Reworked VM_CL_PolygonBegin/Vertex/End functions to do the commit to the mesh in...
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_CLIENT | 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"};
36 cvar_t csqc_progsize = {CVAR_CLIENT | 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"};
37 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | 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)" };
61 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
62
63 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87
88 cvar_t cl_prydoncursor = {CVAR_CLIENT, "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"};
89 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_CLIENT | 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)"};
94 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 client_static_t cls;
97 client_state_t  cl;
98
99 /*
100 =====================
101 CL_ClearState
102
103 =====================
104 */
105 void CL_ClearState(void)
106 {
107         int i;
108         entity_t *ent;
109
110         CL_VM_ShutDown();
111
112 // wipe the entire cl structure
113         Mem_EmptyPool(cls.levelmempool);
114         memset (&cl, 0, sizeof(cl));
115
116         S_StopAllSounds();
117
118         // reset the view zoom interpolation
119         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120         cl.sensitivityscale = 1.0f;
121
122         // enable rendering of the world and such
123         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124         cl.csqc_vidvars.drawenginesbar = true;
125         cl.csqc_vidvars.drawcrosshair = true;
126
127         // set up the float version of the stats array for easier access to float stats
128         cl.statsf = (float *)cl.stats;
129
130         cl.num_entities = 0;
131         cl.num_static_entities = 0;
132         cl.num_brushmodel_entities = 0;
133
134         // tweak these if the game runs out
135         cl.max_csqcrenderentities = 0;
136         cl.max_entities = MAX_ENITIES_INITIAL;
137         cl.max_static_entities = MAX_STATICENTITIES;
138         cl.max_effects = MAX_EFFECTS;
139         cl.max_beams = MAX_BEAMS;
140         cl.max_dlights = MAX_DLIGHTS;
141         cl.max_lightstyle = MAX_LIGHTSTYLES;
142         cl.max_brushmodel_entities = MAX_EDICTS;
143         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
144         cl.max_showlmps = 0;
145
146         cl.num_dlights = 0;
147         cl.num_effects = 0;
148         cl.num_beams = 0;
149
150         cl.csqcrenderentities = NULL;
151         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
160         cl.showlmps = NULL;
161
162         // LadyHavoc: have to set up the baseline info for alpha and other stuff
163         for (i = 0;i < cl.max_entities;i++)
164         {
165                 cl.entities[i].state_baseline = defaultstate;
166                 cl.entities[i].state_previous = defaultstate;
167                 cl.entities[i].state_current = defaultstate;
168         }
169
170         if (IS_NEXUIZ_DERIVED(gamemode))
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176         }
177         else
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183         }
184
185         // disable until we get textures for it
186         R_ResetSkyBox();
187
188         ent = &cl.entities[0];
189         // entire entity array was cleared, so just fill in a few fields
190         ent->state_current.active = true;
191         ent->render.model = cl.worldmodel = NULL; // no world model yet
192         ent->render.alpha = 1;
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         ent->render.allowdecals = true;
196         CL_UpdateRenderEntity(&ent->render);
197
198         // noclip is turned off at start
199         noclip_anglehack = false;
200
201         // mark all frames invalid for delta
202         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
203
204         // set bestweapon data back to Quake data
205         IN_BestWeapon_ResetData();
206
207         CL_Screen_NewMap();
208 }
209
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
211 {
212         int i;
213         qboolean fail = false;
214         char vabuf[1024];
215         if (!allowstarkey && key[0] == '*')
216                 fail = true;
217         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
218                 fail = true;
219         for (i = 0;key[i];i++)
220                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
221                         fail = true;
222         for (i = 0;value[i];i++)
223                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
224                         fail = true;
225         if (fail)
226         {
227                 if (!quiet)
228                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
229                 return;
230         }
231         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
232         if (cls.state == ca_connected && cls.netcon)
233         {
234                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
235                 {
236                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
238                 }
239                 else if (!strcasecmp(key, "name"))
240                 {
241                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
243                 }
244                 else if (!strcasecmp(key, "playermodel"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playerskin"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "topcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "bottomcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "rate"))
263                 {
264                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
266                 }
267                 else if (!strcasecmp(key, "rate_burstsize"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
271                 }
272         }
273 }
274
275 void CL_ExpandEntities(int num)
276 {
277         int i, oldmaxentities;
278         entity_t *oldentities;
279         if (num >= cl.max_entities)
280         {
281                 if (!cl.entities)
282                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283                 if (num >= MAX_EDICTS)
284                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285                 oldmaxentities = cl.max_entities;
286                 oldentities = cl.entities;
287                 cl.max_entities = (num & ~255) + 256;
288                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290                 Mem_Free(oldentities);
291                 for (i = oldmaxentities;i < cl.max_entities;i++)
292                 {
293                         cl.entities[i].state_baseline = defaultstate;
294                         cl.entities[i].state_previous = defaultstate;
295                         cl.entities[i].state_current = defaultstate;
296                 }
297         }
298 }
299
300 void CL_ExpandCSQCRenderEntities(int num)
301 {
302         int i;
303         int oldmaxcsqcrenderentities;
304         entity_render_t *oldcsqcrenderentities;
305         if (num >= cl.max_csqcrenderentities)
306         {
307                 if (num >= MAX_EDICTS)
308                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310                 oldcsqcrenderentities = cl.csqcrenderentities;
311                 cl.max_csqcrenderentities = (num & ~255) + 256;
312                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313                 if (oldcsqcrenderentities)
314                 {
315                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316                         for (i = 0;i < r_refdef.scene.numentities;i++)
317                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319                         Mem_Free(oldcsqcrenderentities);
320                 }
321         }
322 }
323
324 /*
325 =====================
326 CL_Disconnect
327
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
331 */
332 void CL_Disconnect(void)
333 {
334         if (cls.state == ca_dedicated)
335                 return;
336
337         if (COM_CheckParm("-profilegameonly"))
338                 Sys_AllowProfiling(false);
339
340         Curl_Clear_forthismap();
341
342         Con_DPrintf("CL_Disconnect\n");
343
344     Cvar_SetValueQuick(&csqc_progcrc, -1);
345         Cvar_SetValueQuick(&csqc_progsize, -1);
346         CL_VM_ShutDown();
347 // stop sounds (especially looping!)
348         S_StopAllSounds ();
349
350         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
351
352         // clear contents blends
353         cl.cshifts[0].percent = 0;
354         cl.cshifts[1].percent = 0;
355         cl.cshifts[2].percent = 0;
356         cl.cshifts[3].percent = 0;
357
358         cl.worldmodel = NULL;
359
360         CL_Parse_ErrorCleanUp();
361
362         if (cls.demoplayback)
363                 CL_StopPlayback();
364         else if (cls.netcon)
365         {
366                 sizebuf_t buf;
367                 unsigned char bufdata[8];
368                 if (cls.demorecording)
369                         CL_Stop_f(&cmd_client);
370
371                 // send disconnect message 3 times to improve chances of server
372                 // receiving it (but it still fails sometimes)
373                 memset(&buf, 0, sizeof(buf));
374                 buf.data = bufdata;
375                 buf.maxsize = sizeof(bufdata);
376                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
377                 {
378                         Con_DPrint("Sending drop command\n");
379                         MSG_WriteByte(&buf, qw_clc_stringcmd);
380                         MSG_WriteString(&buf, "drop");
381                 }
382                 else
383                 {
384                         Con_DPrint("Sending clc_disconnect\n");
385                         MSG_WriteByte(&buf, clc_disconnect);
386                 }
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_Close(cls.netcon);
391                 cls.netcon = NULL;
392                 Con_Printf("Disconnected\n");
393         }
394         cls.state = ca_disconnected;
395         cl.islocalgame = false;
396
397         cls.demoplayback = cls.timedemo = false;
398         cls.signon = 0;
399
400         // If we're dropped mid-connection attempt, it won't clear otherwise.
401         SCR_ClearLoadingScreen(false);
402 }
403
404 void CL_Disconnect_f(cmd_state_t *cmd)
405 {
406         CL_Disconnect ();
407         if (sv.active)
408                 Host_ShutdownServer ();
409 }
410
411
412
413
414 /*
415 =====================
416 CL_EstablishConnection
417
418 Host should be either "local" or a net address
419 =====================
420 */
421 void CL_EstablishConnection(const char *host, int firstarg)
422 {
423         if (cls.state == ca_dedicated)
424                 return;
425
426         // don't connect to a server if we're benchmarking a demo
427         if (COM_CheckParm("-benchmark"))
428                 return;
429
430         // clear menu's connect error message
431 #ifdef CONFIG_MENU
432         M_Update_Return_Reason("");
433 #endif
434
435         // Disconnect from the current server, or stop a running demo.
