improved setinfo handling so that quakeworld works much better now (name/topcolor...
[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
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
54
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
56
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
62
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
65
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
69
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
71
72 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
73
74 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
75
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
77
78 client_static_t cls;
79 client_state_t  cl;
80
81 #define MAX_PARTICLES                   32768   // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
83
84 /*
85 =====================
86 CL_ClearState
87
88 =====================
89 */
90 void CL_ClearState(void)
91 {
92         int i;
93         entity_t *ent;
94
95 // wipe the entire cl structure
96         Mem_EmptyPool(cls.levelmempool);
97         memset (&cl, 0, sizeof(cl));
98
99         S_StopAllSounds();
100
101         // reset the view zoom interpolation
102         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
103
104         cl.num_entities = 0;
105         cl.num_csqcentities = 0;        //[515]: csqc
106         cl.num_static_entities = 0;
107         cl.num_temp_entities = 0;
108         cl.num_brushmodel_entities = 0;
109
110         // tweak these if the game runs out
111         cl.max_entities = 256;
112         cl.max_csqcentities = 256;      //[515]: csqc
113         cl.max_static_entities = 256;
114         cl.max_temp_entities = 512;
115         cl.max_effects = 256;
116         cl.max_beams = 256;
117         cl.max_dlights = MAX_DLIGHTS;
118         cl.max_lightstyle = MAX_LIGHTSTYLES;
119         cl.max_brushmodel_entities = MAX_EDICTS;
120         cl.max_particles = MAX_PARTICLES;
121
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123         i = COM_CheckParm ("-particles");
124         if (i && i < com_argc - 1)
125         {
126                 cl.max_particles = (int)(atoi(com_argv[i+1]));
127                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
129         }
130
131         cl.num_dlights = 0;
132         cl.num_effects = 0;
133         cl.num_beams = 0;
134
135         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
137         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
139         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
147
148         // LordHavoc: have to set up the baseline info for alpha and other stuff
149         for (i = 0;i < cl.max_entities;i++)
150         {
151                 cl.entities[i].state_baseline = defaultstate;
152                 cl.entities[i].state_previous = defaultstate;
153                 cl.entities[i].state_current = defaultstate;
154         }
155
156         for (i = 0;i < cl.max_csqcentities;i++)
157         {
158                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
159                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
160                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
161                 cl.csqcentities[i].csqc = true;
162                 cl.csqcentities[i].state_current.number = -i;
163         }
164
165         if (gamemode == GAME_NEXUIZ)
166         {
167                 VectorSet(cl.playerstandmins, -16, -16, -24);
168                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169                 VectorSet(cl.playercrouchmins, -16, -16, -24);
170                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
171         }
172         else
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
178         }
179
180         // disable until we get textures for it
181         R_ResetSkyBox();
182
183         ent = &cl.entities[0];
184         // entire entity array was cleared, so just fill in a few fields
185         ent->state_current.active = true;
186         ent->render.model = cl.worldmodel = NULL; // no world model yet
187         ent->render.scale = 1; // some of the renderer still relies on scale
188         ent->render.alpha = 1;
189         ent->render.colormap = -1; // no special coloring
190         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193         CL_BoundingBoxForEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         CL_Screen_NewMap();
202 }
203
204 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
205 {
206         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
207         {
208                 if (!quiet)
209                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
210                 return;
211         }
212         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
213         if (cls.state == ca_connected)
214         {
215                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
216                 {
217                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
218                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
219                 }
220                 else if (!strcasecmp(key, "name"))
221                 {
222                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
223                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
224                 }
225                 else if (!strcasecmp(key, "playermodel"))
226                 {
227                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
228                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
229                 }
230                 else if (!strcasecmp(key, "playerskin"))
231                 {
232                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
234                 }
235                 else if (!strcasecmp(key, "topcolor"))
236                 {
237                         // don't send anything, the combined color code will be updated manually
238                 }
239                 else if (!strcasecmp(key, "bottomcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "rate"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
247                 }
248         }
249 }
250
251 void CL_ExpandEntities(int num)
252 {
253         int i, oldmaxentities;
254         entity_t *oldentities;
255         if (num >= cl.max_entities)
256         {
257                 if (!cl.entities)
258                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
259                 if (num >= MAX_EDICTS)
260                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
261                 oldmaxentities = cl.max_entities;
262                 oldentities = cl.entities;
263                 cl.max_entities = (num & ~255) + 256;
264                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
265                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
266                 Mem_Free(oldentities);
267                 for (i = oldmaxentities;i < cl.max_entities;i++)
268                 {
269                         cl.entities[i].state_baseline = defaultstate;
270                         cl.entities[i].state_previous = defaultstate;
271                         cl.entities[i].state_current = defaultstate;
272                 }
273         }
274 }
275
276 void CL_ExpandCSQCEntities(int num)
277 {
278         int i, oldmaxentities;
279         entity_t *oldentities;
280         if (num >= cl.max_csqcentities)
281         {
282                 if (!cl.csqcentities)
283                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
284                 if (num >= MAX_EDICTS)
285                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
286                 oldmaxentities = cl.max_csqcentities;
287                 oldentities = cl.csqcentities;
288                 cl.max_csqcentities = (num & ~255) + 256;
289                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
290                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
291                 Mem_Free(oldentities);
292                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
293                 {
294                         cl.csqcentities[i].state_baseline = defaultstate;
295                         cl.csqcentities[i].state_previous = defaultstate;
296                         cl.csqcentities[i].state_current = defaultstate;
297                         cl.csqcentities[i].csqc = true;
298                         cl.csqcentities[i].state_current.number = -i;
299                 }
300         }
301 }
302
303 void CL_VM_ShutDown (void);
304 /*
305 =====================
306 CL_Disconnect
307
308 Sends a disconnect message to the server
309 This is also called on Host_Error, so it shouldn't cause any errors
310 =====================
311 */
312 void CL_Disconnect(void)
313 {
314         if (cls.state == ca_dedicated)
315                 return;
316
317         Con_DPrintf("CL_Disconnect\n");
318
319         CL_VM_ShutDown();
320 // stop sounds (especially looping!)
