->mins); //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs); } } else { ent->mins[0] = ent->matrix.m[0][3] - 16; ent->mins[1] = ent->matrix.m[1][3] - 16; ent->mins[2] = ent->matrix.m[2][3] - 16; ent->maxs[0] = ent->matrix.m[0][3] + 16; ent->maxs[1] = ent->matrix.m[1][3] + 16; ent->maxs[2] = ent->matrix.m[2][3] + 16; //VectorAdd(ent->origin, nomodelmins, ent->mins); //VectorAdd(ent->origin, nomodelmaxs, ent->maxs); } } /* =============== CL_LerpPoint Determines the fraction between the last two messages that the objects should be put at. =============== */ static float CL_LerpPoint(void) { float f; // dropped packet, or start of demo if (cl.mtime[1] < cl.mtime[0] - 0.1) cl.mtime[1] = cl.mtime[0] - 0.1; cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); // LordHavoc: lerp in listen games as the server is being capped below the client (usually) f = cl.mtime[0] - cl.mtime[1]; if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) { cl.time = cl.mtime[0]; return 1; } f = (cl.time - cl.mtime[1]) / f; return bound(0, f, 1); } void CL_ClearTempEntities (void) { cl_num_temp_entities = 0; } entity_t *CL_NewTempEntity(void) { entity_t *ent; if (r_refdef.numentities >= r_refdef.maxentities) return NULL; if (cl_num_temp_entities >= cl_max_temp_entities) return NULL; ent = &cl_temp_entities[cl_num_temp_entities++]; memset (ent, 0, sizeof(*ent)); r_refdef.entities[r_refdef.numentities++] = &ent->render; ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; return ent; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) { int i; cl_effect_t *e; if (!modelindex) // sanity check return; for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) { if (e->active) continue; e->active = true; VectorCopy(org, e->origin); e->modelindex = modelindex; e->starttime = cl.time; e->startframe = startframe; e->endframe = startframe + framecount; e->framerate = framerate; e->frame = 0; e->frame1time = cl.time; e->frame2time = cl.time; break; } } 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) { int i; dlight_t *dl; /* // first look for an exact key match if (ent) { dl = cl_dlights; for (i = 0;i < MAX_DLIGHTS;i++, dl++) if (dl->ent == ent) goto dlightsetup; } */ // then look for anything else dl = cl_dlights; for (i = 0;i < MAX_DLIGHTS;i++, dl++) if (!dl->radius) goto dlightsetup; // unable to find one return; dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); dl->matrix = *matrix; dl->ent = ent; dl->origin[0] = dl->matrix.m[0][3]; dl->origin[1] = dl->matrix.m[1][3]; dl->origin[2] = dl->matrix.m[2][3]; CL_FindNonSolidLocation(dl->origin, dl->origin, 6); dl->matrix.m[0][3] = dl->origin[0]; dl->matrix.m[1][3] = dl->origin[1]; dl->matrix.m[2][3] = dl->origin[2]; dl->radius = radius; dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; dl->decay = decay; if (lifetime) dl->die = cl.time + lifetime; else dl->die = 0; dl->cubemapnum = cubemapnum; dl->style = style; dl->shadow = shadowenable; dl->corona = corona; } void CL_DecayLights(void) { int i; dlight_t *dl; float time; time = cl.time - cl.oldtime; for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) if (dl->radius) dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; } #define MAXVIEWMODELS 32 entity_t *viewmodels[MAXVIEWMODELS]; int numviewmodels; matrix4x4_t viewmodelmatrix; static int entitylinkframenumber; static const vec3_t muzzleflashorigin = {18, 0, 0}; extern void V_DriftPitch(void); extern void V_FadeViewFlashs(void); extern void V_CalcViewBlend(void); extern void V_CalcRefdef(void); // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) void CL_LinkNetworkEntity(entity_t *e) { matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; //matrix4x4_t dlightmatrix; int j, k, l, trailtype, temp; float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d; entity_t *t; model_t *model; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; if (e->persistent.linkframe != entitylinkframenumber) { e->persistent.linkframe = entitylinkframenumber; // skip inactive entities and world if (!e->state_current.active || e == cl_entities) return; if (e->render.flags & RENDER_VIEWMODEL) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) return; if (cl.viewentity) CL_LinkNetworkEntity(cl_entities + cl.viewentity); matrix = &viewmodelmatrix; if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) { e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha; e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT)); } } else { t = cl_entities + e->state_current.tagentity; if (!t->state_current.active) return; // note: this can link to world CL_LinkNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; // if a valid tagindex is used, make it relative to that tag instead if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) { // blend the matrices memset(&blendmatrix, 