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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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 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"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 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)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
76
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
78
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
81
82 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)"};
83
84 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"};
85
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
87
88 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90
91 extern cvar_t r_equalize_entities_fullbright;
92
93 client_static_t cls;
94 client_state_t  cl;
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_VM_ShutDown (void);
103 void CL_ClearState(void)
104 {
105         int i;
106         entity_t *ent;
107
108         CL_VM_ShutDown();
109
110 // wipe the entire cl structure
111         Mem_EmptyPool(cls.levelmempool);
112         memset (&cl, 0, sizeof(cl));
113
114         S_StopAllSounds();
115
116         // reset the view zoom interpolation
117         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
118         cl.sensitivityscale = 1.0f;
119
120         // enable rendering of the world and such
121         cl.csqc_vidvars.drawworld = true;
122         cl.csqc_vidvars.drawenginesbar = true;
123         cl.csqc_vidvars.drawcrosshair = true;
124
125         // set up the float version of the stats array for easier access to float stats
126         cl.statsf = (float *)cl.stats;
127
128         cl.num_entities = 0;
129         cl.num_static_entities = 0;
130         cl.num_brushmodel_entities = 0;
131
132         // tweak these if the game runs out
133         cl.max_entities = 256;
134         cl.max_static_entities = 256;
135         cl.max_effects = 256;
136         cl.max_beams = 256;
137         cl.max_dlights = MAX_DLIGHTS;
138         cl.max_lightstyle = MAX_LIGHTSTYLES;
139         cl.max_brushmodel_entities = MAX_EDICTS;
140         cl.max_particles = 8192; // grows dynamically
141         cl.max_decals = 2048; // grows dynamically
142         cl.max_showlmps = 0;
143
144         cl.num_dlights = 0;
145         cl.num_effects = 0;
146         cl.num_beams = 0;
147
148         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
149         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
150         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
151         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
152         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
153         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
154         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
155         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
156         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
157         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158         cl.showlmps = NULL;
159
160         // LordHavoc: have to set up the baseline info for alpha and other stuff
161         for (i = 0;i < cl.max_entities;i++)
162         {
163                 cl.entities[i].state_baseline = defaultstate;
164                 cl.entities[i].state_previous = defaultstate;
165                 cl.entities[i].state_current = defaultstate;
166         }
167
168         if (gamemode == GAME_NEXUIZ)
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
174         }
175         else
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181         }
182
183         // disable until we get textures for it
184         R_ResetSkyBox();
185
186         ent = &cl.entities[0];
187         // entire entity array was cleared, so just fill in a few fields
188         ent->state_current.active = true;
189         ent->render.model = cl.worldmodel = NULL; // no world model yet
190         ent->render.alpha = 1;
191         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193         CL_UpdateRenderEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         // set bestweapon data back to Quake data
202         IN_BestWeapon_ResetData();
203
204         CL_Screen_NewMap();
205 }
206
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 {
209         int i;
210         qboolean fail = false;
211         if (!allowstarkey && key[0] == '*')
212                 fail = true;
213         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
214                 fail = true;
215         for (i = 0;key[i];i++)
216                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
217                         fail = true;
218         for (i = 0;value[i];i++)
219                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220                         fail = true;
221         if (fail)
222         {
223                 if (!quiet)
224                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225                 return;
226         }
227         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228         if (cls.state == ca_connected && cls.netcon)
229         {
230                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
231                 {
232                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
234                 }
235                 else if (!strcasecmp(key, "name"))
236                 {
237                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
239                 }
240                 else if (!strcasecmp(key, "playermodel"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playerskin"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "topcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "bottomcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "rate"))
259                 {
260                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262                 }
263         }
264 }
265
266 void CL_ExpandEntities(int num)
267 {
268         int i, oldmaxentities;
269         entity_t *oldentities;
270         if (num >= cl.max_entities)
271         {
272                 if (!cl.entities)
273                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274                 if (num >= MAX_EDICTS)
275                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276                 oldmaxentities = cl.max_entities;
277                 oldentities = cl.entities;
278                 cl.max_entities = (num & ~255) + 256;
279                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281                 Mem_Free(oldentities);
282                 for (i = oldmaxentities;i < cl.max_entities;i++)
283                 {
284                         cl.entities[i].state_baseline = defaultstate;
285                         cl.entities[i].state_previous = defaultstate;
286                         cl.entities[i].state_current = defaultstate;
287                 }
288         }
289 }
290
291 /*
292 =====================
293 CL_Disconnect
294
295 Sends a disconnect message to the server
296 This is also called on Host_Error, so it shouldn't cause any errors
297 =====================
298 */
299 void CL_Disconnect(void)
300 {
301         if (cls.state == ca_dedicated)
302                 return;
303
304         if (COM_CheckParm("-profilegameonly"))
305                 Sys_AllowProfiling(false);
306
307         Curl_Clear_forthismap();
308
309         Con_DPrintf("CL_Disconnect\n");
310
311     Cvar_SetValueQuick(&csqc_progcrc, -1);
312         Cvar_SetValueQuick(&csqc_progsize, -1);
313         CL_VM_ShutDown();
314 // stop sounds (especially looping!)
315         S_StopAllSounds ();
316
317         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
318
319         // clear contents blends
320         cl.cshifts[0].percent = 0;
321         cl.cshifts[1].percent = 0;
322         cl.cshifts[2].percent = 0;
323         cl.cshifts[3].percent = 0;
324
325         cl.worldmodel = NULL;
326
327         CL_Parse_ErrorCleanUp();
328
329         if (cls.demoplayback)
330                 CL_StopPlayback();
331         else if (cls.netcon)
332         {
333                 sizebuf_t buf;
334                 unsigned char bufdata[8];
335                 if (cls.demorecording)
336                         CL_Stop_f();
337
338                 // send disconnect message 3 times to improve chances of server
339                 // receiving it (but it still fails sometimes)
340                 memset(&buf, 0, sizeof(buf));
341                 buf.data = bufdata;
342                 buf.maxsize = sizeof(bufdata);
343                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
344                 {
345                         Con_DPrint("Sending drop command\n");
346                         MSG_WriteByte(&buf, qw_clc_stringcmd);
347                         MSG_WriteString(&buf, "drop");
348                 }
349                 else
350                 {
351                         Con_DPrint("Sending clc_disconnect\n");
352                         MSG_WriteByte(&buf, clc_disconnect);
353                 }
354                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357                 NetConn_Close(cls.netcon);
358                 cls.netcon = NULL;
359         }
360         cls.state = ca_disconnected;
361
362         cls.demoplayback = cls.timedemo = false;
363         cls.signon = 0;
364 }
365
366 void CL_Disconnect_f(void)
367 {
368         CL_Disconnect ();
369         if (sv.active)
370                 Host_ShutdownServer ();
371 }
372
373
374
375
376 /*
377 =====================
378 CL_EstablishConnection
379
380 Host should be either "local" or a net address
381 =====================
382 */
383 void CL_EstablishConnection(const char *host)
384 {
385         if (cls.state == ca_dedicated)
386                 return;
387
388         // clear menu's connect error message
389         M_Update_Return_Reason("");
390         cls.demonum = -1;
391
392         // stop demo loop in case this fails
393         if (cls.demoplayback)
394                 CL_StopPlayback();
395
396         // if downloads are running, cancel their finishing action
397         Curl_Clear_forthismap();
398
399         // make sure the client ports are open before attempting to connect
400         NetConn_UpdateSockets();
401
402         // run a network frame
403         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404
405         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
406         {
407                 cls.connect_trying = true;
408                 cls.connect_remainingtries = 3;
409                 cls.connect_nextsendtime = 0;
410                 M_Update_Return_Reason("Trying to connect...");
411                 // run several network frames to jump into the game quickly
412                 //if (sv.active)
413                 //{
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418                 //}
419         }
420         else
421         {
422                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
423                 M_Update_Return_Reason("No network");
424         }
425 }
426
427 /*
428 ==============
429 CL_PrintEntities_f
430 ==============
431 */
432 static void CL_PrintEntities_f(void)
433 {
434         entity_t *ent;
435         int i;
436
437         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
438         {
439                 const char* modelname;
440
441                 if (!ent->state_current.active)
442                         continue;
443
444                 if (ent->render.model)
445                         modelname = ent->render.model->name;
446                 else
447                         modelname = "--no model--";