321         S_StopAllSounds ();
322
323         // clear contents blends
324         cl.cshifts[0].percent = 0;
325         cl.cshifts[1].percent = 0;
326         cl.cshifts[2].percent = 0;
327         cl.cshifts[3].percent = 0;
328
329         cl.worldmodel = NULL;
330
331         if (cls.demoplayback)
332                 CL_StopPlayback();
333         else if (cls.netcon)
334         {
335                 sizebuf_t buf;
336                 unsigned char bufdata[8];
337                 if (cls.demorecording)
338                         CL_Stop_f();
339
340                 // send disconnect message 3 times to improve chances of server
341                 // receiving it (but it still fails sometimes)
342                 memset(&buf, 0, sizeof(buf));
343                 buf.data = bufdata;
344                 buf.maxsize = sizeof(bufdata);
345                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
346                 {
347                         Con_DPrint("Sending drop command\n");
348                         MSG_WriteByte(&buf, qw_clc_stringcmd);
349                         MSG_WriteString(&buf, "drop");
350                 }
351                 else
352                 {
353                         Con_DPrint("Sending clc_disconnect\n");
354                         MSG_WriteByte(&buf, clc_disconnect);
355                 }
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
357                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359                 NetConn_Close(cls.netcon);
360                 cls.netcon = NULL;
361         }
362         cls.state = ca_disconnected;
363
364         cls.demoplayback = cls.timedemo = false;
365         cls.signon = 0;
366 }
367
368 void CL_Disconnect_f(void)
369 {
370         CL_Disconnect ();
371         if (sv.active)
372                 Host_ShutdownServer ();
373 }
374
375
376
377
378 /*
379 =====================
380 CL_EstablishConnection
381
382 Host should be either "local" or a net address
383 =====================
384 */
385 void CL_EstablishConnection(const char *host)
386 {
387         if (cls.state == ca_dedicated)
388                 return;
389
390         // clear menu's connect error message
391         M_Update_Return_Reason("");
392         cls.demonum = -1;
393
394         // stop demo loop in case this fails
395         CL_Disconnect();
396
397         // make sure the client ports are open before attempting to connect
398         NetConn_UpdateSockets();
399
400         // run a network frame
401         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402
403         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
404         {
405                 cls.connect_trying = true;
406                 cls.connect_remainingtries = 3;
407                 cls.connect_nextsendtime = 0;
408                 M_Update_Return_Reason("Trying to connect...");
409                 // run several network frames to jump into the game quickly
410                 //if (sv.active)
411                 //{
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //}
417         }
418         else
419         {
420                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421                 M_Update_Return_Reason("No network");
422         }
423 }
424
425 /*
426 ==============
427 CL_PrintEntities_f
428 ==============
429 */
430 static void CL_PrintEntities_f(void)
431 {
432         entity_t *ent;
433         int i, j;
434         char name[32];
435
436         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
437         {
438                 if (!ent->state_current.active)
439                         continue;
440
441                 if (ent->render.model)
442                         strlcpy (name, ent->render.model->name, 25);
443                 else
444                         strcpy(name, "--no model--");
445                 for (j = (int)strlen(name);j < 25;j++)
446                         name[j] = ' ';
447                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
448         }
449 }
450
451 //static const vec3_t nomodelmins = {-16, -16, -16};
452 //static const vec3_t nomodelmaxs = {16, 16, 16};
453 void CL_BoundingBoxForEntity(entity_render_t *ent)
454 {
455         model_t *model = ent->model;
456         if (model)
457         {
458                 //if (ent->angles[0] || ent->angles[2])
459                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
460                 {
461                         // pitch or roll
462                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
463                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
464                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
465                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
466                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
467                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
468                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
469                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
470                 }
471                 //else if (ent->angles[1])
472                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
473                 {
474                         // yaw
475                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
476                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
477                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
478                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
479                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
480                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
481                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
482                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
483                 }
484                 else
485                 {
486                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
487                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
488                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
489                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
490                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
491                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
492                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
493                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
494                 }
495         }
496         else
497         {
498                 ent->mins[0] = ent->matrix.m[0][3] - 16;
499                 ent->mins[1] = ent->matrix.m[1][3] - 16;
500                 ent->mins[2] = ent->matrix.m[2][3] - 16;
501                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
502                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
503                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
504                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
505                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
506         }
507 }
508
509 /*
510 ===============
511 CL_LerpPoint
512
513 Determines the fraction between the last two messages that the objects
514 should be put at.
515 ===============
516 */
517 static float CL_LerpPoint(void)
518 {
519         float f;
520
521         // dropped packet, or start of demo
522         if (cl.mtime[1] < cl.mtime[0] - 0.1)
523                 cl.mtime[1] = cl.mtime[0] - 0.1;
524
525         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
526
527         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
528         f = cl.mtime[0] - cl.mtime[1];
529         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
530         {
531                 cl.time = cl.mtime[0];
532                 return 1;
533         }
534
535         f = (cl.time - cl.mtime[1]) / f;
536         return bound(0, f, 1);
537 }
538
539 void CL_ClearTempEntities (void)
540 {
541         cl.num_temp_entities = 0;
542 }
543
544 entity_t *CL_NewTempEntity(void)
545 {
546         entity_t *ent;
547
548         if (r_refdef.numentities >= r_refdef.maxentities)
549                 return NULL;
550         if (cl.num_temp_entities >= cl.max_temp_entities)
551                 return NULL;
552         ent = &cl.temp_entities[cl.num_temp_entities++];
553         memset (ent, 0, sizeof(*ent));
554         r_refdef.entities[r_refdef.numentities++] = &ent->render;
555
556         ent->render.colormap = -1; // no special coloring
557         ent->render.scale = 1;
558         ent->render.alpha = 1;
559         VectorSet(ent->render.colormod, 1, 1, 1);
560         return ent;
561 }
562
563 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
564 {
565         int i;
566         cl_effect_t *e;
567         if (!modelindex) // sanity check
568                 return;
569         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
570         {
571                 if (e->active)
572                         continue;
573                 e->active = true;
574                 VectorCopy(org, e->origin);
575                 e->modelindex = modelindex;
576                 e->starttime = cl.time;
577                 e->startframe = startframe;
578                 e->endframe = startframe + framecount;
579                 e->framerate = framerate;
580
581                 e->frame = 0;
582                 e->frame1time = cl.time;
583                 e->frame2time = cl.time;
584                 cl.num_effects = max(cl.num_effects, i + 1);
585                 break;
586         }