436         CL_Disconnect();
437
438         // make sure the client ports are open before attempting to connect
439         NetConn_UpdateSockets();
440
441         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
442         {
443                 cls.connect_trying = true;
444                 cls.connect_remainingtries = 3;
445                 cls.connect_nextsendtime = 0;
446
447                 // only NOW, set connect_userinfo
448                 if(firstarg >= 0)
449                 {
450                         int i;
451                         *cls.connect_userinfo = 0;
452                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
453                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
454                 }
455                 else if(firstarg < -1)
456                 {
457                         // -1: keep as is (reconnect)
458                         // -2: clear
459                         *cls.connect_userinfo = 0;
460                 }
461
462 #ifdef CONFIG_MENU
463                 M_Update_Return_Reason("Trying to connect...");
464 #endif
465         }
466         else
467         {
468                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
469 #ifdef CONFIG_MENU
470                 M_Update_Return_Reason("No network");
471 #endif
472         }
473 }
474
475 /*
476 ==============
477 CL_PrintEntities_f
478 ==============
479 */
480 static void CL_PrintEntities_f(cmd_state_t *cmd)
481 {
482         entity_t *ent;
483         int i;
484
485         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
486         {
487                 const char* modelname;
488
489                 if (!ent->state_current.active)
490                         continue;
491
492                 if (ent->render.model)
493                         modelname = ent->render.model->name;
494                 else
495                         modelname = "--no model--";
496                 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);
497         }
498 }
499
500 /*
501 ===============
502 CL_ModelIndexList_f
503
504 List information on all models in the client modelindex
505 ===============
506 */
507 static void CL_ModelIndexList_f(cmd_state_t *cmd)
508 {
509         int i;
510         dp_model_t *model;
511
512         // Print Header
513         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
514
515         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
516         {
517                 model = CL_GetModelByIndex(i);
518                 if (!model)
519                         continue;
520                 if(model->loaded || i == 1)
521                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
522                 else
523                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
524                 i++;
525         }
526 }
527
528 /*
529 ===============
530 CL_SoundIndexList_f
531
532 List all sounds in the client soundindex
533 ===============
534 */
535 static void CL_SoundIndexList_f(cmd_state_t *cmd)
536 {
537         int i = 1;
538
539         while(cl.sound_precache[i] && i != MAX_SOUNDS)
540         { // Valid Sound
541                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
542                 i++;
543         }
544 }
545
546 /*
547 ===============
548 CL_UpdateRenderEntity
549
550 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
551 ===============
552 */
553 void CL_UpdateRenderEntity(entity_render_t *ent)
554 {
555         vec3_t org;
556         vec_t scale;
557         dp_model_t *model = ent->model;
558         // update the inverse matrix for the renderer
559         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
560         // update the animation blend state
561         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
562         // we need the matrix origin to center the box
563         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
564         // update entity->render.scale because the renderer needs it
565         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
566         if (model)
567         {
568                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
569 #ifdef MATRIX4x4_OPENGLORIENTATION
570                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
571 #else
572                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
573 #endif
574                 {
575                         // pitch or roll
576                         VectorMA(org, scale, model->rotatedmins, ent->mins);
577                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
578                 }
579 #ifdef MATRIX4x4_OPENGLORIENTATION
580                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
581 #else
582                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
583 #endif
584                 {
585                         // yaw
586                         VectorMA(org, scale, model->yawmins, ent->mins);
587                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
588                 }
589                 else
590                 {
591                         VectorMA(org, scale, model->normalmins, ent->mins);
592                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
593                 }
594         }
595         else
596         {
597                 ent->mins[0] = org[0] - 16;
598                 ent->mins[1] = org[1] - 16;
599                 ent->mins[2] = org[2] - 16;
600                 ent->maxs[0] = org[0] + 16;
601                 ent->maxs[1] = org[1] + 16;
602                 ent->maxs[2] = org[2] + 16;
603         }
604 }
605
606 /*
607 ===============
608 CL_LerpPoint
609
610 Determines the fraction between the last two messages that the objects
611 should be put at.
612 ===============
613 */
614 static float CL_LerpPoint(void)
615 {
616         float f;
617
618         if (cl_nettimesyncboundmode.integer == 1)
619                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
620
621         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
622         if (cl.mtime[0] <= cl.mtime[1])
623         {
624                 cl.time = cl.mtime[0];
625                 return 1;
626         }
627
628         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
629         return bound(0, f, 1 + cl_lerpexcess.value);
630 }
631
632 void CL_ClearTempEntities (void)
633 {
634         r_refdef.scene.numtempentities = 0;
635         // grow tempentities buffer on request
636         if (r_refdef.scene.expandtempentities)
637         {
638                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
639                 r_refdef.scene.maxtempentities *= 2;
640                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
641                 r_refdef.scene.expandtempentities = false;
642         }
643 }
644
645 entity_render_t *CL_NewTempEntity(double shadertime)
646 {
647         entity_render_t *render;
648
649         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
650                 return NULL;
651         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
652         {
653                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
654                 return NULL;
655         }
656         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
657         memset (render, 0, sizeof(*render));
658         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
659
660         render->shadertime = shadertime;
661         render->alpha = 1;
662         VectorSet(render->colormod, 1, 1, 1);
663         VectorSet(render->glowmod, 1, 1, 1);
664         return render;
665 }
666
667 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
668 {
669         int i;
670         cl_effect_t *e;
671         if (!modelindex) // sanity check
672                 return;
673         if (framerate < 1)
674         {
675                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
676                 return;
677         }
678         if (framecount < 1)
679         {
680                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
681                 return;
682         }
683         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
684         {
685                 if (e->active)
686                         continue;
687                 e->active = true;
688                 VectorCopy(org, e->origin);
689                 e->modelindex = modelindex;
690                 e->starttime = cl.time;
691                 e->startframe = startframe;
692                 e->endframe = startframe + framecount;
693                 e->framerate = framerate;
694
695                 e->frame = 0;
696                 e->frame1time = cl.time;
697                 e->frame2time = cl.time;
698                 cl.num_effects = max(cl.num_effects, i + 1);
699                 break;
700         }
701 }
702
703 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)
704 {
705         int i;
706         dlight_t *dl;
707
708 // then look for anything else
709         dl = cl.dlights;
710         for (i = 0;i < cl.max_dlights;i++, dl++)
711                 if (!dl->radius)
712                         break;
713
714         // unable to find one
715         if (i == cl.max_dlights)
716                 return;
717
718         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
719         memset (dl, 0, sizeof(*dl));
720         cl.num_dlights = max(cl.num_dlights, i + 1);
721         Matrix4x4_Normalize(&dl->matrix, matrix);
722         dl->ent = ent;
723         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
724         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
725         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
726         dl->radius = radius;
727         dl->color[0] = red;
728         dl->color[1] = green;
729         dl->color[2] = blue;
730         dl->initialradius = radius;
731         dl->initialcolor[0] = red;
732         dl->initialcolor[1] = green;
733         dl->initialcolor[2] = blue;
734         dl->decay = decay / radius; // changed decay to be a percentage decrease
735         dl->intensity = 1; // this is what gets decayed
736         if (lifetime)
737                 dl->die = cl.time + lifetime;
738         else
739                 dl->die = 0;
740         if (cubemapnum > 0)
741                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
742         else
743                 dl->cubemapname[0] = 0;
744         dl->style = style;
745         dl->shadow = shadowenable;
746         dl->corona = corona;
747         dl->flags = flags;
748         dl->coronasizescale = coronasizescale;
749         dl->ambientscale = ambientscale;
750         dl->diffusescale = diffusescale;
751         dl->specularscale = specularscale;
752 }
753
754 static void CL_DecayLightFlashes(void)
755 {
756         int i, oldmax;
757         dlight_t *dl;
758         float time;
759
760         time = bound(0, cl.time - cl.oldtime, 0.1);
761         oldmax = cl.num_dlights;
762         cl.num_dlights = 0;
763         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
764         {
765                 if (dl->radius)
766                 {
767                         dl->intensity -= time * dl->decay;
768                         if (cl.time < dl->die && dl->intensity > 0)
769                         {
770                                 if (cl_dlights_decayradius.integer)
771                                         dl->radius = dl->initialradius * dl->intensity;
772                                 else
773                                         dl->radius = dl->initialradius;
774                                 if (cl_dlights_decaybrightness.integer)
775                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
776                                 else
777                                         VectorCopy(dl->initialcolor, dl->color);
778                                 cl.num_dlights = i + 1;
779                         }
780                         else
781                                 dl->radius = 0;
782                 }
783         }
784 }
785
786 // called before entity relinking
787 void CL_RelinkLightFlashes(void)
788 {
789         int i, j, k, l;
790         dlight_t *dl;
791         float frac, f;
792         matrix4x4_t tempmatrix;
793
794         if (r_dynamic.integer)
795         {
796                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
797                 {
798                         if (dl->radius)
799                         {
800                                 tempmatrix = dl->matrix;
801                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
802                                 // we need the corona fading to be persistent
803                                 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);
804                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
805                         }
806                 }
807         }
808
809         if (!cl.lightstyle)
810         {
811                 for (j = 0;j < cl.max_lightstyle;j++)
812                 {
813                         r_refdef.scene.rtlightstylevalue[j] = 1;
814                         r_refdef.scene.lightstylevalue[j] = 256;
815                 }
816                 return;
817         }
818
819 // light animations
820 // 'm' is normal light, 'a' is no light, 'z' is double bright
821         f = cl.time * 10;
822         i = (int)floor(f);
823         frac = f - i;
824         for (j = 0;j < cl.max_lightstyle;j++)
825         {
826                 if (!cl.lightstyle[j].length)
827                 {
828                         r_refdef.scene.rtlightstylevalue[j] = 1;
829                         r_refdef.scene.lightstylevalue[j] = 256;
830                         continue;
831                 }
832                 // static lightstyle "=value"
833                 if (cl.lightstyle[j].map[0] == '=')
834                 {
835                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
836                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
837                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
838                         continue;
839                 }
840                 k = i % cl.lightstyle[j].length;
841                 l = (i-1) % cl.lightstyle[j].length;
842                 k = cl.lightstyle[j].map[k] - 'a';
843                 l = cl.lightstyle[j].map[l] - 'a';
844                 // rtlightstylevalue is always interpolated because it has no bad
845                 // consequences for performance
846                 // lightstylevalue is subject to a cvar for performance reasons;
847                 // skipping lightmap updates on most rendered frames substantially
848                 // improves framerates (but makes light fades look bad)
849                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
850                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
851         }
852 }
853
854 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
855 {
856         int frame = player->render.framegroupblend[0].frame;
857         float f;
858         entity_render_t *flagrender;
859         matrix4x4_t flagmatrix;
860
861         // this code taken from QuakeWorld
862         f = 14;
863         if (frame >= 29 && frame <= 40)
864         {
865                 if (frame >= 29 && frame <= 34)
866                 { //axpain
867                         if      (frame == 29) f = f + 2;
868                         else if (frame == 30) f = f + 8;
869                         else if (frame == 31) f = f + 12;
870                         else if (frame == 32) f = f + 11;
871                         else if (frame == 33) f = f + 10;
872                         else if (frame == 34) f = f + 4;
873                 }
874                 else if (frame >= 35 && frame <= 40)
875                 { // pain
876                         if      (frame == 35) f = f + 2;
877                         else if (frame == 36) f = f + 10;