448                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].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);
449         }
450 }
451
452 /*
453 ===============
454 CL_ModelIndexList_f
455
456 List information on all models in the client modelindex
457 ===============
458 */
459 static void CL_ModelIndexList_f(void)
460 {
461         int i = 1;
462
463         // Print Header
464         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
465
466         while(cl.model_precache[i] && i != MAX_MODELS)
467         { // Valid Model
468                 if(cl.model_precache[i]->loaded || i == 1)
469                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
470                 else
471                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
472                 i++;
473         }
474 }
475
476 /*
477 ===============
478 CL_SoundIndexList_f
479
480 List all sounds in the client soundindex
481 ===============
482 */
483 static void CL_SoundIndexList_f(void)
484 {
485         int i = 1;
486
487         while(cl.sound_precache[i] && i != MAX_SOUNDS)
488         { // Valid Sound
489                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
490                 i++;
491         }
492 }
493
494 /*
495 ===============
496 CL_UpdateRenderEntity
497
498 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
499 ===============
500 */
501 void CL_UpdateRenderEntity(entity_render_t *ent)
502 {
503         vec3_t org;
504         vec_t scale;
505         dp_model_t *model = ent->model;
506         // update the inverse matrix for the renderer
507         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
508         // update the animation blend state
509         R_LerpAnimation(ent);
510         // we need the matrix origin to center the box
511         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
512         // update entity->render.scale because the renderer needs it
513         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
514         if (model)
515         {
516                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
517 #ifdef MATRIX4x4_OPENGLORIENTATION
518                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
519 #else
520                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
521 #endif
522                 {
523                         // pitch or roll
524                         VectorMA(org, scale, model->rotatedmins, ent->mins);
525                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
526                 }
527 #ifdef MATRIX4x4_OPENGLORIENTATION
528                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
529 #else
530                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
531 #endif
532                 {
533                         // yaw
534                         VectorMA(org, scale, model->yawmins, ent->mins);
535                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
536                 }
537                 else
538                 {
539                         VectorMA(org, scale, model->normalmins, ent->mins);
540                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
541                 }
542         }
543         else
544         {
545                 ent->mins[0] = org[0] - 16;
546                 ent->mins[1] = org[1] - 16;
547                 ent->mins[2] = org[2] - 16;
548                 ent->maxs[0] = org[0] + 16;
549                 ent->maxs[1] = org[1] + 16;
550                 ent->maxs[2] = org[2] + 16;
551         }
552 }
553
554 /*
555 ===============
556 CL_LerpPoint
557
558 Determines the fraction between the last two messages that the objects
559 should be put at.
560 ===============
561 */
562 static float CL_LerpPoint(void)
563 {
564         float f;
565
566         if (cl_nettimesyncboundmode.integer == 1)
567                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
568
569         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
570         if (cl.mtime[0] <= cl.mtime[1])
571         {
572                 cl.time = cl.mtime[0];
573                 return 1;
574         }
575
576         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
577         return bound(0, f, 1);
578 }
579
580 void CL_ClearTempEntities (void)
581 {
582         r_refdef.scene.numtempentities = 0;
583 }
584
585 entity_render_t *CL_NewTempEntity(double shadertime)
586 {
587         entity_render_t *render;
588
589         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
590                 return NULL;
591         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
592                 return NULL;
593         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
594         memset (render, 0, sizeof(*render));
595         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
596
597         render->shadertime = shadertime;
598         render->alpha = 1;
599         VectorSet(render->colormod, 1, 1, 1);
600         VectorSet(render->glowmod, 1, 1, 1);
601         return render;
602 }
603
604 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
605 {
606         int i;
607         cl_effect_t *e;
608         if (!modelindex) // sanity check
609                 return;
610         if (framerate < 1)
611         {
612                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
613                 return;
614         }
615         if (framecount < 1)
616         {
617                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618                 return;
619         }
620         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
621         {
622                 if (e->active)
623                         continue;
624                 e->active = true;
625                 VectorCopy(org, e->origin);
626                 e->modelindex = modelindex;
627                 e->starttime = cl.time;
628                 e->startframe = startframe;
629                 e->endframe = startframe + framecount;
630                 e->framerate = framerate;
631
632                 e->frame = 0;
633                 e->frame1time = cl.time;
634                 e->frame2time = cl.time;
635                 cl.num_effects = max(cl.num_effects, i + 1);
636                 break;
637         }
638 }
639
640 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
641 {
642         int i;
643         dlight_t *dl;
644
645 // then look for anything else
646         dl = cl.dlights;
647         for (i = 0;i < cl.max_dlights;i++, dl++)
648                 if (!dl->radius)
649                         break;
650
651         // unable to find one
652         if (i == cl.max_dlights)
653                 return;
654
655         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
656         memset (dl, 0, sizeof(*dl));
657         cl.num_dlights = max(cl.num_dlights, i + 1);
658         Matrix4x4_Normalize(&dl->matrix, matrix);
659         dl->ent = ent;
660         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
661         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
662         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
663         dl->radius = radius;
664         dl->color[0] = red;
665         dl->color[1] = green;
666         dl->color[2] = blue;
667         dl->initialradius = radius;
668         dl->initialcolor[0] = red;
669         dl->initialcolor[1] = green;
670         dl->initialcolor[2] = blue;
671         dl->decay = decay / radius; // changed decay to be a percentage decrease
672         dl->intensity = 1; // this is what gets decayed
673         if (lifetime)
674                 dl->die = cl.time + lifetime;
675         else
676                 dl->die = 0;
677         if (cubemapnum > 0)
678                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
679         else
680                 dl->cubemapname[0] = 0;
681         dl->style = style;
682         dl->shadow = shadowenable;
683         dl->corona = corona;
684         dl->flags = flags;
685         dl->coronasizescale = coronasizescale;
686         dl->ambientscale = ambientscale;
687         dl->diffusescale = diffusescale;
688         dl->specularscale = specularscale;
689 }
690
691 void CL_DecayLightFlashes(void)
692 {
693         int i, oldmax;
694         dlight_t *dl;
695         float time;
696
697         time = bound(0, cl.time - cl.oldtime, 0.1);
698         oldmax = cl.num_dlights;
699         cl.num_dlights = 0;
700         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
701         {
702                 if (dl->radius)
703                 {
704                         dl->intensity -= time * dl->decay;
705                         if (cl.time < dl->die && dl->intensity > 0)
706                         {
707                                 if (cl_dlights_decayradius.integer)
708                                         dl->radius = dl->initialradius * dl->intensity;
709                                 else
710                                         dl->radius = dl->initialradius;
711                                 if (cl_dlights_decaybrightness.integer)
712                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
713                                 else
714                                         VectorCopy(dl->initialcolor, dl->color);
715                                 cl.num_dlights = i + 1;
716                         }
717                         else
718                                 dl->radius = 0;
719                 }
720         }
721 }
722
723 // called before entity relinking
724 void CL_RelinkLightFlashes(void)
725 {
726         int i, j, k, l;
727         dlight_t *dl;
728         float frac, f;
729         matrix4x4_t tempmatrix;
730
731         if (r_dynamic.integer)
732         {
733                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
734                 {
735                         if (dl->radius)
736                         {
737                                 tempmatrix = dl->matrix;
738                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
739                                 // we need the corona fading to be persistent
740                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
741                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
742                         }
743                 }
744         }
745
746         if (!cl.lightstyle)
747         {
748                 for (j = 0;j < cl.max_lightstyle;j++)
749                 {
750                         r_refdef.scene.rtlightstylevalue[j] = 1;
751                         r_refdef.scene.lightstylevalue[j] = 256;
752                 }
753                 return;
754         }
755
756 // light animations
757 // 'm' is normal light, 'a' is no light, 'z' is double bright
758         f = cl.time * 10;
759         i = (int)floor(f);
760         frac = f - i;
761         for (j = 0;j < cl.max_lightstyle;j++)
762         {
763                 if (!cl.lightstyle[j].length)
764                 {
765                         r_refdef.scene.rtlightstylevalue[j] = 1;
766                         r_refdef.scene.lightstylevalue[j] = 256;
767                         continue;
768                 }
769                 // static lightstyle "=value"
770                 if (cl.lightstyle[j].map[0] == '=')
771                 {
772                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
773                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
774                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
775                         continue;
776                 }
777                 k = i % cl.lightstyle[j].length;
778                 l = (i-1) % cl.lightstyle[j].length;
779                 k = cl.lightstyle[j].map[k] - 'a';
780                 l = cl.lightstyle[j].map[l] - 'a';