587 }
588
589 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
590 {
591         int i;
592         dlight_t *dl;
593
594         /*
595 // first look for an exact key match
596         if (ent)
597         {
598                 dl = cl.dlights;
599                 for (i = 0;i < cl.num_dlights;i++, dl++)
600                         if (dl->ent == ent)
601                                 goto dlightsetup;
602         }
603         */
604
605 // then look for anything else
606         dl = cl.dlights;
607         for (i = 0;i < cl.num_dlights;i++, dl++)
608                 if (!dl->radius)
609                         goto dlightsetup;
610         // if we hit the end of the active dlights and found no gaps, add a new one
611         if (i < MAX_DLIGHTS)
612         {
613                 cl.num_dlights = i + 1;
614                 goto dlightsetup;
615         }
616
617         // unable to find one
618         return;
619
620 dlightsetup:
621         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
622         memset (dl, 0, sizeof(*dl));
623         Matrix4x4_Normalize(&dl->matrix, matrix);
624         dl->ent = ent;
625         dl->origin[0] = dl->matrix.m[0][3];
626         dl->origin[1] = dl->matrix.m[1][3];
627         dl->origin[2] = dl->matrix.m[2][3];
628         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
629         dl->matrix.m[0][3] = dl->origin[0];
630         dl->matrix.m[1][3] = dl->origin[1];
631         dl->matrix.m[2][3] = dl->origin[2];
632         dl->radius = radius;
633         dl->color[0] = red;
634         dl->color[1] = green;
635         dl->color[2] = blue;
636         dl->decay = decay;
637         if (lifetime)
638                 dl->die = cl.time + lifetime;
639         else
640                 dl->die = 0;
641         dl->cubemapnum = cubemapnum;
642         dl->style = style;
643         dl->shadow = shadowenable;
644         dl->corona = corona;
645         dl->flags = flags;
646         dl->coronasizescale = coronasizescale;
647         dl->ambientscale = ambientscale;
648         dl->diffusescale = diffusescale;
649         dl->specularscale = specularscale;
650 }
651
652 // called before entity relinking
653 void CL_DecayLights(void)
654 {
655         int i, oldmax;
656         dlight_t *dl;
657         float time, f;
658
659         time = cl.time - cl.oldtime;
660         oldmax = cl.num_dlights;
661         cl.num_dlights = 0;
662         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
663         {
664                 if (dl->radius)
665                 {
666                         f = dl->radius - time * dl->decay;
667                         if (cl.time < dl->die && f > 0)
668                         {
669                                 dl->radius = dl->radius - time * dl->decay;
670                                 cl.num_dlights = i + 1;
671                         }
672                         else
673                                 dl->radius = 0;
674                 }
675         }
676 }
677
678 // called after entity relinking
679 void CL_UpdateLights(void)
680 {
681         int i, j, k, l;
682         dlight_t *dl;
683         float frac, f;
684
685         r_refdef.numlights = 0;
686         if (r_dynamic.integer)
687         {
688                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
689                 {
690                         if (dl->radius)
691                         {
692                                 R_RTLight_Update(dl, false);
693                                 r_refdef.lights[r_refdef.numlights++] = dl;
694                         }
695                 }
696         }
697
698 // light animations
699 // 'm' is normal light, 'a' is no light, 'z' is double bright
700         f = cl.time * 10;
701         i = (int)floor(f);
702         frac = f - i;
703         for (j = 0;j < cl.max_lightstyle;j++)
704         {
705                 if (!cl.lightstyle || !cl.lightstyle[j].length)
706                 {
707                         r_refdef.lightstylevalue[j] = 256;
708                         continue;
709                 }
710                 k = i % cl.lightstyle[j].length;
711                 l = (i-1) % cl.lightstyle[j].length;
712                 k = cl.lightstyle[j].map[k] - 'a';
713                 l = cl.lightstyle[j].map[l] - 'a';
714                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
715         }
716 }
717
718 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
719 {
720         float f;
721         entity_t *flag;
722         matrix4x4_t flagmatrix;
723
724         // this code taken from QuakeWorld
725         f = 14;
726         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
727         {
728                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
729                 { //axpain
730                         if      (player->render.frame2 == 29) f = f + 2;
731                         else if (player->render.frame2 == 30) f = f + 8;
732                         else if (player->render.frame2 == 31) f = f + 12;
733                         else if (player->render.frame2 == 32) f = f + 11;
734                         else if (player->render.frame2 == 33) f = f + 10;
735                         else if (player->render.frame2 == 34) f = f + 4;
736                 }
737                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
738                 { // pain
739                         if      (player->render.frame2 == 35) f = f + 2;
740                         else if (player->render.frame2 == 36) f = f + 10;
741                         else if (player->render.frame2 == 37) f = f + 10;
742                         else if (player->render.frame2 == 38) f = f + 8;
743                         else if (player->render.frame2 == 39) f = f + 4;
744                         else if (player->render.frame2 == 40) f = f + 2;
745                 }
746         }
747         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
748         {
749                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
750                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
751                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
752                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
753         }
754         // end of code taken from QuakeWorld
755
756         flag = CL_NewTempEntity();
757         if (!flag)
758                 return;
759
760         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
761         flag->render.skinnum = skin;
762         flag->render.colormap = -1; // no special coloring
763         flag->render.alpha = 1;
764         VectorSet(flag->render.colormod, 1, 1, 1);
765         // attach the flag to the player matrix
766         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
767         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
768         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
769         R_LerpAnimation(&flag->render);
770         CL_BoundingBoxForEntity(&flag->render);
771 }
772
773 #define MAXVIEWMODELS 32
774 entity_t *viewmodels[MAXVIEWMODELS];
775 int numviewmodels;
776
777 matrix4x4_t viewmodelmatrix;
778
779 static int entitylinkframenumber;
780
781 static const vec3_t muzzleflashorigin = {18, 0, 0};
782
783 extern void V_DriftPitch(void);
784 extern void V_FadeViewFlashs(void);
785 extern void V_CalcViewBlend(void);
786
787 extern void V_CalcRefdef(void);
788 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
789 void CL_LinkNetworkEntity(entity_t *e)
790 {
791         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
792         //matrix4x4_t dlightmatrix;
793         int j, k, l;
794         effectnameindex_t trailtype;
795         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
796         entity_t *t;
797         model_t *model;
798         trace_t trace;
799         //entity_persistent_t *p = &e->persistent;
800         //entity_render_t *r = &e->render;
801         if (e->persistent.linkframe != entitylinkframenumber)
802         {
803                 e->persistent.linkframe = entitylinkframenumber;
804                 // skip inactive entities and world
805                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
806                         return;
807                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
808                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
809                 e->render.flags = e->state_current.flags;
810                 e->render.effects = e->state_current.effects;
811                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
812                 if (e->state_current.flags & RENDER_COLORMAPPED)
813                 {
814                         int cb;
815                         unsigned char *cbcolor;
816                         e->render.colormap = e->state_current.colormap;
817                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
818                         cbcolor = (unsigned char *) (&palette_complete[cb]);
819                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
820                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
821                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
822                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
823                         cbcolor = (unsigned char *) (&palette_complete[cb]);
824                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
825                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
826                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
827                 }