878                         else if (frame == 37) f = f + 10;
879                         else if (frame == 38) f = f + 8;
880                         else if (frame == 39) f = f + 4;
881                         else if (frame == 40) f = f + 2;
882                 }
883         }
884         else if (frame >= 103 && frame <= 118)
885         {
886                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
887                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
888                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
889                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
890         }
891         // end of code taken from QuakeWorld
892
893         flagrender = CL_NewTempEntity(player->render.shadertime);
894         if (!flagrender)
895                 return;
896
897         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
898         flagrender->skinnum = skin;
899         flagrender->alpha = 1;
900         VectorSet(flagrender->colormod, 1, 1, 1);
901         VectorSet(flagrender->glowmod, 1, 1, 1);
902         // attach the flag to the player matrix
903         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
904         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
905         CL_UpdateRenderEntity(flagrender);
906 }
907
908 matrix4x4_t viewmodelmatrix_withbob;
909 matrix4x4_t viewmodelmatrix_nobob;
910
911 static const vec3_t muzzleflashorigin = {18, 0, 0};
912
913 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
914 {
915         const unsigned char *cbcolor;
916         if (colormap >= 0)
917         {
918                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
919                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
920                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
921                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
922         }
923         else
924         {
925                 VectorClear(ent->colormap_pantscolor);
926                 VectorClear(ent->colormap_shirtcolor);
927         }
928 }
929
930 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
931 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
932 {
933         const matrix4x4_t *matrix;
934         matrix4x4_t blendmatrix, tempmatrix, matrix2;
935         int frame;
936         vec_t origin[3], angles[3], lerp;
937         entity_t *t;
938         entity_render_t *r;
939         //entity_persistent_t *p = &e->persistent;
940         //entity_render_t *r = &e->render;
941         // skip inactive entities and world
942         if (!e->state_current.active || e == cl.entities)
943                 return;
944         if (recursionlimit < 1)
945                 return;
946         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
947         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
948         e->render.flags = e->state_current.flags;
949         e->render.effects = e->state_current.effects;
950         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
951         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
952         if(e >= cl.entities && e < cl.entities + cl.num_entities)
953                 e->render.entitynumber = e - cl.entities;
954         else
955                 e->render.entitynumber = 0;
956         if (e->state_current.flags & RENDER_COLORMAPPED)
957                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
958         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
959                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
960         else
961                 CL_SetEntityColormapColors(&e->render, -1);
962         e->render.skinnum = e->state_current.skin;
963         if (e->state_current.tagentity)
964         {
965                 // attached entity (gun held in player model's hand, etc)
966                 // if the tag entity is currently impossible, skip it
967                 if (e->state_current.tagentity >= cl.num_entities)
968                         return;
969                 t = cl.entities + e->state_current.tagentity;
970                 // if the tag entity is inactive, skip it
971                 if (t->state_current.active)
972                 {
973                         // update the parent first
974                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
975                         r = &t->render;
976                 }
977                 else
978                 {
979                         // it may still be a CSQC entity... trying to use its
980                         // info from last render frame (better than nothing)
981                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
982                                 return;
983                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
984                         if(!r->entitynumber)
985                                 return; // neither CSQC nor legacy entity... can't attach
986                 }
987                 // make relative to the entity
988                 matrix = &r->matrix;
989                 // some properties of the tag entity carry over
990                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
991                 // if a valid tagindex is used, make it relative to that tag instead
992                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
993                 {
994                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
995                         {
996                                 // concat the tag matrices onto the entity matrix
997                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
998                                 // use the constructed tag matrix
999                                 matrix = &tempmatrix;
1000                         }
1001                 }
1002         }
1003         else if (e->render.flags & RENDER_VIEWMODEL)
1004         {
1005                 // view-relative entity (guns and such)
1006                 if (e->render.effects & EF_NOGUNBOB)
1007                         matrix = &viewmodelmatrix_nobob; // really attached to view
1008                 else
1009                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1010         }
1011         else
1012         {
1013                 // world-relative entity (the normal kind)
1014                 matrix = &identitymatrix;
1015         }
1016
1017         // movement lerp
1018         // if it's the predicted player entity, update according to client movement
1019         // but don't lerp if going through a teleporter as it causes a bad lerp
1020         // also don't use the predicted location if fixangle was set on both of
1021         // the most recent server messages, as that cause means you are spectating
1022         // someone or watching a cutscene of some sort
1023         if (cl_nolerp.integer || cls.timedemo)
1024                 interpolate = false;
1025         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1026         {
1027                 VectorCopy(cl.movement_origin, origin);
1028                 VectorSet(angles, 0, cl.viewangles[1], 0);
1029         }
1030         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1031         {
1032                 // interpolate the origin and angles
1033                 lerp = max(0, lerp);
1034                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1035 #if 0
1036                 // this fails at the singularity of euler angles
1037                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1038                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1039                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1040                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1041                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1042 #else
1043                 {
1044                         vec3_t f0, u0, f1, u1;
1045                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1046                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1047                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1048                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1049                         AnglesFromVectors(angles, f0, u0, false);
1050                 }
1051 #endif
1052         }
1053         else
1054         {
1055                 // no interpolation
1056                 VectorCopy(e->persistent.neworigin, origin);
1057                 VectorCopy(e->persistent.newangles, angles);
1058         }
1059
1060         // model setup and some modelflags
1061         frame = e->state_current.frame;
1062         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1063         if (e->render.model)
1064         {
1065                 if (e->render.skinnum >= e->render.model->numskins)
1066                         e->render.skinnum = 0;
1067                 if (frame >= e->render.model->numframes)
1068                         frame = 0;
1069                 // models can set flags such as EF_ROCKET
1070                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1071                 if (!(e->render.effects & 0xFF800000))
1072                         e->render.effects |= e->render.model->effects;
1073                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1074                 if (e->render.model->type == mod_alias)
1075                         angles[0] = -angles[0];
1076                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1077                 {
1078                         VectorScale(e->render.colormod, 2, e->render.colormod);
1079                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1080                 }
1081         }
1082         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1083         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1084                 angles[0] = -angles[0];
1085                 // NOTE: this must be synced to SV_GetPitchSign!
1086
1087         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1088         {
1089                 angles[1] = ANGLEMOD(100*cl.time);
1090                 if (cl_itembobheight.value)
1091                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1092         }
1093
1094         // animation lerp
1095         e->render.skeleton = NULL;
1096         if (e->render.flags & RENDER_COMPLEXANIMATION)
1097         {
1098                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1099                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1100                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1101                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1102                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1103                         e->render.skeleton = &e->state_current.skeletonobject;
1104         }
1105         else if (e->render.framegroupblend[0].frame == frame)
1106         {
1107                 // update frame lerp fraction
1108                 e->render.framegroupblend[0].lerp = 1;
1109                 e->render.framegroupblend[1].lerp = 0;
1110                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1111                 {
1112                         // make sure frame lerp won't last longer than 100ms
1113                         // (this mainly helps with models that use framegroups and
1114                         // switch between them infrequently)
1115                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1116                         if(e->render.model)
1117                         if(e->render.model->animscenes)
1118                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1119                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1120                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1121                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1122                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1123                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1124                 }
1125         }
1126         else
1127         {
1128                 // begin a new frame lerp
1129                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1130                 e->render.framegroupblend[1].lerp = 1;
1131                 e->render.framegroupblend[0].frame = frame;
1132                 e->render.framegroupblend[0].start = cl.time;
1133                 e->render.framegroupblend[0].lerp = 0;
1134         }
1135
1136         // set up the render matrix
1137         if (matrix)
1138         {
1139                 // attached entity, this requires a matrix multiply (concat)
1140                 // FIXME: e->render.scale should go away
1141                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1142                 // concat the matrices to make the entity relative to its tag
1143                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1144                 // get the origin from the new matrix
1145                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1146         }
1147         else
1148         {
1149                 // unattached entities are faster to process
1150                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1151         }
1152
1153         // tenebrae's sprites are all additive mode (weird)
1154         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1155                 e->render.flags |= RENDER_ADDITIVE;
1156         // player model is only shown with chase_active on
1157         if (e->state_current.number == cl.viewentity)
1158                 e->render.flags |= RENDER_EXTERIORMODEL;
1159         // either fullbright or lit
1160         if(!r_fullbright.integer)
1161         {
1162                 if (!(e->render.effects & EF_FULLBRIGHT))
1163                         e->render.flags |= RENDER_LIGHT;
1164         }
1165         // hide player shadow during intermission or nehahra movie
1166         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1167          && (e->render.alpha >= 1)
1168          && !(e->render.flags & RENDER_VIEWMODEL)
1169          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1170                 e->render.flags |= RENDER_SHADOW;
1171         if (e->render.flags & RENDER_VIEWMODEL)
1172                 e->render.flags |= RENDER_NOSELFSHADOW;
1173         if (e->render.effects & EF_NOSELFSHADOW)
1174                 e->render.flags |= RENDER_NOSELFSHADOW;
1175         if (e->render.effects & EF_NODEPTHTEST)
1176                 e->render.flags |= RENDER_NODEPTHTEST;
1177         if (e->render.effects & EF_ADDITIVE)
1178                 e->render.flags |= RENDER_ADDITIVE;
1179         if (e->render.effects & EF_DOUBLESIDED)
1180                 e->render.flags |= RENDER_DOUBLESIDED;
1181         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1182                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1183
1184         // make the other useful stuff
1185         e->render.allowdecals = true;
1186         CL_UpdateRenderEntity(&e->render);
1187 }
1188
1189 // creates light and trails from an entity
1190 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1191 {
1192         effectnameindex_t trailtype;
1193         vec3_t origin;
1194
1195         // bmodels are treated specially since their origin is usually '0 0 0' and
1196         // their actual geometry is far from '0 0 0'
1197         if (e->render.model && e->render.model->soundfromcenter)
1198         {
1199                 vec3_t o;
1200                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1201                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1202         }
1203         else
1204                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1205
1206         // handle particle trails and such effects now that we know where this
1207         // entity is in the world...