781                 // rtlightstylevalue is always interpolated because it has no bad
782                 // consequences for performance
783                 // lightstylevalue is subject to a cvar for performance reasons;
784                 // skipping lightmap updates on most rendered frames substantially
785                 // improves framerates (but makes light fades look bad)
786                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
787                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
788         }
789 }
790
791 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
792 {
793         int frame = player->render.framegroupblend[0].frame;
794         float f;
795         entity_render_t *flagrender;
796         matrix4x4_t flagmatrix;
797
798         // this code taken from QuakeWorld
799         f = 14;
800         if (frame >= 29 && frame <= 40)
801         {
802                 if (frame >= 29 && frame <= 34)
803                 { //axpain
804                         if      (frame == 29) f = f + 2;
805                         else if (frame == 30) f = f + 8;
806                         else if (frame == 31) f = f + 12;
807                         else if (frame == 32) f = f + 11;
808                         else if (frame == 33) f = f + 10;
809                         else if (frame == 34) f = f + 4;
810                 }
811                 else if (frame >= 35 && frame <= 40)
812                 { // pain
813                         if      (frame == 35) f = f + 2;
814                         else if (frame == 36) f = f + 10;
815                         else if (frame == 37) f = f + 10;
816                         else if (frame == 38) f = f + 8;
817                         else if (frame == 39) f = f + 4;
818                         else if (frame == 40) f = f + 2;
819                 }
820         }
821         else if (frame >= 103 && frame <= 118)
822         {
823                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
824                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
825                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
826                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
827         }
828         // end of code taken from QuakeWorld
829
830         flagrender = CL_NewTempEntity(player->render.shadertime);
831         if (!flagrender)
832                 return;
833
834         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
835         flagrender->skinnum = skin;
836         flagrender->alpha = 1;
837         VectorSet(flagrender->colormod, 1, 1, 1);
838         VectorSet(flagrender->glowmod, 1, 1, 1);
839         // attach the flag to the player matrix
840         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
841         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
842         CL_UpdateRenderEntity(flagrender);
843 }
844
845 matrix4x4_t viewmodelmatrix;
846
847 static const vec3_t muzzleflashorigin = {18, 0, 0};
848
849 extern void V_DriftPitch(void);
850 extern void V_FadeViewFlashs(void);
851 extern void V_CalcViewBlend(void);
852 extern void V_CalcRefdef(void);
853
854 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
855 {
856         const unsigned char *cbcolor;
857         if (colormap >= 0)
858         {
859                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
860                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
861                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
862                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
863         }
864         else
865         {
866                 VectorClear(ent->colormap_pantscolor);
867                 VectorClear(ent->colormap_shirtcolor);
868         }
869 }
870
871 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
872 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
873 {
874         const matrix4x4_t *matrix;
875         matrix4x4_t blendmatrix, tempmatrix, matrix2;
876         int j, k, l, frame;
877         float origin[3], angles[3], lerp, d;
878         entity_t *t;
879         dp_model_t *model;
880         //entity_persistent_t *p = &e->persistent;
881         //entity_render_t *r = &e->render;
882         // skip inactive entities and world
883         if (!e->state_current.active || e == cl.entities)
884                 return;
885         if (recursionlimit < 1)
886                 return;
887         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
888         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
889         e->render.flags = e->state_current.flags;
890         e->render.effects = e->state_current.effects;
891         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
892         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
893         if(e >= cl.entities && e < cl.entities + cl.num_entities)
894                 e->render.entitynumber = e - cl.entities;
895         else
896                 e->render.entitynumber = 0;
897         if (e->state_current.flags & RENDER_COLORMAPPED)
898                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
899         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
900                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
901         else
902                 CL_SetEntityColormapColors(&e->render, -1);
903         e->render.skinnum = e->state_current.skin;
904         if (e->state_current.tagentity)
905         {
906                 // attached entity (gun held in player model's hand, etc)
907                 // if the tag entity is currently impossible, skip it
908                 if (e->state_current.tagentity >= cl.num_entities)
909                         return;
910                 t = cl.entities + e->state_current.tagentity;
911                 // if the tag entity is inactive, skip it
912                 if (!t->state_current.active)
913                         return;
914                 // update the parent first
915                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
916                 // make relative to the entity
917                 matrix = &t->render.matrix;
918                 // some properties of the tag entity carry over
919                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
920                 // if a valid tagindex is used, make it relative to that tag instead
921                 // FIXME: use a model function to get tag info (need to handle skeletal)
922                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
923                 {
924                         // blend the matrices
925                         memset(&blendmatrix, 0, sizeof(blendmatrix));
926                         for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
927                         {
928                                 matrix4x4_t tagmatrix;
929                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
930                                 d = t->render.frameblend[j].lerp;
931                                 for (l = 0;l < 4;l++)
932                                         for (k = 0;k < 4;k++)
933                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
934                         }
935                         // concat the tag matrices onto the entity matrix
936                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
937                         // use the constructed tag matrix
938                         matrix = &tempmatrix;
939                 }
940         }
941         else if (e->render.flags & RENDER_VIEWMODEL)
942         {
943                 // view-relative entity (guns and such)
944                 if (e->render.effects & EF_NOGUNBOB)
945                         matrix = &r_refdef.view.matrix; // really attached to view
946                 else
947                         matrix = &viewmodelmatrix; // attached to gun bob matrix
948         }
949         else
950         {
951                 // world-relative entity (the normal kind)
952                 matrix = &identitymatrix;
953         }
954
955         // movement lerp
956         // if it's the predicted player entity, update according to client movement
957         // but don't lerp if going through a teleporter as it causes a bad lerp
958         // also don't use the predicted location if fixangle was set on both of
959         // the most recent server messages, as that cause means you are spectating
960         // someone or watching a cutscene of some sort
961         if (cl_nolerp.integer || cls.timedemo)
962                 interpolate = false;
963         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
964         {
965                 VectorCopy(cl.movement_origin, origin);
966                 VectorSet(angles, 0, cl.viewangles[1], 0);
967         }
968         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
969         {
970                 // interpolate the origin and angles
971                 lerp = max(0, lerp);
972                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
973 #if 0
974                 // this fails at the singularity of euler angles
975                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
976                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
977                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
978                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
979                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
980 #else
981                 {
982                         vec3_t f0, u0, f1, u1;
983                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
984                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
985                         VectorMAM(1-lerp, f0, lerp, f1, f0);
986                         VectorMAM(1-lerp, u0, lerp, u1, u0);
987                         AnglesFromVectors(angles, f0, u0, false);
988                 }
989 #endif
990         }
991         else
992         {
993                 // no interpolation
994                 VectorCopy(e->persistent.neworigin, origin);
995                 VectorCopy(e->persistent.newangles, angles);
996         }
997
998         // model setup and some modelflags
999         frame = e->state_current.frame;
1000         if (e->state_current.modelindex < MAX_MODELS)
1001                 e->render.model = cl.model_precache[e->state_current.modelindex];
1002         else
1003                 e->render.model = NULL;
1004         if (e->render.model)
1005         {
1006                 if (e->render.skinnum >= e->render.model->numskins)
1007                         e->render.skinnum = 0;
1008                 if (frame >= e->render.model->numframes)
1009                         frame = 0;
1010                 // models can set flags such as EF_ROCKET
1011                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1012                 if (!(e->render.effects & 0xFF800000))
1013                         e->render.effects |= e->render.model->effects;
1014                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1015                 if (e->render.model->type == mod_alias)
1016                         angles[0] = -angles[0];
1017                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1018                 {
1019                         VectorScale(e->render.colormod, 2, e->render.colormod);
1020                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1021                 }
1022         }
1023         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1024         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1025                 angles[0] = -angles[0];
1026                 // NOTE: this must be synced to SV_GetPitchSign!