828                 else if (e->state_current.colormap && cl.scores != NULL)
829                 {
830                         int cb;
831                         unsigned char *cbcolor;
832                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
833                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
834                         cbcolor = (unsigned char *) (&palette_complete[cb]);
835                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
836                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
837                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
838                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
839                         cbcolor = (unsigned char *) (&palette_complete[cb]);
840                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
841                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
842                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
843                 }
844                 else
845                 {
846                         e->render.colormap = -1; // no special coloring
847                         VectorClear(e->render.colormap_pantscolor);
848                         VectorClear(e->render.colormap_shirtcolor);
849                 }
850                 e->render.skinnum = e->state_current.skin;
851                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
852                 {
853                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
854                                 return;
855                         if (!e->csqc)
856                         {
857                                 if (cl.viewentity)
858                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
859                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
860                                 {
861                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
862                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
863                                 }
864                         }
865                         matrix = &viewmodelmatrix;
866                 }
867                 else
868                 {
869                         // if the tag entity is currently impossible, skip it
870                         if (!e->csqc)
871                         {
872                                 if (e->state_current.tagentity >= cl.num_entities)
873                                         return;
874                                 t = cl.entities + e->state_current.tagentity;
875                         }
876                         else
877                         {
878                                 if (e->state_current.tagentity >= cl.num_csqcentities)
879                                         return;
880                                 t = cl.csqcentities + e->state_current.tagentity;
881                         }
882                         // if the tag entity is inactive, skip it
883                         if (!t->state_current.active)
884                                 return;
885                         // note: this can link to world
886                         CL_LinkNetworkEntity(t);
887                         // make relative to the entity
888                         matrix = &t->render.matrix;
889                         // some properties of the tag entity carry over
890                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
891                         // if a valid tagindex is used, make it relative to that tag instead
892                         // FIXME: use a model function to get tag info (need to handle skeletal)
893                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
894                         {
895                                 // blend the matrices
896                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
897                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
898                                 {
899                                         matrix4x4_t tagmatrix;
900                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
901                                         d = t->render.frameblend[j].lerp;
902                                         for (l = 0;l < 4;l++)
903                                                 for (k = 0;k < 4;k++)
904                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
905                                 }
906                                 // concat the tag matrices onto the entity matrix
907                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
908                                 // use the constructed tag matrix
909                                 matrix = &tempmatrix;
910                         }
911                 }
912
913                 // movement lerp
914                 // if it's the player entity, update according to client movement
915                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
916                 {
917                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
918                         lerp = bound(0, lerp, 1);
919                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
920                         VectorSet(angles, 0, cl.viewangles[1], 0);
921                 }
922                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
923                 {
924                         // interpolate the origin and angles
925                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
926                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
927                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
928                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
929                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
930                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
931                 }
932                 else
933                 {
934                         // no interpolation
935                         VectorCopy(e->persistent.neworigin, origin);
936                         VectorCopy(e->persistent.newangles, angles);
937                 }
938
939                 // model setup and some modelflags
940                 if(e->state_current.modelindex < MAX_MODELS)
941                         e->render.model = cl.model_precache[e->state_current.modelindex];
942                 else
943                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
944                 if (e->render.model)
945                 {
946                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
947                         if (e->render.model->type == mod_alias)
948                                 angles[0] = -angles[0];
949                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
950                         {
951                                 angles[1] = ANGLEMOD(100*cl.time);
952                                 if (cl_itembobheight.value)
953                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
954                         }
955                         // transfer certain model flags to effects
956                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
957                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
958                                 VectorScale(e->render.colormod, 2, e->render.colormod);
959                 }
960                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
961                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
962                         angles[0] = -angles[0];
963
964                 // animation lerp
965                 if (e->render.frame2 == e->state_current.frame)
966                 {
967                         // update frame lerp fraction
968                         e->render.framelerp = 1;
969                         if (e->render.frame2time > e->render.frame1time)
970                         {
971                                 // make sure frame lerp won't last longer than 100ms
972                                 // (this mainly helps with models that use framegroups and
973                                 // switch between them infrequently)
974                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
975                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
976                         }
977                 }
978                 else
979                 {
980                         // begin a new frame lerp
981                         e->render.frame1 = e->render.frame2;
982                         e->render.frame1time = e->render.frame2time;
983                         e->render.frame = e->render.frame2 = e->state_current.frame;
984                         e->render.frame2time = cl.time;
985                         e->render.framelerp = 0;
986                 }
987                 R_LerpAnimation(&e->render);
988
989                 // set up the render matrix
990                 // FIXME: e->render.scale should go away
991                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
992                 // concat the matrices to make the entity relative to its tag
993                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
994                 // make the other useful stuff
995                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
996                 CL_BoundingBoxForEntity(&e->render);
997
998                 // handle effects now that we know where this entity is in the world...