1208         trailtype = EFFECT_NONE;
1209         // LadyHavoc: if the entity has no effects, don't check each
1210         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1211         {
1212                 if (e->render.effects & EF_BRIGHTFIELD)
1213                 {
1214                         if (IS_NEXUIZ_DERIVED(gamemode))
1215                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1216                         else
1217                                 CL_EntityParticles(e);
1218                 }
1219                 if (e->render.effects & EF_FLAME)
1220                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1221                 if (e->render.effects & EF_STARDUST)
1222                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1223         }
1224         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1225         {
1226                 // these are only set on player entities
1227                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1228         }
1229         // muzzleflash fades over time
1230         if (e->persistent.muzzleflash > 0)
1231                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1232         // LadyHavoc: if the entity has no effects, don't check each
1233         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1234         {
1235                 if (e->render.effects & EF_GIB)
1236                         trailtype = EFFECT_TR_BLOOD;
1237                 else if (e->render.effects & EF_ZOMGIB)
1238                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1239                 else if (e->render.effects & EF_TRACER)
1240                         trailtype = EFFECT_TR_WIZSPIKE;
1241                 else if (e->render.effects & EF_TRACER2)
1242                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1243                 else if (e->render.effects & EF_ROCKET)
1244                         trailtype = EFFECT_TR_ROCKET;
1245                 else if (e->render.effects & EF_GRENADE)
1246                 {
1247                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1248                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1249                 }
1250                 else if (e->render.effects & EF_TRACER3)
1251                         trailtype = EFFECT_TR_VORESPIKE;
1252         }
1253         // do trails
1254         if (e->render.flags & RENDER_GLOWTRAIL)
1255                 trailtype = EFFECT_TR_GLOWTRAIL;
1256         if (e->state_current.traileffectnum)
1257                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1258         // check if a trail is allowed (it is not after a teleport for example)
1259         if (trailtype && e->persistent.trail_allowed)
1260         {
1261                 float len;
1262                 vec3_t vel;
1263                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1264                 len = e->state_current.time - e->state_previous.time;
1265                 if (len > 0)
1266                         len = 1.0f / len;
1267                 VectorScale(vel, len, vel);
1268                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1269                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1270         }
1271         // now that the entity has survived one trail update it is allowed to
1272         // leave a real trail on later frames
1273         e->persistent.trail_allowed = true;
1274         VectorCopy(origin, e->persistent.trail_origin);
1275 }
1276
1277
1278 /*
1279 ===============
1280 CL_UpdateViewEntities
1281 ===============
1282 */
1283 void CL_UpdateViewEntities(void)
1284 {
1285         int i;
1286         // update any RENDER_VIEWMODEL entities to use the new view matrix
1287         for (i = 1;i < cl.num_entities;i++)
1288         {
1289                 if (cl.entities_active[i])
1290                 {
1291                         entity_t *ent = cl.entities + i;
1292                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1293                                 CL_UpdateNetworkEntity(ent, 32, true);
1294                 }
1295         }
1296         // and of course the engine viewmodel needs updating as well
1297         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1298 }
1299
1300 /*
1301 ===============
1302 CL_UpdateNetworkCollisionEntities
1303 ===============
1304 */
1305 static void CL_UpdateNetworkCollisionEntities(void)
1306 {
1307         entity_t *ent;
1308         int i;
1309
1310         // start on the entity after the world
1311         cl.num_brushmodel_entities = 0;
1312         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1313         {
1314                 if (cl.entities_active[i])
1315                 {
1316                         ent = cl.entities + i;
1317                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1318                         {
1319                                 // do not interpolate the bmodels for this
1320                                 CL_UpdateNetworkEntity(ent, 32, false);
1321                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1322                         }
1323                 }
1324         }
1325 }
1326
1327 /*
1328 ===============
1329 CL_UpdateNetworkEntities
1330 ===============
1331 */
1332 static void CL_UpdateNetworkEntities(void)
1333 {
1334         entity_t *ent;
1335         int i;
1336
1337         // start on the entity after the world
1338         for (i = 1;i < cl.num_entities;i++)
1339         {
1340                 if (cl.entities_active[i])
1341                 {
1342                         ent = cl.entities + i;
1343                         if (ent->state_current.active)
1344                         {
1345                                 CL_UpdateNetworkEntity(ent, 32, true);
1346                                 // view models should never create light/trails
1347                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1348                                         CL_UpdateNetworkEntityTrail(ent);
1349                         }
1350                         else
1351                         {
1352                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1353                                 cl.entities_active[i] = false;
1354                         }
1355                 }
1356         }
1357 }
1358
1359 static void CL_UpdateViewModel(void)
1360 {
1361         entity_t *ent;
1362         ent = &cl.viewent;
1363         ent->state_previous = ent->state_current;
1364         ent->state_current = defaultstate;
1365         ent->state_current.time = cl.time;
1366         ent->state_current.number = (unsigned short)-1;
1367         ent->state_current.active = true;
1368         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1369         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1370         ent->state_current.flags = RENDER_VIEWMODEL;
1371         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1372                 ent->state_current.modelindex = 0;
1373         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1374         {
1375                 if (gamemode == GAME_TRANSFUSION)
1376                         ent->state_current.alpha = 128;
1377                 else
1378                         ent->state_current.modelindex = 0;
1379         }
1380         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1381         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1382
1383         // reset animation interpolation on weaponmodel if model changed
1384         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1385         {
1386                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1387                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1388                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1389         }
1390         CL_UpdateNetworkEntity(ent, 32, true);
1391 }
1392
1393 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1394 static void CL_LinkNetworkEntity(entity_t *e)
1395 {
1396         effectnameindex_t trailtype;
1397         vec3_t origin;
1398         vec3_t dlightcolor;
1399         vec_t dlightradius;
1400         char vabuf[1024];
1401
1402         // skip inactive entities and world
1403         if (!e->state_current.active || e == cl.entities)
1404                 return;
1405         if (e->state_current.tagentity)
1406         {
1407                 // if the tag entity is currently impossible, skip it
1408                 if (e->state_current.tagentity >= cl.num_entities)
1409                         return;
1410                 // if the tag entity is inactive, skip it
1411                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1412                 {
1413                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1414                                 return;
1415                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1416                                 return;
1417                         // if we get here, it's properly csqc networked and attached
1418                 }
1419         }
1420
1421         // create entity dlights associated with this entity
1422         if (e->render.model && e->render.model->soundfromcenter)
1423         {
1424                 // bmodels are treated specially since their origin is usually '0 0 0'
1425                 vec3_t o;
1426                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1427                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1428         }
1429         else
1430                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1431         trailtype = EFFECT_NONE;
1432         dlightradius = 0;
1433         dlightcolor[0] = 0;
1434         dlightcolor[1] = 0;
1435         dlightcolor[2] = 0;
1436         // LadyHavoc: if the entity has no effects, don't check each
1437         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1438         {
1439                 if (e->render.effects & EF_BRIGHTFIELD)
1440                 {
1441                         if (IS_NEXUIZ_DERIVED(gamemode))
1442                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1443                 }
1444                 if (e->render.effects & EF_DIMLIGHT)
1445                 {
1446                         dlightradius = max(dlightradius, 200);
1447                         dlightcolor[0] += 1.50f;
1448                         dlightcolor[1] += 1.50f;
1449                         dlightcolor[2] += 1.50f;
1450                 }
1451                 if (e->render.effects & EF_BRIGHTLIGHT)
1452                 {
1453                         dlightradius = max(dlightradius, 400);
1454                         dlightcolor[0] += 3.00f;
1455                         dlightcolor[1] += 3.00f;
1456                         dlightcolor[2] += 3.00f;
1457                 }
1458                 // LadyHavoc: more effects
1459                 if (e->render.effects & EF_RED) // red
1460                 {
1461                         dlightradius = max(dlightradius, 200);
1462                         dlightcolor[0] += 1.50f;
1463                         dlightcolor[1] += 0.15f;
1464                         dlightcolor[2] += 0.15f;
1465                 }
1466                 if (e->render.effects & EF_BLUE) // blue
1467                 {
1468                         dlightradius = max(dlightradius, 200);
1469                         dlightcolor[0] += 0.15f;
1470                         dlightcolor[1] += 0.15f;
1471                         dlightcolor[2] += 1.50f;
1472                 }
1473                 if (e->render.effects & EF_FLAME)
1474                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1475                 if (e->render.effects & EF_STARDUST)
1476                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1477         }
1478         // muzzleflash fades over time, and is offset a bit
1479         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1480         {
1481                 vec3_t v2;
1482                 vec3_t color;
1483                 trace_t trace;
1484                 matrix4x4_t tempmatrix;
1485                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1486                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1487                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1488                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1489                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1490                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1491                 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);
1492                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1493         }
1494         // LadyHavoc: if the model has no flags, don't check each
1495         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1496         {
1497                 if (e->render.effects & EF_GIB)
1498                         trailtype = EFFECT_TR_BLOOD;
1499                 else if (e->render.effects & EF_ZOMGIB)
1500                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1501                 else if (e->render.effects & EF_TRACER)
1502                         trailtype = EFFECT_TR_WIZSPIKE;
1503                 else if (e->render.effects & EF_TRACER2)
1504                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1505                 else if (e->render.effects & EF_ROCKET)
1506                         trailtype = EFFECT_TR_ROCKET;
1507                 else if (e->render.effects & EF_GRENADE)