1027
1028         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1029         {
1030                 angles[1] = ANGLEMOD(100*cl.time);
1031                 if (cl_itembobheight.value)
1032                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1033         }
1034
1035         // animation lerp
1036         if (e->render.framegroupblend[0].frame == frame)
1037         {
1038                 // update frame lerp fraction
1039                 e->render.framegroupblend[0].lerp = 1;
1040                 e->render.framegroupblend[1].lerp = 0;
1041                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1042                 {
1043                         // make sure frame lerp won't last longer than 100ms
1044                         // (this mainly helps with models that use framegroups and
1045                         // switch between them infrequently)
1046                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1047                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1048                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1049                 }
1050         }
1051         else
1052         {
1053                 // begin a new frame lerp
1054                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1055                 e->render.framegroupblend[1].lerp = 1;
1056                 e->render.framegroupblend[0].frame = frame;
1057                 e->render.framegroupblend[0].start = cl.time;
1058                 e->render.framegroupblend[0].lerp = 0;
1059         }
1060
1061         // set up the render matrix
1062         if (matrix)
1063         {
1064                 // attached entity, this requires a matrix multiply (concat)
1065                 // FIXME: e->render.scale should go away
1066                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1067                 // concat the matrices to make the entity relative to its tag
1068                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1069                 // get the origin from the new matrix
1070                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1071         }
1072         else
1073         {
1074                 // unattached entities are faster to process
1075                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1076         }
1077
1078         // tenebrae's sprites are all additive mode (weird)
1079         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1080                 e->render.effects |= EF_ADDITIVE;
1081         // player model is only shown with chase_active on
1082         if (e->state_current.number == cl.viewentity)
1083                 e->render.flags |= RENDER_EXTERIORMODEL;
1084         // either fullbright or lit
1085         if(!r_fullbright.integer)
1086         {
1087                 if (!(e->render.effects & EF_FULLBRIGHT))
1088                         e->render.flags |= RENDER_LIGHT;
1089                 else if(r_equalize_entities_fullbright.integer)
1090                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1091         }
1092         // hide player shadow during intermission or nehahra movie
1093         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1094          && (e->render.alpha >= 1)
1095          && !(e->render.flags & RENDER_VIEWMODEL)
1096          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1097                 e->render.flags |= RENDER_SHADOW;
1098         if (e->render.flags & RENDER_VIEWMODEL)
1099                 e->render.flags |= RENDER_NOSELFSHADOW;
1100         if (e->render.effects & EF_NOSELFSHADOW)
1101                 e->render.flags |= RENDER_NOSELFSHADOW;
1102
1103         // make the other useful stuff
1104         CL_UpdateRenderEntity(&e->render);
1105 }
1106
1107 // creates light and trails from an entity
1108 void CL_UpdateNetworkEntityTrail(entity_t *e)
1109 {
1110         effectnameindex_t trailtype;
1111         vec3_t origin;
1112
1113         // bmodels are treated specially since their origin is usually '0 0 0' and
1114         // their actual geometry is far from '0 0 0'
1115         if (e->render.model && e->render.model->soundfromcenter)
1116         {
1117                 vec3_t o;
1118                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1119                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1120         }
1121         else
1122                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1123
1124         // handle particle trails and such effects now that we know where this
1125         // entity is in the world...
1126         trailtype = EFFECT_NONE;
1127         // LordHavoc: if the entity has no effects, don't check each
1128         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1129         {
1130                 if (e->render.effects & EF_BRIGHTFIELD)
1131                 {
1132                         if (gamemode == GAME_NEXUIZ)
1133                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1134                         else
1135                                 CL_EntityParticles(e);
1136                 }
1137                 if (e->render.effects & EF_FLAME)
1138                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1139                 if (e->render.effects & EF_STARDUST)
1140                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1141         }
1142         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1143         {
1144                 // these are only set on player entities
1145                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1146         }
1147         // muzzleflash fades over time
1148         if (e->persistent.muzzleflash > 0)
1149                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1150         // LordHavoc: if the entity has no effects, don't check each
1151         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1152         {
1153                 if (e->render.effects & EF_GIB)
1154                         trailtype = EFFECT_TR_BLOOD;
1155                 else if (e->render.effects & EF_ZOMGIB)
1156                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1157                 else if (e->render.effects & EF_TRACER)
1158                         trailtype = EFFECT_TR_WIZSPIKE;
1159                 else if (e->render.effects & EF_TRACER2)
1160                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1161                 else if (e->render.effects & EF_ROCKET)
1162                         trailtype = EFFECT_TR_ROCKET;
1163                 else if (e->render.effects & EF_GRENADE)
1164                 {
1165                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1166                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1167                 }
1168                 else if (e->render.effects & EF_TRACER3)
1169                         trailtype = EFFECT_TR_VORESPIKE;
1170         }
1171         // do trails
1172         if (e->render.flags & RENDER_GLOWTRAIL)
1173                 trailtype = EFFECT_TR_GLOWTRAIL;
1174         // check if a trail is allowed (it is not after a teleport for example)
1175         if (trailtype && e->persistent.trail_allowed)
1176         {
1177                 float len;
1178                 vec3_t vel;
1179                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1180                 len = e->state_current.time - e->state_previous.time;
1181                 if (len > 0)
1182                         len = 1.0f / len;
1183                 VectorScale(vel, len, vel);
1184                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1185         }
1186         // now that the entity has survived one trail update it is allowed to
1187         // leave a real trail on later frames
1188         e->persistent.trail_allowed = true;
1189         VectorCopy(origin, e->persistent.trail_origin);
1190 }
1191
1192
1193 /*
1194 ===============
1195 CL_UpdateViewEntities
1196 ===============
1197 */
1198 void CL_UpdateViewEntities(void)
1199 {
1200         int i;
1201         // update any RENDER_VIEWMODEL entities to use the new view matrix
1202         for (i = 1;i < cl.num_entities;i++)
1203         {
1204                 if (cl.entities_active[i])
1205                 {
1206                         entity_t *ent = cl.entities + i;
1207                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1208                                 CL_UpdateNetworkEntity(ent, 32, true);
1209                 }
1210         }
1211         // and of course the engine viewmodel needs updating as well
1212         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1213 }
1214
1215 /*
1216 ===============
1217 CL_UpdateNetworkCollisionEntities
1218 ===============
1219 */
1220 void CL_UpdateNetworkCollisionEntities(void)
1221 {
1222         entity_t *ent;
1223         int i;
1224
1225         // start on the entity after the world
1226         cl.num_brushmodel_entities = 0;
1227         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1228         {
1229                 if (cl.entities_active[i])
1230                 {
1231                         ent = cl.entities + i;
1232                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1233                         {
1234                                 // do not interpolate the bmodels for this
1235                                 CL_UpdateNetworkEntity(ent, 32, false);
1236                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1237                         }
1238                 }
1239         }
1240 }
1241
1242 /*
1243 ===============
1244 CL_UpdateNetworkEntities
1245 ===============
1246 */
1247 void CL_UpdateNetworkEntities(void)
1248 {
1249         entity_t *ent;
1250         int i;
1251
1252         // start on the entity after the world
1253         for (i = 1;i < cl.num_entities;i++)
1254         {
1255                 if (cl.entities_active[i])
1256                 {
1257                         ent = cl.entities + i;
1258                         if (ent->state_current.active)
1259                         {
1260                                 CL_UpdateNetworkEntity(ent, 32, true);
1261                                 // view models should never create light/trails
1262                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1263                                         CL_UpdateNetworkEntityTrail(ent);
1264                         }
1265                         else
1266                                 cl.entities_active[i] = false;
1267                 }
1268         }
1269 }
1270
1271 void CL_UpdateViewModel(void)
1272 {
1273         entity_t *ent;
1274         ent = &cl.viewent;
1275         ent->state_previous = ent->state_current;
1276         ent->state_current = defaultstate;
1277         ent->state_current.time = cl.time;
1278         ent->state_current.number = (unsigned short)-1;
1279         ent->state_current.active = true;
1280         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1281         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1282         ent->state_current.flags = RENDER_VIEWMODEL;
1283         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1284                 ent->state_current.modelindex = 0;
1285         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1286         {
1287                 if (gamemode == GAME_TRANSFUSION)
1288                         ent->state_current.alpha = 128;
1289                 else
1290                         ent->state_current.modelindex = 0;