999                 if (e->render.model && e->render.model->soundfromcenter)
1000                 {
1001                         // bmodels are treated specially since their origin is usually '0 0 0'
1002                         vec3_t o;
1003                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1004                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1005                 }
1006                 else
1007                 {
1008                         origin[0] = e->render.matrix.m[0][3];
1009                         origin[1] = e->render.matrix.m[1][3];
1010                         origin[2] = e->render.matrix.m[2][3];
1011                 }
1012                 trailtype = EFFECT_NONE;
1013                 dlightradius = 0;
1014                 dlightcolor[0] = 0;
1015                 dlightcolor[1] = 0;
1016                 dlightcolor[2] = 0;
1017                 // LordHavoc: if the entity has no effects, don't check each
1018                 if (e->render.effects)
1019                 {
1020                         if (e->render.effects & EF_BRIGHTFIELD)
1021                         {
1022                                 if (gamemode == GAME_NEXUIZ)
1023                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1024                                 else
1025                                         CL_EntityParticles(e);
1026                         }
1027                         if (e->render.effects & EF_MUZZLEFLASH)
1028                                 e->persistent.muzzleflash = 1.0f;
1029                         if (e->render.effects & EF_DIMLIGHT)
1030                         {
1031                                 dlightradius = max(dlightradius, 200);
1032                                 dlightcolor[0] += 1.50f;
1033                                 dlightcolor[1] += 1.50f;
1034                                 dlightcolor[2] += 1.50f;
1035                         }
1036                         if (e->render.effects & EF_BRIGHTLIGHT)
1037                         {
1038                                 dlightradius = max(dlightradius, 400);
1039                                 dlightcolor[0] += 3.00f;
1040                                 dlightcolor[1] += 3.00f;
1041                                 dlightcolor[2] += 3.00f;
1042                         }
1043                         // LordHavoc: more effects
1044                         if (e->render.effects & EF_RED) // red
1045                         {
1046                                 dlightradius = max(dlightradius, 200);
1047                                 dlightcolor[0] += 1.50f;
1048                                 dlightcolor[1] += 0.15f;
1049                                 dlightcolor[2] += 0.15f;
1050                         }
1051                         if (e->render.effects & EF_BLUE) // blue
1052                         {
1053                                 dlightradius = max(dlightradius, 200);
1054                                 dlightcolor[0] += 0.15f;
1055                                 dlightcolor[1] += 0.15f;
1056                                 dlightcolor[2] += 1.50f;
1057                         }
1058                         if (e->render.effects & EF_FLAME)
1059                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1060                         if (e->render.effects & EF_STARDUST)
1061                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1062                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1063                         {
1064                                 // these are only set on player entities
1065                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1066                         }
1067                 }
1068                 // muzzleflash fades over time, and is offset a bit
1069                 if (e->persistent.muzzleflash > 0)
1070                 {
1071                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1072                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1073                         tempmatrix = e->render.matrix;
1074                         tempmatrix.m[0][3] = trace.endpos[0];
1075                         tempmatrix.m[1][3] = trace.endpos[1];
1076                         tempmatrix.m[2][3] = trace.endpos[2];
1077                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1078                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1079                 }
1080                 // LordHavoc: if the model has no flags, don't check each
1081                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1082                 {
1083                         if (e->render.model->flags & EF_GIB)
1084                                 trailtype = EFFECT_TR_BLOOD;
1085                         else if (e->render.model->flags & EF_ZOMGIB)
1086                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1087                         else if (e->render.model->flags & EF_TRACER)
1088                                 trailtype = EFFECT_TR_WIZSPIKE;
1089                         else if (e->render.model->flags & EF_TRACER2)
1090                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1091                         else if (e->render.model->flags & EF_ROCKET)
1092                                 trailtype = EFFECT_TR_ROCKET;
1093                         else if (e->render.model->flags & EF_GRENADE)
1094                         {
1095                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1096                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1097                         }
1098                         else if (e->render.model->flags & EF_TRACER3)
1099                                 trailtype = EFFECT_TR_VORESPIKE;
1100                 }
1101                 // LordHavoc: customizable glow
1102                 if (e->state_current.glowsize)
1103                 {
1104                         // * 4 for the expansion from 0-255 to 0-1023 range,
1105                         // / 255 to scale down byte colors
1106                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1107                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1108                 }
1109                 // make the glow dlight
1110                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1111                 {
1112                         //dlightmatrix = e->render.matrix;
1113                         // hack to make glowing player light shine on their gun
1114                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1115                         //      dlightmatrix.m[2][3] += 30;
1116                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1117                 }
1118                 // custom rtlight
1119                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1120                 {
1121                         float light[4];
1122                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1123                         light[3] = e->state_current.light[3];
1124                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1125                                 VectorSet(light, 1, 1, 1);
1126                         if (light[3] == 0)
1127                                 light[3] = 350;
1128                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1129                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1130                 }
1131                 // do trails
1132                 if (e->render.flags & RENDER_GLOWTRAIL)
1133                         trailtype = EFFECT_TR_GLOWTRAIL;
1134                 if (trailtype)
1135                 {
1136                         float len;
1137                         vec3_t vel;
1138                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1139                         len = e->state_current.time - e->state_previous.time;
1140                         if (len > 0)
1141                                 len = 1.0f / len;
1142                         VectorScale(vel, len, vel);
1143                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1144                 }
1145                 VectorCopy(origin, e->persistent.trail_origin);
1146                 // tenebrae's sprites are all additive mode (weird)
1147                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1148                         e->render.effects |= EF_ADDITIVE;
1149                 // player model is only shown with chase_active on
1150                 if (!e->csqc)
1151                 if (e->state_current.number == cl.viewentity)
1152                         e->render.flags |= RENDER_EXTERIORMODEL;
1153                 // transparent stuff can't be lit during the opaque stage
1154                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1155                         e->render.flags |= RENDER_TRANSPARENT;
1156                 // double sided rendering mode causes backfaces to be visible