1508                 {
1509                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1510                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1511                 }
1512                 else if (e->render.effects & EF_TRACER3)
1513                         trailtype = EFFECT_TR_VORESPIKE;
1514         }
1515         // LadyHavoc: customizable glow
1516         if (e->state_current.glowsize)
1517         {
1518                 // * 4 for the expansion from 0-255 to 0-1023 range,
1519                 // / 255 to scale down byte colors
1520                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1521                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1522         }
1523         // custom rtlight
1524         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1525         {
1526                 matrix4x4_t dlightmatrix;
1527                 vec4_t light;
1528                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1529                 light[3] = e->state_current.light[3];
1530                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1531                         VectorSet(light, 1, 1, 1);
1532                 if (light[3] == 0)
1533                         light[3] = 350;
1534                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1535                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1536                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1537                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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);
1538                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1539         }
1540         // make the glow dlight
1541         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1542         {
1543                 matrix4x4_t dlightmatrix;
1544                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1545                 // hack to make glowing player light shine on their gun
1546                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1547                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1548                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1549                 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);
1550                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1551         }
1552         // do trail light
1553         if (e->render.flags & RENDER_GLOWTRAIL)
1554                 trailtype = EFFECT_TR_GLOWTRAIL;
1555         if (e->state_current.traileffectnum)
1556                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1557         if (trailtype)
1558                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1559
1560         // don't show entities with no modelindex (note: this still shows
1561         // entities which have a modelindex that resolved to a NULL model)
1562         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1563                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1564         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1565         //      Matrix4x4_Print(&e->render.matrix);
1566 }
1567
1568 static void CL_RelinkWorld(void)
1569 {
1570         entity_t *ent = &cl.entities[0];
1571         // FIXME: this should be done at load
1572         ent->render.matrix = identitymatrix;
1573         ent->render.flags = RENDER_SHADOW;
1574         if (!r_fullbright.integer)
1575                 ent->render.flags |= RENDER_LIGHT;
1576         VectorSet(ent->render.colormod, 1, 1, 1);
1577         VectorSet(ent->render.glowmod, 1, 1, 1);
1578         ent->render.allowdecals = true;
1579         CL_UpdateRenderEntity(&ent->render);
1580         r_refdef.scene.worldentity = &ent->render;
1581         r_refdef.scene.worldmodel = cl.worldmodel;
1582
1583         // if the world is q2bsp, animate the textures
1584         if (ent->render.model && ent->render.model->brush.isq2bsp)
1585                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1586 }
1587
1588 static void CL_RelinkStaticEntities(void)
1589 {
1590         int i;
1591         entity_t *e;
1592         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1593         {
1594                 e->render.flags = 0;
1595                 // if the model was not loaded when the static entity was created we
1596                 // need to re-fetch the model pointer
1597                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1598                 // either fullbright or lit
1599                 if(!r_fullbright.integer)
1600                 {
1601                         if (!(e->render.effects & EF_FULLBRIGHT))
1602                                 e->render.flags |= RENDER_LIGHT;
1603                 }
1604                 // hide player shadow during intermission or nehahra movie
1605                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1606                         e->render.flags |= RENDER_SHADOW;
1607                 VectorSet(e->render.colormod, 1, 1, 1);
1608                 VectorSet(e->render.glowmod, 1, 1, 1);
1609                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1610                 e->render.allowdecals = true;
1611                 CL_UpdateRenderEntity(&e->render);
1612                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1613         }
1614 }
1615
1616 /*
1617 ===============
1618 CL_RelinkEntities
1619 ===============
1620 */
1621 static void CL_RelinkNetworkEntities(void)
1622 {
1623         entity_t *ent;
1624         int i;
1625
1626         // start on the entity after the world
1627         for (i = 1;i < cl.num_entities;i++)
1628         {
1629                 if (cl.entities_active[i])
1630                 {
1631                         ent = cl.entities + i;
1632                         if (ent->state_current.active)
1633                                 CL_LinkNetworkEntity(ent);
1634                         else
1635                                 cl.entities_active[i] = false;
1636                 }
1637         }
1638 }
1639
1640 static void CL_RelinkEffects(void)
1641 {
1642         int i, intframe;
1643         cl_effect_t *e;
1644         entity_render_t *entrender;
1645         float frame;
1646
1647         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1648         {
1649                 if (e->active)
1650                 {
1651                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1652                         intframe = (int)frame;
1653                         if (intframe < 0 || intframe >= e->endframe)
1654                         {
1655                                 memset(e, 0, sizeof(*e));
1656                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1657                                         cl.num_effects--;
1658                                 continue;
1659                         }
1660
1661                         if (intframe != e->frame)
1662                         {
1663                                 e->frame = intframe;
1664                                 e->frame1time = e->frame2time;
1665                                 e->frame2time = cl.time;
1666                         }
1667
1668                         // if we're drawing effects, get a new temp entity
1669                         // (NewTempEntity adds it to the render entities list for us)
1670                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1671                         {
1672                                 // interpolation stuff
1673                                 entrender->framegroupblend[0].frame = intframe;
1674                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1675                                 entrender->framegroupblend[0].start = e->frame1time;
1676                                 if (intframe + 1 >= e->endframe)
1677                                 {
1678                                         entrender->framegroupblend[1].frame = 0; // disappear
1679                                         entrender->framegroupblend[1].lerp = 0;
1680                                         entrender->framegroupblend[1].start = 0;
1681                                 }
1682                                 else
1683                                 {
1684                                         entrender->framegroupblend[1].frame = intframe + 1;
1685                                         entrender->framegroupblend[1].lerp = frame - intframe;
1686                                         entrender->framegroupblend[1].start = e->frame2time;
1687                                 }
1688
1689                                 // normal stuff
1690                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1691                                 entrender->alpha = 1;
1692                                 VectorSet(entrender->colormod, 1, 1, 1);
1693                                 VectorSet(entrender->glowmod, 1, 1, 1);
1694
1695                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1696                                 CL_UpdateRenderEntity(entrender);
1697                         }
1698                 }
1699         }
1700 }
1701
1702 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1703 {
1704         VectorCopy(b->start, start);
1705         VectorCopy(b->end, end);
1706
1707         // if coming from the player, update the start position
1708         if (b->entity == cl.viewentity)
1709         {
1710                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1711                 {
1712                         // LadyHavoc: this is a stupid hack from Quake that makes your
1713                         // lightning appear to come from your waist and cover less of your
1714                         // view
1715                         // in Quake this hack was applied to all players (causing the
1716                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1717                         // only applies to your own lightning, and only in first person
1718                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1719                 }
1720                 if (cl_beams_instantaimhack.integer)
1721                 {
1722                         vec3_t dir, localend;
1723                         vec_t len;
1724                         // LadyHavoc: this updates the beam direction to match your
1725                         // viewangles
1726                         VectorSubtract(end, start, dir);
1727                         len = VectorLength(dir);
1728                         VectorNormalize(dir);
1729                         VectorSet(localend, len, 0, 0);
1730                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1731                 }
1732         }
1733 }
1734
1735 void CL_RelinkBeams(void)
1736 {
1737         int i;
1738         beam_t *b;
1739         vec3_t dist, org, start, end;
1740         float d;
1741         entity_render_t *entrender;
1742         double yaw, pitch;
1743         float forward;
1744         matrix4x4_t tempmatrix;
1745
1746         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1747         {
1748                 if (!b->model)
1749                         continue;
1750                 if (b->endtime < cl.time)
1751                 {
1752                         b->model = NULL;
1753                         continue;
1754                 }
1755
1756                 CL_Beam_CalculatePositions(b, start, end);
1757
1758                 if (b->lightning)
1759                 {
1760                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1761                         {
1762                                 // FIXME: create a matrix from the beam start/end orientation
1763                                 vec3_t dlightcolor;
1764                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1765                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1766                                 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);
1767                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1768                         }
1769                         if (cl_beams_polygons.integer)
1770                         {
1771                                 CL_Beam_AddPolygons(b);
1772                                 continue;
1773                         }
1774                 }
1775
1776                 // calculate pitch and yaw
1777                 // (this is similar to the QuakeC builtin function vectoangles)
1778                 VectorSubtract(end, start, dist);
1779                 if (dist[1] == 0 && dist[0] == 0)
1780                 {
1781                         yaw = 0;
1782                         if (dist[2] > 0)
1783                                 pitch = 90;
1784                         else
1785                                 pitch = 270;
1786                 }
1787                 else
1788                 {
1789                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1790                         if (yaw < 0)
1791                                 yaw += 360;
1792
1793                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1794                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1795                         if (pitch < 0)
1796                                 pitch += 360;
1797                 }
1798
1799                 // add new entities for the lightning
1800                 VectorCopy (start, org);
1801                 d = VectorNormalizeLength(dist);
1802                 while (d > 0)