1291         }
1292         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1293         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1294
1295         // reset animation interpolation on weaponmodel if model changed
1296         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1297         {
1298                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1299                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1300                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1301         }
1302         CL_UpdateNetworkEntity(ent, 32, true);
1303 }
1304
1305 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1306 void CL_LinkNetworkEntity(entity_t *e)
1307 {
1308         effectnameindex_t trailtype;
1309         vec3_t origin;
1310         vec3_t dlightcolor;
1311         vec_t dlightradius;
1312
1313         // skip inactive entities and world
1314         if (!e->state_current.active || e == cl.entities)
1315                 return;
1316         if (e->state_current.tagentity)
1317         {
1318                 // if the tag entity is currently impossible, skip it
1319                 if (e->state_current.tagentity >= cl.num_entities)
1320                         return;
1321                 // if the tag entity is inactive, skip it
1322                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1323                         return;
1324         }
1325
1326         // create entity dlights associated with this entity
1327         if (e->render.model && e->render.model->soundfromcenter)
1328         {
1329                 // bmodels are treated specially since their origin is usually '0 0 0'
1330                 vec3_t o;
1331                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1332                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1333         }
1334         else
1335                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1336         trailtype = EFFECT_NONE;
1337         dlightradius = 0;
1338         dlightcolor[0] = 0;
1339         dlightcolor[1] = 0;
1340         dlightcolor[2] = 0;
1341         // LordHavoc: if the entity has no effects, don't check each
1342         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1343         {
1344                 if (e->render.effects & EF_BRIGHTFIELD)
1345                 {
1346                         if (gamemode == GAME_NEXUIZ)
1347                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1348                 }
1349                 if (e->render.effects & EF_DIMLIGHT)
1350                 {
1351                         dlightradius = max(dlightradius, 200);
1352                         dlightcolor[0] += 1.50f;
1353                         dlightcolor[1] += 1.50f;
1354                         dlightcolor[2] += 1.50f;
1355                 }
1356                 if (e->render.effects & EF_BRIGHTLIGHT)
1357                 {
1358                         dlightradius = max(dlightradius, 400);
1359                         dlightcolor[0] += 3.00f;
1360                         dlightcolor[1] += 3.00f;
1361                         dlightcolor[2] += 3.00f;
1362                 }
1363                 // LordHavoc: more effects
1364                 if (e->render.effects & EF_RED) // red
1365                 {
1366                         dlightradius = max(dlightradius, 200);
1367                         dlightcolor[0] += 1.50f;
1368                         dlightcolor[1] += 0.15f;
1369                         dlightcolor[2] += 0.15f;
1370                 }
1371                 if (e->render.effects & EF_BLUE) // blue
1372                 {
1373                         dlightradius = max(dlightradius, 200);
1374                         dlightcolor[0] += 0.15f;
1375                         dlightcolor[1] += 0.15f;
1376                         dlightcolor[2] += 1.50f;
1377                 }
1378                 if (e->render.effects & EF_FLAME)
1379                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1380                 if (e->render.effects & EF_STARDUST)
1381                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1382         }
1383         // muzzleflash fades over time, and is offset a bit
1384         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1385         {
1386                 vec3_t v2;
1387                 vec3_t color;
1388                 trace_t trace;
1389                 matrix4x4_t tempmatrix;
1390                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1391                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1392                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1393                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1394                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1395                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1396                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1397                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1398         }
1399         // LordHavoc: if the model has no flags, don't check each
1400         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1401         {
1402                 if (e->render.effects & EF_GIB)
1403                         trailtype = EFFECT_TR_BLOOD;
1404                 else if (e->render.effects & EF_ZOMGIB)
1405                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1406                 else if (e->render.effects & EF_TRACER)
1407                         trailtype = EFFECT_TR_WIZSPIKE;
1408                 else if (e->render.effects & EF_TRACER2)
1409                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1410                 else if (e->render.effects & EF_ROCKET)
1411                         trailtype = EFFECT_TR_ROCKET;
1412                 else if (e->render.effects & EF_GRENADE)
1413                 {
1414                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1415                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1416                 }
1417                 else if (e->render.effects & EF_TRACER3)
1418                         trailtype = EFFECT_TR_VORESPIKE;
1419         }
1420         // LordHavoc: customizable glow
1421         if (e->state_current.glowsize)
1422         {
1423                 // * 4 for the expansion from 0-255 to 0-1023 range,
1424                 // / 255 to scale down byte colors
1425                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1426                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1427         }
1428         // custom rtlight
1429         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1430         {
1431                 matrix4x4_t dlightmatrix;
1432                 float light[4];
1433                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1434                 light[3] = e->state_current.light[3];
1435                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1436                         VectorSet(light, 1, 1, 1);
1437                 if (light[3] == 0)
1438                         light[3] = 350;
1439                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1440                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1441                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1442                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1443                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1444         }
1445         // make the glow dlight
1446         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1447         {
1448                 matrix4x4_t dlightmatrix;
1449                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1450                 // hack to make glowing player light shine on their gun
1451                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1452                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1453                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1454                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1455                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1456         }
1457         // do trail light
1458         if (e->render.flags & RENDER_GLOWTRAIL)
1459                 trailtype = EFFECT_TR_GLOWTRAIL;
1460         if (trailtype)
1461                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1462
1463         // don't show viewmodels in certain situations
1464         if (e->render.flags & RENDER_VIEWMODEL)
1465                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1466                         return;
1467         // don't show entities with no modelindex (note: this still shows
1468         // entities which have a modelindex that resolved to a NULL model)
1469         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1470                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1471         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1472         //      Matrix4x4_Print(&e->render.matrix);
1473 }
1474
1475 void CL_RelinkWorld(void)
1476 {
1477         entity_t *ent = &cl.entities[0];
1478         // FIXME: this should be done at load
1479         ent->render.matrix = identitymatrix;
1480         ent->render.flags = RENDER_SHADOW;
1481         if (!r_fullbright.integer)
1482                 ent->render.flags |= RENDER_LIGHT;
1483         VectorSet(ent->render.colormod, 1, 1, 1);
1484         VectorSet(ent->render.glowmod, 1, 1, 1);
1485         CL_UpdateRenderEntity(&ent->render);
1486         r_refdef.scene.worldentity = &ent->render;
1487         r_refdef.scene.worldmodel = cl.worldmodel;
1488 }
1489
1490 static void CL_RelinkStaticEntities(void)
1491 {
1492         int i;
1493         entity_t *e;
1494         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1495         {
1496                 e->render.flags = 0;
1497                 // if the model was not loaded when the static entity was created we
1498                 // need to re-fetch the model pointer
1499                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1500                 // either fullbright or lit
1501                 if(!r_fullbright.integer)
1502                 {
1503                         if (!(e->render.effects & EF_FULLBRIGHT))
1504                                 e->render.flags |= RENDER_LIGHT;
1505                         else if(r_equalize_entities_fullbright.integer)
1506                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1507                 }
1508                 // hide player shadow during intermission or nehahra movie
1509                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1510                         e->render.flags |= RENDER_SHADOW;
1511                 VectorSet(e->render.colormod, 1, 1, 1);
1512                 VectorSet(e->render.glowmod, 1, 1, 1);
1513                 R_LerpAnimation(&e->render);
1514                 CL_UpdateRenderEntity(&e->render);
1515                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1516         }
1517 }
1518
1519 /*
1520 ===============
1521 CL_RelinkEntities
1522 ===============
1523 */
1524 static void CL_RelinkNetworkEntities(void)
1525 {
1526         entity_t *ent;
1527         int i;
1528
1529         // start on the entity after the world
1530         for (i = 1;i < cl.num_entities;i++)
1531         {
1532                 if (cl.entities_active[i])
1533                 {
