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