0, sizeof(blendmatrix)); for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) { matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; d = t->render.frameblend[j].lerp; for (l = 0;l < 4;l++) for (k = 0;k < 4;k++) blendmatrix.m[l][k] += d * matrix->m[l][k]; } // concat the tag matrices onto the entity matrix Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); // use the constructed tag matrix matrix = &tempmatrix; } } e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? e->render.flags = e->state_current.flags; if (e - cl_entities == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; e->render.effects = e->state_current.effects; if (e->state_current.flags & RENDER_COLORMAPPED) e->render.colormap = e->state_current.colormap; else if (cl.scores != NULL && e->state_current.colormap) e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it else e->render.colormap = -1; // no special coloring e->render.skinnum = e->state_current.skin; // set up the render matrix if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) { // movement lerp if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { // interpolate the origin and angles VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; VectorMA(e->persistent.oldangles, lerp, delta, angles); } else { // no interpolation VectorCopy(e->persistent.neworigin, origin); VectorCopy(e->persistent.newangles, angles); } // animation lerp if (e->render.frame2 == e->state_current.frame) { // update frame lerp fraction e->render.framelerp = 1; if (e->render.frame2time > e->render.frame1time) { e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); e->render.framelerp = bound(0, e->render.framelerp, 1); } } else { // begin a new frame lerp e->render.frame1 = e->render.frame2; e->render.frame1time = e->render.frame2time; e->render.frame = e->render.frame2 = e->state_current.frame; e->render.frame2time = cl.time; e->render.framelerp = 0; // make sure frame lerp won't last longer than 100ms // (this mainly helps with models that use framegroups and // switch between them infrequently) e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f); } } else { // no interpolation VectorCopy(e->persistent.neworigin, origin); VectorCopy(e->persistent.newangles, angles); e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame; e->render.frame1time = e->render.frame2time = cl.time; e->render.framelerp = 1; } e->render.model = cl.model_precache[e->state_current.modelindex]; if (e->render.model) { Mod_CheckLoaded(e->render.model); // if model is alias or this is a tenebrae-like dlight, reverse pitch direction if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)) angles[0] = -angles[0]; if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { angles[1] = ANGLEMOD(100*cl.time); if (cl_itembobheight.value) origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; } } R_LerpAnimation(&e->render); // FIXME: e->render.scale should go away Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); // concat the matrices to make the entity relative to its tag Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); // make the other useful stuff Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); CL_BoundingBoxForEntity(&e->render); // handle effects now that we know where this entity is in the world... origin[0] = e->render.matrix.m[0][3]; origin[1] = e->render.matrix.m[1][3]; origin[2] = e->render.matrix.m[2][3]; trailtype = -1; dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; // LordHavoc: if the entity has no effects, don't check each if (e->render.effects) { if (e->render.effects & EF_BRIGHTFIELD) { if (gamemode == GAME_NEXUIZ) { dlightradius = max(dlightradius, 200); dlightcolor[0] += 0.75f; dlightcolor[1] += 1.50f; dlightcolor[2] += 3.00f; trailtype = 8; } else CL_EntityParticles(e); } if (e->render.effects & EF_MUZZLEFLASH) e->persistent.muzzleflash = 1.0f; if (e->render.effects & EF_DIMLIGHT) { dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.50f; dlightcolor[1] += 1.50f; dlightcolor[2] += 1.50f; } if (e->render.effects & EF_BRIGHTLIGHT) { dlightradius = max(dlightradius, 400); dlightcolor[0] += 3.00f; dlightcolor[1] += 3.00f; dlightcolor[2] += 3.00f; } // LordHavoc: more effects if (e->render.effects & EF_RED) // red { dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.50f; dlightcolor[1] += 0.15f; dlightcolor[2] += 0.15f; } if (e->render.effects & EF_BLUE) // blue { dlightradius = max(dlightradius, 200); dlightcolor[0] += 0.15f; dlightcolor[1] += 0.15f; dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) { mins[0] = origin[0] - 16.0f; mins[1] = origin[1] - 16.0f; mins[2] = origin[2] - 16.0f; maxs[0] = origin[0] + 16.0f; maxs[1] = origin[1] + 16.0f; maxs[2] = origin[2] + 16.0f; // how many flames to make temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); CL_FlameCube(mins, maxs, temp); d = lhrandom(0.75f, 1); dlightradius = max(dlightradius, 200); dlightcolor[0] += d * 2.0f; dlightcolor[1] += d * 1.5f; dlightcolor[2] += d * 0.5f; } if (e->render.effects & EF_STARDUST) { mins[0] = origin[0] - 16.0f; mins[1] = origin[1] - 16.0f; mins[2] = origin[2] - 16.0f; maxs[0] = origin[0] + 16.0f; maxs[1] = origin[1] + 16.0f; maxs[2] = origin[2] + 16.0f; // how many particles to make temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); CL_Stardust(mins, maxs, temp); dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.0f; dlightcolor[1] += 0.7f; dlightcolor[2] += 0.3f; } } // muzzleflash fades over time, and is offset a bit if (e->persistent.muzzleflash > 0) { Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); tempmatrix = e->render.matrix; tempmatrix.m[0][3] = v[0]; tempmatrix.m[1][3] = v[1]; tempmatrix.m[2][3] = v[2]; CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0); e->persistent.muzzleflash -= cl.frametime * 10; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { if (e->render.model->flags & EF_GIB) trailtype = 2; else if (e->render.model->flags & EF_ZOMGIB) trailtype = 4; else if (e->render.model->flags & EF_TRACER) { trailtype = 3; dlightradius = max(dlightradius, 100); dlightcolor[0] += 0.25f; dlightcolor[1] += 1.00f; dlightcolor[2] += 0.25f; } else if (e->render.model->flags & EF_TRACER2) { trailtype = 5; dlightradius = max(dlightradius, 100); dlightcolor[0] += 1.00f; dlightcolor[1] += 0.60f; dlightcolor[2] += 0.20f; } else if (e->render.model->flags & EF_ROCKET) { trailtype = 0; dlightradius = max(dlightradius, 200); dlightcolor[0] += 3.00f; dlightcolor[1] += 1.50f; dlightcolor[2] += 0.50f; } else if (e->render.model->flags & EF_GRENADE) { // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) trailtype = e->render.alpha == -1 ? 7 : 1; } else if (e->render.model->flags & EF_TRACER3) { trailtype = 6; if (gamemode == GAME_PRYDON) { dlightradius = max(dlightradius, 100); dlightcolor[0] += 0.30f; dlightcolor[1] += 0.60f; dlightcolor[2] += 1.20f; } else { dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.20f; dlightcolor[1] += 0.50f; dlightcolor[2] += 1.00f; } } } // LordHavoc: customizable glow if (e->state_current.glowsize) { // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors dlightradius = max(dlightradius, e->state_current.glowsize * 4); VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } // make the glow dlight if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) // dlightmatrix.m[2][3] += 30; CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1); } // custom rtlight if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) { float light[4]; VectorScale(e->state_current.light, (1.0f / 256.0f), light); light[3] = e->state_current.light[3]; if (light[0] == 0 && light[1] == 0 && light[2] == 0) VectorSet(light, 1, 1, 1); if (light[3] == 0) light[3] = 350; 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); } // trails need the previous frame if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) { if (e->render.flags & RENDER_GLOWTRAIL) CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e); else if (trailtype >= 0) CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e); } VectorCopy(origin, e->persistent.trail_origin); // note: the cl.viewentity and intermission check is to hide player // shadow during intermission and during the Nehahra movie and // Nehahra cinematics if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE)) && (e->render.alpha == 1) && !(e->render.flags & RENDER_VIEWMODEL) && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; if (!(e->render.effects & EF_FULLBRIGHT)) e->render.flags |= RENDER_LIGHT; // as soon as player is known we can call V_CalcRefDef if ((e - cl_entities) == cl.viewentity) V_CalcRefdef(); if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) e->render.effects |= EF_ADDITIVE; // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities) r_refdef.entities[r_refdef.numentities++] = &e->render; if (cl_num_entities < e->state_current.number + 1) cl_num_entities = e->state_current.number + 1; //if (cl.viewentity && e - cl_entities == cl.viewentity) // Matrix4x4_Print(&e->render.matrix); } } void CL_RelinkWorld(void) { entity_t *ent = &cl_entities[0]; if (cl_num_entities < 1) cl_num_entities = 1; cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; // FIXME: this should be done at load Matrix4x4_CreateIdentity(&ent->render.matrix); Matrix4x4_CreateIdentity(&ent->render.inversematrix); CL_BoundingBoxForEntity(&ent->render); } static void CL_RelinkStaticEntities(void) { int i; for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) { Mod_CheckLoaded(cl_static_entities[i].render.model); r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; } } /* =============== CL_RelinkEntities =============== */ static void