1534                         ent = cl.entities + i;
1535                         if (ent->state_current.active)
1536                                 CL_LinkNetworkEntity(ent);
1537                         else
1538                                 cl.entities_active[i] = false;
1539                 }
1540         }
1541 }
1542
1543 static void CL_RelinkEffects(void)
1544 {
1545         int i, intframe;
1546         cl_effect_t *e;
1547         entity_render_t *entrender;
1548         float frame;
1549
1550         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1551         {
1552                 if (e->active)
1553                 {
1554                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1555                         intframe = (int)frame;
1556                         if (intframe < 0 || intframe >= e->endframe)
1557                         {
1558                                 memset(e, 0, sizeof(*e));
1559                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1560                                         cl.num_effects--;
1561                                 continue;
1562                         }
1563
1564                         if (intframe != e->frame)
1565                         {
1566                                 e->frame = intframe;
1567                                 e->frame1time = e->frame2time;
1568                                 e->frame2time = cl.time;
1569                         }
1570
1571                         // if we're drawing effects, get a new temp entity
1572                         // (NewTempEntity adds it to the render entities list for us)
1573                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1574                         {
1575                                 // interpolation stuff
1576                                 entrender->framegroupblend[0].frame = intframe;
1577                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1578                                 entrender->framegroupblend[0].start = e->frame1time;
1579                                 if (intframe + 1 >= e->endframe)
1580                                 {
1581                                         entrender->framegroupblend[1].frame = 0; // disappear
1582                                         entrender->framegroupblend[1].lerp = 0;
1583                                         entrender->framegroupblend[1].start = 0;
1584                                 }
1585                                 else
1586                                 {
1587                                         entrender->framegroupblend[1].frame = intframe + 1;
1588                                         entrender->framegroupblend[1].lerp = frame - intframe;
1589                                         entrender->framegroupblend[1].start = e->frame2time;
1590                                 }
1591
1592                                 // normal stuff
1593                                 if(e->modelindex < MAX_MODELS)
1594                                         entrender->model = cl.model_precache[e->modelindex];
1595                                 else
1596                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1597                                 entrender->alpha = 1;
1598                                 VectorSet(entrender->colormod, 1, 1, 1);
1599                                 VectorSet(entrender->glowmod, 1, 1, 1);
1600
1601                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1602                                 CL_UpdateRenderEntity(entrender);
1603                         }
1604                 }
1605         }
1606 }
1607
1608 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1609 {
1610         VectorCopy(b->start, start);
1611         VectorCopy(b->end, end);
1612
1613         // if coming from the player, update the start position
1614         if (b->entity == cl.viewentity)
1615         {
1616                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1617                 {
1618                         // LordHavoc: this is a stupid hack from Quake that makes your
1619                         // lightning appear to come from your waist and cover less of your
1620                         // view
1621                         // in Quake this hack was applied to all players (causing the
1622                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1623                         // only applies to your own lightning, and only in first person
1624                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1625                 }
1626                 if (cl_beams_instantaimhack.integer)
1627                 {
1628                         vec3_t dir, localend;
1629                         vec_t len;
1630                         // LordHavoc: this updates the beam direction to match your
1631                         // viewangles
1632                         VectorSubtract(end, start, dir);
1633                         len = VectorLength(dir);
1634                         VectorNormalize(dir);
1635                         VectorSet(localend, len, 0, 0);
1636                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1637                 }
1638         }
1639 }
1640
1641 void CL_RelinkBeams(void)
1642 {
1643         int i;
1644         beam_t *b;
1645         vec3_t dist, org, start, end;
1646         float d;
1647         entity_render_t *entrender;
1648         double yaw, pitch;
1649         float forward;
1650         matrix4x4_t tempmatrix;
1651
1652         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1653         {
1654                 if (!b->model)
1655                         continue;
1656                 if (b->endtime < cl.time)
1657                 {
1658                         b->model = NULL;
1659                         continue;
1660                 }
1661
1662                 CL_Beam_CalculatePositions(b, start, end);
1663
1664                 if (b->lightning)
1665                 {
1666                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1667                         {
1668                                 // FIXME: create a matrix from the beam start/end orientation
1669                                 vec3_t dlightcolor;
1670                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1671                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1672                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1673                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1674                         }
1675                         if (cl_beams_polygons.integer)
1676                                 continue;
1677                 }
1678
1679                 // calculate pitch and yaw
1680                 // (this is similar to the QuakeC builtin function vectoangles)
1681                 VectorSubtract(end, start, dist);
1682                 if (dist[1] == 0 && dist[0] == 0)
1683                 {
1684                         yaw = 0;
1685                         if (dist[2] > 0)
1686                                 pitch = 90;
1687                         else
1688                                 pitch = 270;
1689                 }
1690                 else
1691                 {
1692                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1693                         if (yaw < 0)
1694                                 yaw += 360;
1695
1696                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1697                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1698                         if (pitch < 0)
1699                                 pitch += 360;
1700                 }
1701
1702                 // add new entities for the lightning
1703                 VectorCopy (start, org);
1704                 d = VectorNormalizeLength(dist);
1705                 while (d > 0)
1706                 {
1707                         entrender = CL_NewTempEntity (0);
1708                         if (!entrender)
1709                                 return;
1710                         //VectorCopy (org, ent->render.origin);
1711                         entrender->model = b->model;
1712                         //ent->render.effects = EF_FULLBRIGHT;
1713                         //ent->render.angles[0] = pitch;
1714                         //ent->render.angles[1] = yaw;
1715                         //ent->render.angles[2] = rand()%360;
1716                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1717                         CL_UpdateRenderEntity(entrender);
1718                         VectorMA(org, 30, dist, org);
1719                         d -= 30;
1720                 }
1721         }
1722
1723         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1724                 cl.num_beams--;
1725 }
1726
1727 static void CL_RelinkQWNails(void)
1728 {
1729         int i;
1730         vec_t *v;
1731         entity_render_t *entrender;
1732
1733         for (i = 0;i < cl.qw_num_nails;i++)
1734         {
1735                 v = cl.qw_nails[i];
1736
1737                 // if we're drawing effects, get a new temp entity
1738                 // (NewTempEntity adds it to the render entities list for us)
1739                 if (!(entrender = CL_NewTempEntity(0)))
1740                         continue;
1741
1742                 // normal stuff
1743                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1744                 entrender->alpha = 1;
1745                 VectorSet(entrender->colormod, 1, 1, 1);
1746                 VectorSet(entrender->glowmod, 1, 1, 1);
1747
1748                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1749                 CL_UpdateRenderEntity(entrender);
1750         }
1751 }
1752
1753 void CL_LerpPlayer(float frac)
1754 {
1755         int i;
1756
1757         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1758         for (i = 0;i < 3;i++)
1759         {
1760                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1761                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1762                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1763         }
1764
1765         // interpolate the angles if playing a demo or spectating someone
1766         if (cls.demoplayback || cl.fixangle[0])
1767         {
1768                 for (i = 0;i < 3;i++)
1769                 {
1770                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1771                         if (d > 180)
1772                                 d -= 360;
1773                         else if (d < -180)
1774                                 d += 360;
1775                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1776                 }
1777         }
1778 }
1779
1780 void CSQC_RelinkAllEntities (int drawmask)
1781 {
1782         // link stuff
1783         CL_RelinkWorld();
1784         CL_RelinkStaticEntities();
1785         CL_RelinkBeams();
1786         CL_RelinkEffects();
1787
1788         // link stuff
1789         if (drawmask & ENTMASK_ENGINE)
1790         {
1791                 CL_RelinkNetworkEntities();
1792                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1793                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1794                 CL_RelinkQWNails();
1795         }
1796
1797         // update view blend
1798         V_CalcViewBlend();
1799 }
1800
1801 /*
1802 ===============
1803 CL_UpdateWorld
1804
1805 Update client game world for a new frame
1806 ===============
1807 */
1808 void CL_UpdateWorld(void)