1157                 // (mostly useful on transparent stuff)
1158                 if (e->render.effects & EF_DOUBLESIDED)
1159                         e->render.flags |= RENDER_NOCULLFACE;
1160                 // either fullbright or lit
1161                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1162                         e->render.flags |= RENDER_LIGHT;
1163                 // hide player shadow during intermission or nehahra movie
1164                 if (!(e->render.effects & EF_NOSHADOW)
1165                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1166                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1167                         e->render.flags |= RENDER_SHADOW;
1168                 // as soon as player is known we can call V_CalcRefDef
1169                 if (!csqc_loaded)
1170                 if (e->state_current.number == cl.viewentity)
1171                         V_CalcRefdef();
1172                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1173                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1174                 // don't show entities with no modelindex (note: this still shows
1175                 // entities which have a modelindex that resolved to a NULL model)
1176                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1177                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1178                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1179                 //      Matrix4x4_Print(&e->render.matrix);
1180         }
1181 }
1182
1183 void CL_RelinkWorld(void)
1184 {
1185         entity_t *ent = &cl.entities[0];
1186         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1187         // FIXME: this should be done at load
1188         ent->render.matrix = identitymatrix;
1189         ent->render.inversematrix = identitymatrix;
1190         R_LerpAnimation(&ent->render);
1191         CL_BoundingBoxForEntity(&ent->render);
1192         ent->render.flags = RENDER_SHADOW;
1193         if (!r_fullbright.integer)
1194                 ent->render.flags |= RENDER_LIGHT;
1195         VectorSet(ent->render.colormod, 1, 1, 1);
1196         r_refdef.worldentity = &ent->render;
1197         r_refdef.worldmodel = cl.worldmodel;
1198 }
1199
1200 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1201 {
1202         entity_t *ent = &cl.csqcentities[0];
1203         if(!csqc_loaded)
1204                 return;
1205 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1206         // FIXME: this should be done at load
1207         ent->render.matrix = identitymatrix;
1208         ent->render.inversematrix = identitymatrix;
1209         R_LerpAnimation(&ent->render);
1210         CL_BoundingBoxForEntity(&ent->render);
1211         ent->render.flags = RENDER_SHADOW;
1212         if (!r_fullbright.integer)
1213                 ent->render.flags |= RENDER_LIGHT;
1214         VectorSet(ent->render.colormod, 1, 1, 1);
1215 //      r_refdef.worldentity = &ent->render;
1216 //      r_refdef.worldmodel = cl.worldmodel;
1217 }
1218
1219 static void CL_RelinkStaticEntities(void)
1220 {
1221         int i;
1222         entity_t *e;
1223         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1224         {
1225                 e->render.flags = 0;
1226                 // transparent stuff can't be lit during the opaque stage
1227                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1228                         e->render.flags |= RENDER_TRANSPARENT;
1229                 // either fullbright or lit
1230                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1231                         e->render.flags |= RENDER_LIGHT;
1232                 // hide player shadow during intermission or nehahra movie
1233                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1234                         e->render.flags |= RENDER_SHADOW;
1235                 VectorSet(e->render.colormod, 1, 1, 1);
1236                 R_LerpAnimation(&e->render);
1237                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1238         }
1239 }
1240
1241 /*
1242 ===============
1243 CL_RelinkEntities
1244 ===============
1245 */
1246 static void CL_RelinkNetworkEntities(int drawmask)
1247 {
1248         entity_t *ent;
1249         int i, k;
1250
1251         if(!csqc_loaded)
1252         {
1253                 ent = &cl.viewent;
1254                 ent->state_previous = ent->state_current;
1255                 ent->state_current = defaultstate;
1256                 ent->state_current.time = cl.time;
1257                 ent->state_current.number = -1;
1258                 ent->state_current.active = true;
1259                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1260                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1261                 ent->state_current.flags = RENDER_VIEWMODEL;
1262                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1263                         ent->state_current.modelindex = 0;
1264                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1265                 {
1266                         if (gamemode == GAME_TRANSFUSION)
1267                                 ent->state_current.alpha = 128;
1268                         else
1269                                 ent->state_current.modelindex = 0;
1270                 }
1271
1272                 // reset animation interpolation on weaponmodel if model changed
1273                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1274                 {
1275                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1276                         ent->render.frame1time = ent->render.frame2time = cl.time;
1277                         ent->render.framelerp = 1;
1278                 }
1279         }
1280
1281         // start on the entity after the world
1282         entitylinkframenumber++;
1283         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1284         {
1285                 for (i = 1;i < cl.num_entities;i++)
1286                 {
1287                         if (cl.entities_active[i])
1288                         {
1289                                 ent = cl.entities + i;
1290                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1291                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1292                                 {
1293                                         cl.entities_active[i] = false;
1294                                         continue;
1295                                 }
1296                                 if (ent->state_current.active)
1297                                         CL_LinkNetworkEntity(ent);
1298                                 else
1299                                         cl.entities_active[i] = false;
1300                         }
1301                 }
1302         }
1303
1304         //[515]: csqc
1305         if(csqc_loaded)
1306         {
1307                 for (i=1,k=cl.num_csqcentities;k;i++)
1308                 {
1309                         if (cl.csqcentities_active[i])
1310                         {
1311                                 --k;
1312                                 ent = cl.csqcentities + i;
1313                                 if (ent->state_current.active)
1314                                         CL_LinkNetworkEntity(ent);
1315                                 else
1316                                         cl.csqcentities_active[i] = false;
1317                         }
1318                 }
1319         }
1320         else
1321                 CL_LinkNetworkEntity(&cl.viewent);
1322 }
1323
1324 static void CL_RelinkEffects(void)
1325 {
1326         int i, intframe;
1327         cl_effect_t *e;
1328         entity_t *ent;
1329         float frame;
1330
1331         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1332         {
1333                 if (e->active)
1334                 {
1335                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1336                         intframe = (int)frame;
1337                         if (intframe < 0 || intframe >= e->endframe)
1338                         {
1339                                 memset(e, 0, sizeof(*e));
1340                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1341                                         cl.num_effects--;
1342                                 continue;
1343                         }
1344
1345                         if (intframe != e->frame)
1346                         {
1347                                 e->frame = intframe;
1348                                 e->frame1time = e->frame2time;
1349                                 e->frame2time = cl.time;
1350                         }
1351
1352                         // if we're drawing effects, get a new temp entity
1353                         // (NewTempEntity adds it to the render entities list for us)