CL_RelinkNetworkEntities(void) { entity_t *ent; int i; ent = &cl.viewent; ent->state_previous = ent->state_current; ClearStateToDefault(&ent->state_current); ent->state_current.time = cl.time; ent->state_current.number = -1; ent->state_current.active = true; ent->state_current.modelindex = cl.stats[STAT_WEAPON]; ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; ent->state_current.flags = RENDER_VIEWMODEL; if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission) ent->state_current.modelindex = 0; else if (cl.items & IT_INVISIBILITY) { if (gamemode == GAME_TRANSFUSION) ent->state_current.alpha = 128; else ent->state_current.modelindex = 0; } // start on the entity after the world entitylinkframenumber++; for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) { if (cl_entities_active[i]) { if (ent->state_current.active) CL_LinkNetworkEntity(ent); else cl_entities_active[i] = false; } } CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; entity_t *ent; float frame; for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) { if (e->active) { frame = (cl.time - e->starttime) * e->framerate + e->startframe; intframe = frame; if (intframe < 0 || intframe >= e->endframe) { memset(e, 0, sizeof(*e)); continue; } if (intframe != e->frame) { e->frame = intframe; e->frame1time = e->frame2time; e->frame2time = cl.time; } // if we're drawing effects, get a new temp entity // (NewTempEntity adds it to the render entities list for us) if (r_draweffects.integer && (ent = CL_NewTempEntity())) { // interpolation stuff ent->render.frame1 = intframe; ent->render.frame2 = intframe + 1; if (ent->render.frame2 >= e->endframe) ent->render.frame2 = -1; // disappear ent->render.framelerp = frame - intframe; ent->render.frame1time = e->frame1time; ent->render.frame2time = e->frame2time; // normal stuff ent->render.model = cl.model_precache[e->modelindex]; ent->render.frame = ent->render.frame2; ent->render.colormap = -1; // no special coloring ent->render.alpha = 1; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); CL_BoundingBoxForEntity(&ent->render); } } } } void CL_RelinkBeams(void) { int i; beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; matrix4x4_t tempmatrix; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { if (!b->model || b->endtime < cl.time) continue; // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { entity_state_t *p = &cl_entities[b->entity].state_previous; //entity_state_t *c = &cl_entities[b->entity].state_current; entity_render_t *r = &cl_entities[b->entity].render; matrix4x4_t matrix, imatrix; if (b->relativestartvalid == 2) { // not really valid yet, we need to get the orientation now // (ParseBeam flagged this because it is received before // entities are received, by now they have been received) // note: because players create lightning in their think // function (which occurs before movement), they actually // have some lag in it's location, so compare to the // previous player state, not the latest if (b->entity == cl.viewentity) Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); else Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); Matrix4x4_Invert_Simple(&imatrix, &matrix); Matrix4x4_Transform(&imatrix, b->start, b->relativestart); Matrix4x4_Transform(&imatrix, b->end, b->relativeend); b->relativestartvalid = 1; } else { if (b->entity == cl.viewentity) Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); else Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); Matrix4x4_Transform(&matrix, b->relativestart, b->start); Matrix4x4_Transform(&matrix, b->relativeend, b->end); } } if (b->lightning) { if (cl_beams_lightatend.integer) { // FIXME: create a matrix from the beam start/end orientation Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1); } if (cl_beams_polygons.integer) continue; } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalizeLength(dist); while (d > 0) { ent = CL_NewTempEntity (); if (!ent) return; //VectorCopy (org, ent->render.origin); ent->render.model = b->model; ent->render.effects = EF_FULLBRIGHT; //ent->render.angles[0] = pitch; //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); CL_BoundingBoxForEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; } } } void CL_LerpPlayer(float frac) { int i; float d; cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); for (i = 0;i < 3;i++) cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); if (cls.demoplayback) { // interpolate the angles for (i = 0;i < 3;i++) { d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; if (d > 180) d -= 360; else if (d < -180) d += 360; cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; } } } /* =============== CL_ReadFromServer Read all incoming data from the server =============== */ int CL_ReadFromServer(void) { CL_ReadDemoMessage(); r_refdef.numentities = 