1809 {
1810         r_refdef.scene.extraupdate = !r_speeds.integer;
1811         r_refdef.scene.numentities = 0;
1812         r_refdef.scene.numlights = 0;
1813         r_refdef.view.matrix = identitymatrix;
1814         r_refdef.view.quality = 1;
1815
1816         cl.num_brushmodel_entities = 0;
1817
1818         if (cls.state == ca_connected && cls.signon == SIGNONS)
1819         {
1820                 // prepare for a new frame
1821                 CL_LerpPlayer(CL_LerpPoint());
1822                 CL_DecayLightFlashes();
1823                 CL_ClearTempEntities();
1824                 V_DriftPitch();
1825                 V_FadeViewFlashs();
1826
1827                 // if prediction is enabled we have to update all the collidable
1828                 // network entities before the prediction code can be run
1829                 CL_UpdateNetworkCollisionEntities();
1830
1831                 // now update the player prediction
1832                 CL_ClientMovement_Replay();
1833
1834                 // update the player entity (which may be predicted)
1835                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1836
1837                 // now update the view (which depends on that player entity)
1838                 V_CalcRefdef();
1839
1840                 // now update all the network entities and create particle trails
1841                 // (some entities may depend on the view)
1842                 CL_UpdateNetworkEntities();
1843
1844                 // update the engine-based viewmodel
1845                 CL_UpdateViewModel();
1846
1847                 CL_RelinkLightFlashes();
1848                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1849
1850                 // decals, particles, and explosions will be updated during rneder
1851         }
1852
1853         r_refdef.scene.time = cl.time;
1854 }
1855
1856 // LordHavoc: pausedemo command
1857 static void CL_PauseDemo_f (void)
1858 {
1859         cls.demopaused = !cls.demopaused;
1860         if (cls.demopaused)
1861                 Con_Print("Demo paused\n");
1862         else
1863                 Con_Print("Demo unpaused\n");
1864 }
1865
1866 /*
1867 ======================
1868 CL_Fog_f
1869 ======================
1870 */
1871 static void CL_Fog_f (void)
1872 {
1873         if (Cmd_Argc () == 1)
1874         {
1875                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1876                 return;
1877         }
1878         r_refdef.fog_start = 0;
1879         r_refdef.fog_end = 16384;
1880         r_refdef.fog_alpha = 1;
1881         if(Cmd_Argc() > 1)
1882                 r_refdef.fog_density = atof(Cmd_Argv(1));
1883         if(Cmd_Argc() > 2)
1884                 r_refdef.fog_red = atof(Cmd_Argv(2));
1885         if(Cmd_Argc() > 3)
1886                 r_refdef.fog_green = atof(Cmd_Argv(3));
1887         if(Cmd_Argc() > 4)
1888                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1889         if(Cmd_Argc() > 5)
1890                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1891         if(Cmd_Argc() > 6)
1892                 r_refdef.fog_start = atof(Cmd_Argv(6));
1893         if(Cmd_Argc() > 7)
1894                 r_refdef.fog_end = atof(Cmd_Argv(7));
1895 }
1896
1897 /*
1898 ====================
1899 CL_TimeRefresh_f
1900
1901 For program optimization
1902 ====================
1903 */
1904 static void CL_TimeRefresh_f (void)
1905 {
1906         int i;
1907         float timestart, timedelta;
1908
1909         r_refdef.scene.extraupdate = false;
1910
1911         timestart = Sys_DoubleTime();
1912         for (i = 0;i < 128;i++)
1913         {
1914                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1915                 r_refdef.view.quality = 1;
1916                 CL_UpdateScreen();
1917         }
1918         timedelta = Sys_DoubleTime() - timestart;
1919
1920         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1921 }
1922
1923 void CL_AreaStats_f(void)
1924 {
1925         World_PrintAreaStats(&cl.world, "client");
1926 }
1927
1928 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1929 {
1930         int i;
1931         cl_locnode_t *loc;
1932         cl_locnode_t *best;
1933         vec3_t nearestpoint;
1934         vec_t dist, bestdist;
1935         best = NULL;
1936         bestdist = 0;
1937         for (loc = cl.locnodes;loc;loc = loc->next)
1938         {
1939                 for (i = 0;i < 3;i++)
1940                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1941                 dist = VectorDistance2(nearestpoint, point);
1942                 if (bestdist > dist || !best)
1943                 {
1944                         bestdist = dist;
1945                         best = loc;
1946                         if (bestdist < 1)
1947                                 break;
1948                 }
1949         }
1950         return best;
1951 }
1952
1953 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1954 {
1955         cl_locnode_t *loc;
1956         loc = CL_Locs_FindNearest(point);
1957         if (loc)
1958                 strlcpy(buffer, loc->name, buffersize);
1959         else
1960                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1961 }
1962
1963 void CL_Locs_FreeNode(cl_locnode_t *node)
1964 {
1965         cl_locnode_t **pointer, **next;
1966         for (pointer = &cl.locnodes;*pointer;pointer = next)
1967         {
1968                 next = &(*pointer)->next;
1969                 if (*pointer == node)
1970                 {
1971                         *pointer = node->next;
1972                         Mem_Free(node);
1973                         return;
1974                 }
1975         }
1976         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1977 }
1978
1979 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1980 {
1981         cl_locnode_t *node, **pointer;
1982         int namelen;
1983         if (!name)
1984                 name = "";
1985         namelen = strlen(name);
1986         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1987         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1988         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1989         node->name = (char *)(node + 1);
1990         memcpy(node->name, name, namelen);
1991         node->name[namelen] = 0;
1992         // link it into the tail of the list to preserve the order
1993         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1994                 ;
1995         *pointer = node;
1996 }
1997
1998 void CL_Locs_Add_f(void)
1999 {
2000         vec3_t mins, maxs;
2001         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2002         {
2003                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2004                 return;
2005         }
2006         mins[0] = atof(Cmd_Argv(1));
2007         mins[1] = atof(Cmd_Argv(2));
2008         mins[2] = atof(Cmd_Argv(3));
2009         if (Cmd_Argc() == 8)
2010         {
2011                 maxs[0] = atof(Cmd_Argv(4));
2012                 maxs[1] = atof(Cmd_Argv(5));
2013                 maxs[2] = atof(Cmd_Argv(6));
2014                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2015         }
2016         else
2017                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2018 }
2019
2020 void CL_Locs_RemoveNearest_f(void)
2021 {
2022         cl_locnode_t *loc;
2023         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2024         if (loc)
2025                 CL_Locs_FreeNode(loc);
2026         else
2027                 Con_Printf("no loc point or box found for your location\n");
2028 }
2029
2030 void CL_Locs_Clear_f(void)
2031 {
2032         while (cl.locnodes)
2033                 CL_Locs_FreeNode(cl.locnodes);
2034 }
2035
2036 void CL_Locs_Save_f(void)
2037 {
2038         cl_locnode_t *loc;
2039         qfile_t *outfile;
2040         char locfilename[MAX_QPATH];
2041         if (!cl.locnodes)
2042         {
2043                 Con_Printf("No loc points/boxes exist!\n");
2044                 return;
2045         }
2046         if (cls.state != ca_connected || !cl.worldmodel)
2047         {
2048                 Con_Printf("No level loaded!\n");
2049                 return;
2050         }
2051         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2052         strlcat(locfilename, ".loc", sizeof(locfilename));
2053
2054         outfile = FS_OpenRealFile(locfilename, "w", false);
2055         if (!outfile)
2056                 return;
2057         // if any boxes are used then this is a proquake-format loc file, which
2058         // allows comments, so add some relevant information at the start
2059         for (loc = cl.locnodes;loc;loc = loc->next)
2060                 if (!VectorCompare(loc->mins, loc->maxs))
2061                         break;
2062         if (loc)
2063         {
2064                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2065                 for (loc = cl.locnodes;loc;loc = loc->next)
2066                         if (VectorCompare(loc->mins, loc->maxs))
2067                                 break;
2068                 if (loc)
2069                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2070         }
2071         for (loc = cl.locnodes;loc;loc = loc->next)
2072         {
2073                 if (VectorCompare(loc->mins, loc->maxs))
2074                 {
2075                         int len;
2076                         const char *s;
2077                         const char *in = loc->name;
2078                         char name[MAX_INPUTLINE];
2079                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2080                         {
2081                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2082                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2083                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2084                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2085                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2086                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2087                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2088                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2089                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2090                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2091                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2092                                 else s = NULL;
2093                                 if (s)
2094                                 {
2095                                         while (len < (int)sizeof(name) - 1 && *s)
2096                                                 name[len++] = *s++;
2097                                         continue;
2098                                 }
2099                                 name[len++] = *in++;
2100                         }
2101                         name[len] = 0;
2102                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2103                 }
2104                 else
2105                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2106         }
2107         FS_Close(outfile);
2108 }
2109
2110 void CL_Locs_Reload_f(void)
2111 {
2112         int i, linenumber, limit, len;
2113         const char *s;
2114         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2115         fs_offset_t filesize;
2116         vec3_t mins, maxs;
2117         char locfilename[MAX_QPATH];
2118         char name[MAX_INPUTLINE];