1354                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1355                         {
1356                                 // interpolation stuff
1357                                 ent->render.frame1 = intframe;
1358                                 ent->render.frame2 = intframe + 1;
1359                                 if (ent->render.frame2 >= e->endframe)
1360                                         ent->render.frame2 = -1; // disappear
1361                                 ent->render.framelerp = frame - intframe;
1362                                 ent->render.frame1time = e->frame1time;
1363                                 ent->render.frame2time = e->frame2time;
1364
1365                                 // normal stuff
1366                                 if(e->modelindex < MAX_MODELS)
1367                                         ent->render.model = cl.model_precache[e->modelindex];
1368                                 else
1369                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1370                                 ent->render.frame = ent->render.frame2;
1371                                 ent->render.colormap = -1; // no special coloring
1372                                 ent->render.alpha = 1;
1373                                 VectorSet(ent->render.colormod, 1, 1, 1);
1374
1375                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1376                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1377                                 R_LerpAnimation(&ent->render);
1378                                 CL_BoundingBoxForEntity(&ent->render);
1379                         }
1380                 }
1381         }
1382 }
1383
1384 void CL_RelinkBeams(void)
1385 {
1386         int i;
1387         beam_t *b;
1388         vec3_t dist, org;
1389         float d;
1390         entity_t *ent;
1391         float yaw, pitch;
1392         float forward;
1393         matrix4x4_t tempmatrix;
1394
1395         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1396         {
1397                 if (!b->model)
1398                         continue;
1399                 if (b->endtime < cl.time)
1400                 {
1401                         b->model = NULL;
1402                         continue;
1403                 }
1404
1405                 // if coming from the player, update the start position
1406                 //if (b->entity == cl.viewentity)
1407                 //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1408                 if (cl_beams_relative.integer >= 1 && b->entity && (b->entity == cl.viewentity || cl_beams_relative.integer >= 2) && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1409                 {
1410                         entity_render_t *r = &cl.entities[b->entity].render;
1411                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1412                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1413                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1414                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1415                 }
1416
1417                 if (b->lightning)
1418                 {
1419                         if (cl_beams_lightatend.integer)
1420                         {
1421                                 // FIXME: create a matrix from the beam start/end orientation
1422                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1423                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1424                         }
1425                         if (cl_beams_polygons.integer)
1426                                 continue;
1427                 }
1428
1429                 // calculate pitch and yaw
1430                 VectorSubtract (b->end, b->start, dist);
1431
1432                 if (dist[1] == 0 && dist[0] == 0)
1433                 {
1434                         yaw = 0;
1435                         if (dist[2] > 0)
1436                                 pitch = 90;
1437                         else
1438                                 pitch = 270;
1439                 }
1440                 else
1441                 {
1442                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1443                         if (yaw < 0)
1444                                 yaw += 360;
1445
1446                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1447                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1448                         if (pitch < 0)
1449                                 pitch += 360;
1450                 }
1451
1452                 // add new entities for the lightning
1453                 VectorCopy (b->start, org);
1454                 d = VectorNormalizeLength(dist);
1455                 while (d > 0)
1456                 {
1457                         ent = CL_NewTempEntity ();
1458                         if (!ent)
1459                                 return;
1460                         //VectorCopy (org, ent->render.origin);
1461                         ent->render.model = b->model;
1462                         //ent->render.effects = EF_FULLBRIGHT;
1463                         //ent->render.angles[0] = pitch;
1464                         //ent->render.angles[1] = yaw;
1465                         //ent->render.angles[2] = rand()%360;
1466                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1467                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1468                         R_LerpAnimation(&ent->render);
1469                         CL_BoundingBoxForEntity(&ent->render);
1470                         VectorMA(org, 30, dist, org);
1471                         d -= 30;
1472                 }
1473         }
1474
1475         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1476                 cl.num_beams--;
1477 }
1478
1479 static void CL_RelinkQWNails(void)
1480 {
1481         int i;
1482         vec_t *v;
1483         entity_t *ent;
1484
1485         for (i = 0;i < cl.qw_num_nails;i++)
1486         {
1487                 v = cl.qw_nails[i];
1488
1489                 // if we're drawing effects, get a new temp entity
1490                 // (NewTempEntity adds it to the render entities list for us)
1491                 if (!(ent = CL_NewTempEntity()))
1492                         continue;
1493
1494                 // normal stuff
1495                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1496                 ent->render.colormap = -1; // no special coloring
1497                 ent->render.alpha = 1;
1498                 VectorSet(ent->render.colormod, 1, 1, 1);
1499
1500                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1501                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1502                 R_LerpAnimation(&ent->render);
1503                 CL_BoundingBoxForEntity(&ent->render);
1504         }
1505 }
1506
1507 void CL_LerpPlayer(float frac)
1508 {
1509         int i;
1510
1511         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1512         for (i = 0;i < 3;i++)
1513         {
1514                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1515                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1516                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1517         }
1518 }
1519
1520 void CSQC_RelinkAllEntities (int drawmask)
1521 {
1522         cl.num_brushmodel_entities = 0;
1523         CL_RelinkNetworkEntities(drawmask);
1524         if(drawmask & ENTMASK_ENGINE)
1525         {
1526                 // move particles
1527                 CL_MoveParticles();
1528                 R_MoveExplosions();
1529         }
1530
1531         // link stuff
1532         CL_RelinkWorld();
1533         CL_RelinkCSQCWorld();   //[515]: csqc
1534         if(drawmask & ENTMASK_ENGINE)
1535         {
1536                 CL_RelinkStaticEntities();
1537                 CL_RelinkBeams();
1538                 CL_RelinkEffects();
1539                 CL_RelinkQWNails();
1540         }
1541 }
1542
1543 /*
1544 ===============
1545 CL_ReadFromServer
1546
1547 Read all incoming data from the server
1548 ===============
1549 */
1550 extern void CL_ClientMovement_Replay();
1551
1552 int CL_ReadFromServer(void)
1553 {
1554         CL_ReadDemoMessage();
1555         CL_SendMove();
1556
1557         r_refdef.time = cl.time;
1558         r_refdef.extraupdate = !r_speeds.integer;
1559         r_refdef.numentities = 0;
1560         r_refdef.viewentitymatrix = identitymatrix;
1561
1562         if (cls.state == ca_connected && cls.signon == SIGNONS)
1563         {
1564                 // prepare for a new frame
1565                 CL_LerpPlayer(CL_LerpPoint());
1566                 CL_DecayLights();
1567                 CL_ClearTempEntities();
1568                 V_DriftPitch();
1569                 V_FadeViewFlashs();
1570
1571                 // relink network entities (note: this sets up the view!)