1803                 {
1804                         entrender = CL_NewTempEntity (0);
1805                         if (!entrender)
1806                                 return;
1807                         entrender->model = b->model;
1808                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1809                         CL_UpdateRenderEntity(entrender);
1810                         VectorMA(org, 30, dist, org);
1811                         d -= 30;
1812                 }
1813         }
1814
1815         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1816                 cl.num_beams--;
1817 }
1818
1819 static void CL_RelinkQWNails(void)
1820 {
1821         int i;
1822         vec_t *v;
1823         entity_render_t *entrender;
1824
1825         for (i = 0;i < cl.qw_num_nails;i++)
1826         {
1827                 v = cl.qw_nails[i];
1828
1829                 // if we're drawing effects, get a new temp entity
1830                 // (NewTempEntity adds it to the render entities list for us)
1831                 if (!(entrender = CL_NewTempEntity(0)))
1832                         continue;
1833
1834                 // normal stuff
1835                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1836                 entrender->alpha = 1;
1837                 VectorSet(entrender->colormod, 1, 1, 1);
1838                 VectorSet(entrender->glowmod, 1, 1, 1);
1839
1840                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1841                 CL_UpdateRenderEntity(entrender);
1842         }
1843 }
1844
1845 static void CL_LerpPlayer(float frac)
1846 {
1847         int i;
1848
1849         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1850         for (i = 0;i < 3;i++)
1851         {
1852                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1853                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1854                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1855         }
1856
1857         // interpolate the angles if playing a demo or spectating someone
1858         if (cls.demoplayback || cl.fixangle[0])
1859         {
1860                 for (i = 0;i < 3;i++)
1861                 {
1862                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1863                         if (d > 180)
1864                                 d -= 360;
1865                         else if (d < -180)
1866                                 d += 360;
1867                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1868                 }
1869         }
1870 }
1871
1872 void CSQC_RelinkAllEntities (int drawmask)
1873 {
1874         // link stuff
1875         CL_RelinkWorld();
1876         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1877         CL_MeshEntities_Scene_AddRenderEntity();
1878         CL_RelinkStaticEntities();
1879         CL_RelinkBeams();
1880         CL_RelinkEffects();
1881         CL_RelinkLightFlashes();
1882
1883         // link stuff
1884         if (drawmask & ENTMASK_ENGINE)
1885         {
1886                 CL_RelinkNetworkEntities();
1887                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1888                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1889                 CL_RelinkQWNails();
1890         }
1891
1892         // update view blend
1893         V_CalcViewBlend();
1894 }
1895
1896 /*
1897 ===============
1898 CL_UpdateWorld
1899
1900 Update client game world for a new frame
1901 ===============
1902 */
1903 void CL_UpdateWorld(void)
1904 {
1905         r_refdef.scene.extraupdate = !r_speeds.integer;
1906         r_refdef.scene.numentities = 0;
1907         r_refdef.scene.numlights = 0;
1908         r_refdef.view.matrix = identitymatrix;
1909         r_refdef.view.quality = 1;
1910                 
1911         cl.num_brushmodel_entities = 0;
1912
1913         if (cls.state == ca_connected && cls.signon == SIGNONS)
1914         {
1915                 // prepare for a new frame
1916                 CL_LerpPlayer(CL_LerpPoint());
1917                 CL_DecayLightFlashes();
1918                 CL_ClearTempEntities();
1919                 V_DriftPitch();
1920                 V_FadeViewFlashs();
1921
1922                 // if prediction is enabled we have to update all the collidable
1923                 // network entities before the prediction code can be run
1924                 CL_UpdateNetworkCollisionEntities();
1925
1926                 // now update the player prediction
1927                 CL_ClientMovement_Replay();
1928
1929                 // update the player entity (which may be predicted)
1930                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1931
1932                 // now update the view (which depends on that player entity)
1933                 V_CalcRefdef();
1934
1935                 // now update all the network entities and create particle trails
1936                 // (some entities may depend on the view)
1937                 CL_UpdateNetworkEntities();
1938
1939                 // update the engine-based viewmodel
1940                 CL_UpdateViewModel();
1941
1942                 // when csqc is loaded, it will call this in CSQC_UpdateView
1943                 if (!cl.csqc_loaded)
1944                 {
1945                         // clear the CL_Mesh_Scene() used for some engine effects
1946                         CL_MeshEntities_Scene_Clear();
1947                         // add engine entities and effects
1948                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1949                 }
1950
1951                 // decals, particles, and explosions will be updated during rneder
1952         }
1953
1954         r_refdef.scene.time = cl.time;
1955 }
1956
1957 // LadyHavoc: pausedemo command
1958 static void CL_PauseDemo_f(cmd_state_t *cmd)
1959 {
1960         cls.demopaused = !cls.demopaused;
1961         if (cls.demopaused)
1962                 Con_Print("Demo paused\n");
1963         else
1964                 Con_Print("Demo unpaused\n");
1965 }
1966
1967 /*
1968 ======================
1969 CL_Fog_f
1970 ======================
1971 */
1972 static void CL_Fog_f(cmd_state_t *cmd)
1973 {
1974         if (Cmd_Argc (cmd) == 1)
1975         {
1976                 Con_Printf("\"fog\" is \"%f %f %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, r_refdef.fog_height, r_refdef.fog_fadedepth);
1977                 return;
1978         }
1979         FOG_clear(); // so missing values get good defaults
1980         if(Cmd_Argc(cmd) > 1)
1981                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1982         if(Cmd_Argc(cmd) > 2)
1983                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1984         if(Cmd_Argc(cmd) > 3)
1985                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1986         if(Cmd_Argc(cmd) > 4)
1987                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1988         if(Cmd_Argc(cmd) > 5)
1989                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1990         if(Cmd_Argc(cmd) > 6)
1991                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1992         if(Cmd_Argc(cmd) > 7)
1993                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1994         if(Cmd_Argc(cmd) > 8)
1995                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1996         if(Cmd_Argc(cmd) > 9)
1997                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1998 }
1999
2000 /*
2001 ======================
2002 CL_FogHeightTexture_f
2003 ======================
2004 */
2005 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2006 {
2007         if (Cmd_Argc (cmd) < 11)
2008         {
2009                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\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, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2010                 return;
2011         }
2012         FOG_clear(); // so missing values get good defaults
2013         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2014         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2015         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2016         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2017         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2018         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2019         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2020         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2021         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2022         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2023 }
2024
2025
2026 /*
2027 ====================
2028 CL_TimeRefresh_f
2029
2030 For program optimization
2031 ====================
2032 */
2033 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2034 {
2035         int i;
2036         double timestart, timedelta;
2037
2038         r_refdef.scene.extraupdate = false;
2039
2040         timestart = Sys_DirtyTime();
2041         for (i = 0;i < 128;i++)
2042         {
2043                 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);
2044                 r_refdef.view.quality = 1;
2045                 CL_UpdateScreen();
2046         }
2047         timedelta = Sys_DirtyTime() - timestart;
2048
2049         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2050 }
2051
2052 static void CL_AreaStats_f(cmd_state_t *cmd)
2053 {
2054         World_PrintAreaStats(&cl.world, "client");
2055 }
2056
2057 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2058 {
2059         int i;
2060         cl_locnode_t *loc;
2061         cl_locnode_t *best;
2062         vec3_t nearestpoint;
2063         vec_t dist, bestdist;
2064         best = NULL;
2065         bestdist = 0;
2066         for (loc = cl.locnodes;loc;loc = loc->next)
2067         {
2068                 for (i = 0;i < 3;i++)
2069                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2070                 dist = VectorDistance2(nearestpoint, point);
2071                 if (bestdist > dist || !best)
2072                 {
2073                         bestdist = dist;
2074                         best = loc;
2075                         if (bestdist < 1)
2076                                 break;
2077                 }
2078         }
2079         return best;
2080 }
2081
2082 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2083 {
2084         cl_locnode_t *loc;
2085         loc = CL_Locs_FindNearest(point);
2086         if (loc)
2087                 strlcpy(buffer, loc->name, buffersize);
2088         else
2089                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2090 }
2091
2092 static void CL_Locs_FreeNode(cl_locnode_t *node)
2093 {
2094         cl_locnode_t **pointer, **next;
2095         for (pointer = &cl.locnodes;*pointer;pointer = next)
2096         {
2097                 next = &(*pointer)->next;
2098                 if (*pointer == node)
2099                 {
2100                         *pointer = node->next;
2101                         Mem_Free(node);
2102                         return;
2103                 }
2104         }
2105         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2106 }
2107
2108 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2109 {
2110         cl_locnode_t *node, **pointer;
2111         int namelen;
2112         if (!name)
2113                 name = "";
2114         namelen = (int)strlen(name);
2115         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2116         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2117         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2118         node->name = (char *)(node + 1);
2119         memcpy(node->name, name, namelen);
2120         node->name[namelen] = 0;
2121         // link it into the tail of the list to preserve the order
2122         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2123                 ;
2124         *pointer = node;
2125 }
2126
2127 static void CL_Locs_Add_f(cmd_state_t *cmd)
2128 {
2129         vec3_t mins, maxs;
2130         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2131         {
2132                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2133                 return;
2134         }
2135         mins[0] = atof(Cmd_Argv(cmd, 1));
2136         mins[1] = atof(Cmd_Argv(cmd, 2));
2137         mins[2] = atof(Cmd_Argv(cmd, 3));
2138         if (Cmd_Argc(cmd) == 8)
2139         {
2140                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2141                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2142                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2143                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2144         }
2145         else
2146                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2147 }
2148
2149 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2150 {
2151         cl_locnode_t *loc;
2152         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2153         if (loc)
2154                 CL_Locs_FreeNode(loc);
2155         else
2156                 Con_Printf("no loc point or box found for your location\n");
2157 }
2158
2159 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2160 {
2161         while (cl.locnodes)
2162                 CL_Locs_FreeNode(cl.locnodes);
2163 }
2164
2165 static void CL_Locs_Save_f(cmd_state_t *cmd)
2166 {
2167         cl_locnode_t *loc;
2168         qfile_t *outfile;
2169         char locfilename[MAX_QPATH];
2170         if (!cl.locnodes)
2171         {