2119
2120         if (cls.state != ca_connected || !cl.worldmodel)
2121         {
2122                 Con_Printf("No level loaded!\n");
2123                 return;
2124         }
2125
2126         CL_Locs_Clear_f();
2127
2128         // try maps/something.loc first (LordHavoc: where I think they should be)
2129         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2130         strlcat(locfilename, ".loc", sizeof(locfilename));
2131         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2132         if (!filedata)
2133         {
2134                 // try proquake name as well (LordHavoc: I hate path mangling)
2135                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2136                 strlcat(locfilename, ".loc", sizeof(locfilename));
2137                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2138                 if (!filedata)
2139                         return;
2140         }
2141         text = filedata;
2142         textend = filedata + filesize;
2143         for (linenumber = 1;text < textend;linenumber++)
2144         {
2145                 linestart = text;
2146                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2147                         ;
2148                 lineend = text;
2149                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2150                         text++;
2151                 if (text < textend)
2152                         text++;
2153                 // trim trailing whitespace
2154                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2155                         lineend--;
2156                 // trim leading whitespace
2157                 while (linestart < lineend && ISWHITESPACE(*linestart))
2158                         linestart++;
2159                 // check if this is a comment
2160                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2161                         continue;
2162                 linetext = linestart;
2163                 limit = 3;
2164                 for (i = 0;i < limit;i++)
2165                 {
2166                         if (linetext >= lineend)
2167                                 break;
2168                         // note: a missing number is interpreted as 0
2169                         if (i < 3)
2170                                 mins[i] = atof(linetext);
2171                         else
2172                                 maxs[i - 3] = atof(linetext);
2173                         // now advance past the number
2174                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2175                                 linetext++;
2176                         // advance through whitespace
2177                         if (linetext < lineend)
2178                         {
2179                                 if (*linetext == ',')
2180                                 {
2181                                         linetext++;
2182                                         limit = 6;
2183                                         // note: comma can be followed by whitespace
2184                                 }
2185                                 if (ISWHITESPACE(*linetext))
2186                                 {
2187                                         // skip whitespace
2188                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2189                                                 linetext++;
2190                                 }
2191                         }
2192                 }
2193                 // if this is a quoted name, remove the quotes
2194                 if (i == 6)
2195                 {
2196                         if (linetext >= lineend || *linetext != '"')
2197                                 continue; // proquake location names are always quoted
2198                         lineend--;
2199                         linetext++;
2200                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2201                         memcpy(name, linetext, len);
2202                         name[len] = 0;
2203                         // add the box to the list
2204                         CL_Locs_AddNode(mins, maxs, name);
2205                 }
2206                 // if a point was parsed, it needs to be scaled down by 8 (since
2207                 // point-based loc files were invented by a proxy which dealt
2208                 // directly with quake protocol coordinates, which are *8), turn
2209                 // it into a box
2210                 else if (i == 3)
2211                 {
2212                         // interpret silly fuhquake macros
2213                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2214                         {
2215                                 if (*linetext == '$')
2216                                 {
2217                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2218                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2219                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2220                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2221                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2222                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2223                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2224                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2225                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2226                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2227                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2228                                         else s = NULL;
2229                                         if (s)
2230                                         {
2231                                                 while (len < (int)sizeof(name) - 1 && *s)
2232                                                         name[len++] = *s++;
2233                                                 continue;
2234                                         }
2235                                 }
2236                                 name[len++] = *linetext++;
2237                         }
2238                         name[len] = 0;
2239                         // add the point to the list
2240                         VectorScale(mins, (1.0 / 8.0), mins);
2241                         CL_Locs_AddNode(mins, mins, name);
2242                 }
2243                 else
2244                         continue;
2245         }
2246 }
2247
2248 /*
2249 ===========
2250 CL_Shutdown
2251 ===========
2252 */
2253 void CL_Shutdown (void)
2254 {
2255         CL_Screen_Shutdown();
2256         CL_Particles_Shutdown();
2257         CL_Parse_Shutdown();
2258
2259         Mem_FreePool (&cls.permanentmempool);
2260         Mem_FreePool (&cls.levelmempool);
2261 }
2262
2263 /*
2264 =================
2265 CL_Init
2266 =================
2267 */
2268 void CL_Init (void)
2269 {
2270         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2271         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2272
2273         memset(&r_refdef, 0, sizeof(r_refdef));
2274         // max entities sent to renderer per frame
2275         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2276         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2277
2278         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2279         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2280
2281         CL_InitInput ();
2282
2283 //
2284 // register our commands
2285 //
2286         Cvar_RegisterVariable (&cl_upspeed);
2287         Cvar_RegisterVariable (&cl_forwardspeed);
2288         Cvar_RegisterVariable (&cl_backspeed);
2289         Cvar_RegisterVariable (&cl_sidespeed);
2290         Cvar_RegisterVariable (&cl_movespeedkey);
2291         Cvar_RegisterVariable (&cl_yawspeed);
2292         Cvar_RegisterVariable (&cl_pitchspeed);
2293         Cvar_RegisterVariable (&cl_anglespeedkey);
2294         Cvar_RegisterVariable (&cl_shownet);
2295         Cvar_RegisterVariable (&cl_nolerp);
2296         Cvar_RegisterVariable (&cl_deathfade);
2297         Cvar_RegisterVariable (&lookspring);
2298         Cvar_RegisterVariable (&lookstrafe);
2299         Cvar_RegisterVariable (&sensitivity);
2300         Cvar_RegisterVariable (&freelook);
2301
2302         Cvar_RegisterVariable (&m_pitch);
2303         Cvar_RegisterVariable (&m_yaw);
2304         Cvar_RegisterVariable (&m_forward);
2305         Cvar_RegisterVariable (&m_side);
2306
2307         Cvar_RegisterVariable (&cl_itembobspeed);
2308         Cvar_RegisterVariable (&cl_itembobheight);
2309
2310         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2311         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2312         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2313         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2314         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2315         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2316
2317         // Support Client-side Model Index List
2318         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2319         // Support Client-side Sound Index List
2320         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2321
2322         Cvar_RegisterVariable (&cl_autodemo);
2323         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2324
2325         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2326
2327         // LordHavoc: added pausedemo
2328         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)");
2329
2330         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2331
2332         Cvar_RegisterVariable(&r_draweffects);
2333         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2334         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2335         Cvar_RegisterVariable(&cl_explosions_size_start);
2336         Cvar_RegisterVariable(&cl_explosions_size_end);
2337         Cvar_RegisterVariable(&cl_explosions_lifetime);
2338         Cvar_RegisterVariable(&cl_stainmaps);
2339         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2340         Cvar_RegisterVariable(&cl_beams_polygons);
2341         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2342         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2343         Cvar_RegisterVariable(&cl_beams_lightatend);
2344         Cvar_RegisterVariable(&cl_noplayershadow);
2345         Cvar_RegisterVariable(&cl_dlights_decayradius);
2346         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2347
2348         Cvar_RegisterVariable(&cl_prydoncursor);
2349
2350         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2351
2352         // for QW connections
2353         Cvar_RegisterVariable(&qport);
2354         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2355
2356         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2357
2358         Cvar_RegisterVariable(&cl_locs_enable);
2359         Cvar_RegisterVariable(&cl_locs_show);
2360         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2361         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2362         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2363         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2364         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2365
2366         CL_Parse_Init();
2367         CL_Particles_Init();
2368         CL_Screen_Init();
2369
2370         CL_Video_Init();
2371         CL_Gecko_Init();
2372 }
2373
2374
2375