1572                 CL_ClientMovement_Replay();
1573                 if(!csqc_loaded)        //[515]: csqc
1574                 {
1575                         cl.num_brushmodel_entities = 0;
1576                         CL_RelinkNetworkEntities(65535);
1577
1578                         // move particles
1579                         CL_MoveParticles();
1580                         R_MoveExplosions();
1581
1582                         // link stuff
1583                         CL_RelinkWorld();
1584                         CL_RelinkCSQCWorld();   //[515]: csqc
1585                         CL_RelinkStaticEntities();
1586                         CL_RelinkBeams();
1587                         CL_RelinkEffects();
1588                         CL_RelinkQWNails();
1589                 }
1590                 else
1591                         csqc_frame = true;
1592
1593                 CL_UpdateLights();
1594
1595                 // update view blend
1596                 V_CalcViewBlend();
1597
1598                 // update the r_refdef time again because cl.time may have changed
1599                 r_refdef.time = cl.time;
1600         }
1601
1602         return 0;
1603 }
1604
1605 // LordHavoc: pausedemo command
1606 static void CL_PauseDemo_f (void)
1607 {
1608         cls.demopaused = !cls.demopaused;
1609         if (cls.demopaused)
1610                 Con_Print("Demo paused\n");
1611         else
1612                 Con_Print("Demo unpaused\n");
1613 }
1614
1615 /*
1616 ======================
1617 CL_Fog_f
1618 ======================
1619 */
1620 static void CL_Fog_f (void)
1621 {
1622         if (Cmd_Argc () == 1)
1623         {
1624                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1625                 return;
1626         }
1627         fog_density = atof(Cmd_Argv(1));
1628         fog_red = atof(Cmd_Argv(2));
1629         fog_green = atof(Cmd_Argv(3));
1630         fog_blue = atof(Cmd_Argv(4));
1631 }
1632
1633 /*
1634 ====================
1635 CL_TimeRefresh_f
1636
1637 For program optimization
1638 ====================
1639 */
1640 static void CL_TimeRefresh_f (void)
1641 {
1642         int i;
1643         float timestart, timedelta, oldangles[3];
1644
1645         r_refdef.extraupdate = false;
1646         VectorCopy(cl.viewangles, oldangles);
1647         VectorClear(cl.viewangles);
1648
1649         timestart = Sys_DoubleTime();
1650         for (i = 0;i < 128;i++)
1651         {
1652                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1653                 CL_UpdateScreen();
1654         }
1655         timedelta = Sys_DoubleTime() - timestart;
1656
1657         VectorCopy(oldangles, cl.viewangles);
1658         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1659 }
1660
1661 /*
1662 ===========
1663 CL_Shutdown
1664 ===========
1665 */
1666 void CL_Shutdown (void)
1667 {
1668         CL_Particles_Shutdown();
1669         CL_Parse_Shutdown();
1670
1671         Mem_FreePool (&cls.permanentmempool);
1672         Mem_FreePool (&cls.levelmempool);
1673 }
1674
1675 /*
1676 =================
1677 CL_Init
1678 =================
1679 */
1680 void CL_Init (void)
1681 {
1682         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1683         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1684
1685         memset(&r_refdef, 0, sizeof(r_refdef));
1686         // max entities sent to renderer per frame
1687         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1688         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1689
1690         CL_InitInput ();
1691
1692 //
1693 // register our commands
1694 //
1695         Cvar_RegisterVariable (&csqc_progname);
1696         Cvar_RegisterVariable (&csqc_progcrc);
1697
1698         Cvar_RegisterVariable (&cl_upspeed);
1699         Cvar_RegisterVariable (&cl_forwardspeed);
1700         Cvar_RegisterVariable (&cl_backspeed);
1701         Cvar_RegisterVariable (&cl_sidespeed);
1702         Cvar_RegisterVariable (&cl_movespeedkey);
1703         Cvar_RegisterVariable (&cl_yawspeed);
1704         Cvar_RegisterVariable (&cl_pitchspeed);
1705         Cvar_RegisterVariable (&cl_anglespeedkey);
1706         Cvar_RegisterVariable (&cl_shownet);
1707         Cvar_RegisterVariable (&cl_nolerp);
1708         Cvar_RegisterVariable (&lookspring);
1709         Cvar_RegisterVariable (&lookstrafe);
1710         Cvar_RegisterVariable (&sensitivity);
1711         Cvar_RegisterVariable (&freelook);
1712
1713         Cvar_RegisterVariable (&m_pitch);
1714         Cvar_RegisterVariable (&m_yaw);
1715         Cvar_RegisterVariable (&m_forward);
1716         Cvar_RegisterVariable (&m_side);
1717
1718         Cvar_RegisterVariable (&cl_itembobspeed);
1719         Cvar_RegisterVariable (&cl_itembobheight);
1720
1721         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1722         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1723         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1724         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1725         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1726         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1727
1728         Cvar_RegisterVariable (&cl_autodemo);
1729         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1730
1731         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1732
1733         // LordHavoc: added pausedemo
1734         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
1735
1736         Cvar_RegisterVariable(&r_draweffects);
1737         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1738         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1739         Cvar_RegisterVariable(&cl_explosions_size_start);
1740         Cvar_RegisterVariable(&cl_explosions_size_end);
1741         Cvar_RegisterVariable(&cl_explosions_lifetime);
1742         Cvar_RegisterVariable(&cl_stainmaps);
1743         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1744         Cvar_RegisterVariable(&cl_beams_polygons);
1745         Cvar_RegisterVariable(&cl_beams_relative);
1746         Cvar_RegisterVariable(&cl_beams_lightatend);
1747         Cvar_RegisterVariable(&cl_noplayershadow);
1748
1749         Cvar_RegisterVariable(&cl_prydoncursor);
1750
1751         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1752
1753         // for QW connections
1754         Cvar_RegisterVariable(&qport);
1755         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1756
1757         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1758
1759         CL_Parse_Init();
1760         CL_Particles_Init();
1761         CL_Screen_Init();
1762
1763         CL_Video_Init();
1764 }
1765
1766
1767