2172                 Con_Printf("No loc points/boxes exist!\n");
2173                 return;
2174         }
2175         if (cls.state != ca_connected || !cl.worldmodel)
2176         {
2177                 Con_Printf("No level loaded!\n");
2178                 return;
2179         }
2180         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2181
2182         outfile = FS_OpenRealFile(locfilename, "w", false);
2183         if (!outfile)
2184                 return;
2185         // if any boxes are used then this is a proquake-format loc file, which
2186         // allows comments, so add some relevant information at the start
2187         for (loc = cl.locnodes;loc;loc = loc->next)
2188                 if (!VectorCompare(loc->mins, loc->maxs))
2189                         break;
2190         if (loc)
2191         {
2192                 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);
2193                 for (loc = cl.locnodes;loc;loc = loc->next)
2194                         if (VectorCompare(loc->mins, loc->maxs))
2195                                 break;
2196                 if (loc)
2197                         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");
2198         }
2199         for (loc = cl.locnodes;loc;loc = loc->next)
2200         {
2201                 if (VectorCompare(loc->mins, loc->maxs))
2202                 {
2203                         int len;
2204                         const char *s;
2205                         const char *in = loc->name;
2206                         char name[MAX_INPUTLINE];
2207                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2208                         {
2209                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2210                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2211                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2212                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2213                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2214                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2215                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2216                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2217                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2218                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2219                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2220                                 else s = NULL;
2221                                 if (s)
2222                                 {
2223                                         while (len < (int)sizeof(name) - 1 && *s)
2224                                                 name[len++] = *s++;
2225                                         continue;
2226                                 }
2227                                 name[len++] = *in++;
2228                         }
2229                         name[len] = 0;
2230                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2231                 }
2232                 else
2233                         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);
2234         }
2235         FS_Close(outfile);
2236 }
2237
2238 void CL_Locs_Reload_f(cmd_state_t *cmd)
2239 {
2240         int i, linenumber, limit, len;
2241         const char *s;
2242         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2243         fs_offset_t filesize;
2244         vec3_t mins, maxs;
2245         char locfilename[MAX_QPATH];
2246         char name[MAX_INPUTLINE];
2247
2248         if (cls.state != ca_connected || !cl.worldmodel)
2249         {
2250                 Con_Printf("No level loaded!\n");
2251                 return;
2252         }
2253
2254         CL_Locs_Clear_f(cmd);
2255
2256         // try maps/something.loc first (LadyHavoc: where I think they should be)
2257         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2258         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2259         if (!filedata)
2260         {
2261                 // try proquake name as well (LadyHavoc: I hate path mangling)
2262                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2263                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2264                 if (!filedata)
2265                         return;
2266         }
2267         text = filedata;
2268         textend = filedata + filesize;
2269         for (linenumber = 1;text < textend;linenumber++)
2270         {
2271                 linestart = text;
2272                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2273                         ;
2274                 lineend = text;
2275                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2276                         text++;
2277                 if (text < textend)
2278                         text++;
2279                 // trim trailing whitespace
2280                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2281                         lineend--;
2282                 // trim leading whitespace
2283                 while (linestart < lineend && ISWHITESPACE(*linestart))
2284                         linestart++;
2285                 // check if this is a comment
2286                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2287                         continue;
2288                 linetext = linestart;
2289                 limit = 3;
2290                 for (i = 0;i < limit;i++)
2291                 {
2292                         if (linetext >= lineend)
2293                                 break;
2294                         // note: a missing number is interpreted as 0
2295                         if (i < 3)
2296                                 mins[i] = atof(linetext);
2297                         else
2298                                 maxs[i - 3] = atof(linetext);
2299                         // now advance past the number
2300                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2301                                 linetext++;
2302                         // advance through whitespace
2303                         if (linetext < lineend)
2304                         {
2305                                 if (*linetext == ',')
2306                                 {
2307                                         linetext++;
2308                                         limit = 6;
2309                                         // note: comma can be followed by whitespace
2310                                 }
2311                                 if (ISWHITESPACE(*linetext))
2312                                 {
2313                                         // skip whitespace
2314                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2315                                                 linetext++;
2316                                 }
2317                         }
2318                 }
2319                 // if this is a quoted name, remove the quotes
2320                 if (i == 6)
2321                 {
2322                         if (linetext >= lineend || *linetext != '"')
2323                                 continue; // proquake location names are always quoted
2324                         lineend--;
2325                         linetext++;
2326                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2327                         memcpy(name, linetext, len);
2328                         name[len] = 0;
2329                         // add the box to the list
2330                         CL_Locs_AddNode(mins, maxs, name);
2331                 }
2332                 // if a point was parsed, it needs to be scaled down by 8 (since
2333                 // point-based loc files were invented by a proxy which dealt
2334                 // directly with quake protocol coordinates, which are *8), turn
2335                 // it into a box
2336                 else if (i == 3)
2337                 {
2338                         // interpret silly fuhquake macros
2339                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2340                         {
2341                                 if (*linetext == '$')
2342                                 {
2343                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2344                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2346                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2354                                         else s = NULL;
2355                                         if (s)
2356                                         {
2357                                                 while (len < (int)sizeof(name) - 1 && *s)
2358                                                         name[len++] = *s++;
2359                                                 continue;
2360                                         }
2361                                 }
2362                                 name[len++] = *linetext++;
2363                         }
2364                         name[len] = 0;
2365                         // add the point to the list
2366                         VectorScale(mins, (1.0 / 8.0), mins);
2367                         CL_Locs_AddNode(mins, mins, name);
2368                 }
2369                 else
2370                         continue;
2371         }
2372 }
2373
2374 entity_t cl_meshentities[NUM_MESHENTITIES];
2375 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2376 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2377 {
2378         "MESH_SCENE",
2379         "MESH_UI",
2380 };
2381
2382 static void CL_MeshEntities_Restart(void)
2383 {
2384         int i;
2385         entity_t *ent;
2386         for (i = 0; i < NUM_MESHENTITIES; i++)
2387         {
2388                 ent = cl_meshentities + i;
2389                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2390         }
2391 }
2392
2393 static void CL_MeshEntities_Init(void)
2394 {
2395         int i;
2396         entity_t *ent;
2397         for (i = 0; i < NUM_MESHENTITIES; i++)
2398         {
2399                 ent = cl_meshentities + i;
2400                 ent->state_current.active = true;
2401                 ent->render.model = cl_meshentitymodels + i;
2402                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2403                 ent->render.alpha = 1;
2404                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2405                 ent->render.framegroupblend[0].lerp = 1;
2406                 ent->render.frameblend[0].lerp = 1;
2407                 VectorSet(ent->render.colormod, 1, 1, 1);
2408                 VectorSet(ent->render.glowmod, 1, 1, 1);
2409                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2410                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2411                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2412                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2413                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2414                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2415                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2416                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2417                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2418                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2419                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2420                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2421                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2422                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2423
2424                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2425                 CL_UpdateRenderEntity(&ent->render);
2426         }
2427         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2428         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2429 }
2430
2431 void CL_MeshEntities_Scene_Clear(void)
2432 {
2433         Mod_Mesh_Reset(CL_Mesh_Scene());
2434 }
2435
2436 void CL_MeshEntities_Scene_AddRenderEntity(void)
2437 {
2438         entity_t* ent = &cl_meshentities[MESH_SCENE];
2439         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2440 }
2441
2442 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2443 {
2444         entity_t *ent = &cl_meshentities[MESH_SCENE];
2445         if (ent->render.model->num_surfaces)
2446         {
2447                 Mod_Mesh_Finalize(ent->render.model);
2448                 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2449                 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2450         }
2451 }
2452
2453 static void CL_MeshEntities_Shutdown(void)
2454 {
2455 }
2456
2457 extern cvar_t r_overheadsprites_pushback;
2458 extern cvar_t r_fullbright_directed_pitch_relative;
2459 extern cvar_t r_fullbright_directed_pitch;
2460 extern cvar_t r_fullbright_directed_ambient;
2461 extern cvar_t r_fullbright_directed_diffuse;
2462 extern cvar_t r_fullbright_directed;
2463 extern cvar_t r_hdr_glowintensity;
2464
2465 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2466 {
2467         vec3_t angles;
2468
2469         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2470         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2471
2472         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2473         // same for all stereo views, and to better handle pitches outside
2474         // [-90, 90] (in_pitch_* cvars allow that).