0; cl_num_entities = 0; cl_num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) { // prepare for a new frame CL_LerpPlayer(CL_LerpPoint()); CL_DecayLights(); CL_ClearTempEntities(); V_DriftPitch(); V_FadeViewFlashs(); // relink network entities (note: this sets up the view!) CL_RelinkNetworkEntities(); // move particles CL_MoveParticles(); R_MoveExplosions(); // link stuff CL_RelinkWorld(); CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); // run cgame code (which can add more entities) CL_CGVM_Frame(); // update view blend V_CalcViewBlend(); } return 0; } /* ================= CL_SendCmd ================= */ void CL_SendCmd(usercmd_t *cmd) { if (cls.signon == SIGNONS) CL_SendMove(cmd); if (cls.demoplayback) { SZ_Clear(&cls.message); return; } // send the reliable message (forwarded commands) if there is one if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon)) { if (developer.integer) { Con_Print("CL_SendCmd: sending reliable message:\n"); SZ_HexDumpToConsole(&cls.message); } if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) Host_Error("CL_WriteToServer: lost server connection"); SZ_Clear(&cls.message); } } // LordHavoc: pausedemo command static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) Con_Print("Demo paused\n"); else Con_Print("Demo unpaused\n"); } /* ====================== CL_Fog_f ====================== */ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); return; } fog_density = atof(Cmd_Argv(1)); fog_red = atof(Cmd_Argv(2)); fog_green = atof(Cmd_Argv(3)); fog_blue = atof(Cmd_Argv(4)); } /* ================= CL_Init ================= */ //VorteX: cvars for GAME_NETHERWORLD cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"}; cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"}; cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"}; cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"}; cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"}; cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"}; cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"}; cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"}; cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"}; cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"}; cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; void CL_Init (void) { cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame r_refdef.maxentities = MAX_EDICTS + 256 + 512; r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); // 256k drawqueue buffer r_refdef.maxdrawqueuesize = 256 * 1024; r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize); SZ_Alloc (&cls.message, 1024, "cls.message"); CL_InitInput (); CL_InitTEnts (); // // register our commands // Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); Cvar_RegisterVariable (&cl_sidespeed); Cvar_RegisterVariable (&cl_movespeedkey); Cvar_RegisterVariable (&cl_yawspeed); Cvar_RegisterVariable (&cl_pitchspeed); Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); Cvar_RegisterVariable (&freelook); Cvar_RegisterVariable (&m_pitch); Cvar_RegisterVariable (&m_yaw); Cvar_RegisterVariable (&m_forward); Cvar_RegisterVariable (&m_side); Cvar_RegisterVariable (&cl_itembobspeed); Cvar_RegisterVariable (&cl_itembobheight); Cmd_AddCommand ("entities", CL_PrintEntities_f); Cmd_AddCommand ("disconnect", CL_Disconnect_f); Cmd_AddCommand ("record", CL_Record_f); Cmd_AddCommand ("stop", CL_Stop_f); Cmd_AddCommand ("playdemo", CL_PlayDemo_f); Cmd_AddCommand ("timedemo", CL_TimeDemo_f); Cmd_AddCommand ("fog", CL_Fog_f); // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions_alpha_start); Cvar_RegisterVariable(&cl_explosions_alpha_end); Cvar_RegisterVariable(&cl_explosions_size_start); Cvar_RegisterVariable(&cl_explosions_size_end); Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); if (gamemode == GAME_NETHERWORLD) { Cvar_RegisterVariable (&cl_playermodel); Cvar_RegisterVariable (&cl_footsteps); Cvar_RegisterVariable (&cl_weapon_ofs); Cvar_RegisterVariable (&cl_weapon_bstep); Cvar_RegisterVariable (&cl_weapon_bborder); Cvar_RegisterVariable (&cl_weapon_bphase); Cvar_RegisterVariable (&cl_weapon_bphasescale); Cvar_RegisterVariable (&cl_weapon_bphasescissor); Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side Cvar_RegisterVariable (&sv_monsters_healthscale); Cvar_RegisterVariable (&sv_monsters_damagescale); Cvar_RegisterVariable (&sv_monsters_randomize); Cvar_RegisterVariable (&sv_monsters_multiply); Cvar_RegisterVariable (&sv_monsters_multiply_radius); Cvar_RegisterVariable (&sv_monsters_ai_skillmod); Cvar_RegisterVariable (&sv_monsters_ai_agrmod); Cvar_RegisterVariable (&sv_monsters_ai_dexmod); Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); Cvar_RegisterVariable (&sv_corpses_solid); } CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); CL_CGVM_Init(); CL_Video_Init(); }