2475         VectorCopy(cl.viewangles, angles);
2476         if (r_fullbright_directed_pitch_relative.integer) {
2477                 angles[PITCH] += r_fullbright_directed_pitch.value;
2478         }
2479         else {
2480                 angles[PITCH] = r_fullbright_directed_pitch.value;
2481         }
2482         AngleVectors(angles, worldspacenormal, NULL, NULL);
2483         VectorNegate(worldspacenormal, worldspacenormal);
2484 }
2485
2486 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2487 {
2488         float shadingorigin[3], a[3], c[3], dir[3];
2489         int q;
2490
2491         for (q = 0; q < 3; q++)
2492                 a[q] = c[q] = dir[q] = 0;
2493
2494         ent->render_modellight_forced = false;
2495         ent->render_rtlight_disabled = false;
2496
2497         // pick an appropriate value for render_modellight_origin - if this is an
2498         // attachment we want to use the parent's render_modellight_origin so that
2499         // shading is the same (also important for r_shadows to cast shadows in the
2500         // same direction)
2501         if (VectorLength2(ent->custommodellight_origin))
2502         {
2503                 // CSQC entities always provide this (via CL_GetTagMatrix)
2504                 for (q = 0; q < 3; q++)
2505                         shadingorigin[q] = ent->custommodellight_origin[q];
2506         }
2507         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2508         {
2509                 // network entity - follow attachment chain back to a root entity,
2510                 int entnum = ent->entitynumber, recursion;
2511                 for (recursion = 32; recursion > 0; --recursion)
2512                 {
2513                         int parentnum = cl.entities[entnum].state_current.tagentity;
2514                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2515                                 break;
2516                         entnum = parentnum;
2517                 }
2518                 // grab the root entity's origin
2519                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2520         }
2521         else
2522         {
2523                 // not a CSQC entity (which sets custommodellight_origin), not a network
2524                 // entity - so it's probably not attached to anything
2525                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2526         }
2527
2528         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2529         {
2530                 // intentionally EF_FULLBRIGHT entity
2531                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2532                 // CSQC can still provide its own customized modellight values
2533                 ent->render_rtlight_disabled = true;
2534                 ent->render_modellight_forced = true;
2535                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2536                 {
2537                         // custom colors provided by CSQC
2538                         for (q = 0; q < 3; q++)
2539                         {
2540                                 a[q] = ent->custommodellight_ambient[q];
2541                                 c[q] = ent->custommodellight_diffuse[q];
2542                                 dir[q] = ent->custommodellight_lightdir[q];
2543                         }
2544                 }
2545                 else if (r_fullbright_directed.integer)
2546                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2547                 else
2548                         for (q = 0; q < 3; q++)
2549                                 a[q] = 1;
2550         }
2551         else
2552         {
2553                 // fetch the lighting from the worldmodel data
2554
2555                 // CSQC can provide its own customized modellight values
2556                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2557                 {
2558                         ent->render_modellight_forced = true;
2559                         for (q = 0; q < 3; q++)
2560                         {
2561                                 a[q] = ent->custommodellight_ambient[q];
2562                                 c[q] = ent->custommodellight_diffuse[q];
2563                                 dir[q] = ent->custommodellight_lightdir[q];
2564                         }
2565                 }
2566                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2567                 {
2568                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2569                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2570                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2571                         ent->render_modellight_forced = true;
2572                         ent->render_rtlight_disabled = true;
2573                 }
2574                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2575                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2576                 else if (r_fullbright_directed.integer)
2577                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2578                 else
2579                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2580         }
2581
2582         for (q = 0; q < 3; q++)
2583         {
2584                 ent->render_fullbright[q] = ent->colormod[q];
2585                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2586                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2587                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2588                 ent->render_modellight_specular[q] = c[q];
2589                 ent->render_modellight_lightdir[q] = dir[q];
2590                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2591                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2592                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2593                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2594                 ent->render_rtlight_specular[q] = 1;
2595         }
2596
2597         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2598         if (ent->render_modellight_forced)
2599                 for (q = 0; q < 3; q++)
2600                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2601         if (ent->render_rtlight_disabled)
2602                 for (q = 0; q < 3; q++)
2603                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2604
2605         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2606                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2607         VectorNormalize(ent->render_modellight_lightdir);
2608 }
2609
2610
2611 void CL_UpdateEntityShading(void)
2612 {
2613         int i;
2614         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2615         for (i = 0; i < r_refdef.scene.numentities; i++)
2616                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2617 }
2618
2619 /*
2620 ===========
2621 CL_Shutdown
2622 ===========
2623 */
2624 void CL_Shutdown (void)
2625 {
2626         CL_Screen_Shutdown();
2627         CL_Particles_Shutdown();
2628         CL_Parse_Shutdown();
2629         CL_MeshEntities_Shutdown();
2630
2631         Mem_FreePool (&cls.permanentmempool);
2632         Mem_FreePool (&cls.levelmempool);
2633 }
2634
2635 /*
2636 =================
2637 CL_Init
2638 =================
2639 */
2640 void CL_Init (void)
2641 {
2642
2643         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2644         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2645
2646         memset(&r_refdef, 0, sizeof(r_refdef));
2647         // max entities sent to renderer per frame
2648         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2649         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2650
2651         // max temp entities
2652         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2653         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2654
2655         CL_InitInput ();
2656
2657 //
2658 // register our commands
2659 //
2660         Cvar_RegisterVariable (&cl_upspeed);
2661         Cvar_RegisterVariable (&cl_forwardspeed);
2662         Cvar_RegisterVariable (&cl_backspeed);
2663         Cvar_RegisterVariable (&cl_sidespeed);
2664         Cvar_RegisterVariable (&cl_movespeedkey);
2665         Cvar_RegisterVariable (&cl_yawspeed);
2666         Cvar_RegisterVariable (&cl_pitchspeed);
2667         Cvar_RegisterVariable (&cl_anglespeedkey);
2668         Cvar_RegisterVariable (&cl_shownet);
2669         Cvar_RegisterVariable (&cl_nolerp);
2670         Cvar_RegisterVariable (&cl_lerpexcess);
2671         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2672         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2673         Cvar_RegisterVariable (&cl_deathfade);
2674         Cvar_RegisterVariable (&lookspring);
2675         Cvar_RegisterVariable (&lookstrafe);
2676         Cvar_RegisterVariable (&sensitivity);
2677         Cvar_RegisterVariable (&freelook);
2678
2679         Cvar_RegisterVariable (&m_pitch);
2680         Cvar_RegisterVariable (&m_yaw);
2681         Cvar_RegisterVariable (&m_forward);
2682         Cvar_RegisterVariable (&m_side);
2683
2684         Cvar_RegisterVariable (&cl_itembobspeed);
2685         Cvar_RegisterVariable (&cl_itembobheight);
2686
2687         Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2688         Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2689         Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2690         Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2691         Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2692         Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2693
2694         // Support Client-side Model Index List
2695         Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2696         // Support Client-side Sound Index List
2697         Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2698
2699         Cvar_RegisterVariable (&cl_autodemo);
2700         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2701         Cvar_RegisterVariable (&cl_autodemo_delete);
2702
2703         Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2704         Cmd_AddCommand(&cmd_client, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2705
2706         // LadyHavoc: added pausedemo
2707         Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2708
2709         Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2710
2711         Cvar_RegisterVariable(&r_draweffects);
2712         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2713         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2714         Cvar_RegisterVariable(&cl_explosions_size_start);
2715         Cvar_RegisterVariable(&cl_explosions_size_end);
2716         Cvar_RegisterVariable(&cl_explosions_lifetime);
2717         Cvar_RegisterVariable(&cl_stainmaps);
2718         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2719         Cvar_RegisterVariable(&cl_beams_polygons);
2720         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2721         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2722         Cvar_RegisterVariable(&cl_beams_lightatend);
2723         Cvar_RegisterVariable(&cl_noplayershadow);
2724         Cvar_RegisterVariable(&cl_dlights_decayradius);
2725         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2726
2727         Cvar_RegisterVariable(&cl_prydoncursor);
2728         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2729
2730         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2731
2732         // for QW connections
2733         Cvar_RegisterVariable(&qport);
2734         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2735
2736         Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2737
2738         Cvar_RegisterVariable(&cl_locs_enable);
2739         Cvar_RegisterVariable(&cl_locs_show);
2740         Cmd_AddCommand(&cmd_client, "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)");
2741         Cmd_AddCommand(&cmd_client, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2742         Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2743         Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2744         Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2745
2746         CL_Parse_Init();
2747         CL_Particles_Init();
2748         CL_Screen_Init();
2749         CL_MeshEntities_Init();
2750
2751         CL_Video_Init();
2752 }