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fixed problems with playing on QW server caused by the use of _cl_name and similar...
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 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
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 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" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 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)"};
78
79 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"};
80
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_static_entities = 256;
117         cl.max_temp_entities = 512;
118         cl.max_effects = 256;
119         cl.max_beams = 256;
120         cl.max_dlights = MAX_DLIGHTS;
121         cl.max_lightstyle = MAX_LIGHTSTYLES;
122         cl.max_brushmodel_entities = MAX_EDICTS;
123         cl.max_particles = MAX_PARTICLES;
124
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126         i = COM_CheckParm ("-particles");
127         if (i && i < com_argc - 1)
128         {
129                 cl.max_particles = (int)(atoi(com_argv[i+1]));
130                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132         }
133
134         cl.num_dlights = 0;
135         cl.num_effects = 0;
136         cl.num_beams = 0;
137
138         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         if (gamemode == GAME_NEXUIZ)
158         {
159                 VectorSet(cl.playerstandmins, -16, -16, -24);
160                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161                 VectorSet(cl.playercrouchmins, -16, -16, -24);
162                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
163         }
164         else
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
170         }
171
172         // disable until we get textures for it
173         R_ResetSkyBox();
174
175         ent = &cl.entities[0];
176         // entire entity array was cleared, so just fill in a few fields
177         ent->state_current.active = true;
178         ent->render.model = cl.worldmodel = NULL; // no world model yet
179         ent->render.alpha = 1;
180         ent->render.colormap = -1; // no special coloring
181         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183         CL_UpdateRenderEntity(&ent->render);
184
185         // noclip is turned off at start
186         noclip_anglehack = false;
187
188         // mark all frames invalid for delta
189         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
190
191         CL_Screen_NewMap();
192 }
193
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
195 {
196         int i;
197         qboolean fail = false;
198         if (!allowstarkey && key[0] == '*')
199                 fail = true;
200         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
201                 fail = true;
202         for (i = 0;key[i];i++)
203                 if (key[i] <= ' ' || key[i] == '\"')
204                         fail = true;
205         for (i = 0;value[i];i++)
206                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
207                         fail = true;
208         if (fail)
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_VM_ShutDown (void);
279 /*
280 =====================
281 CL_Disconnect
282
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
286 */
287 void CL_Disconnect(void)
288 {
289         if (cls.state == ca_dedicated)
290                 return;
291
292         Curl_Clear_forthismap();
293
294         Con_DPrintf("CL_Disconnect\n");
295
296         CL_VM_ShutDown();
297 // stop sounds (especially looping!)
298         S_StopAllSounds ();
299
300         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
301
302         // clear contents blends
303         cl.cshifts[0].percent = 0;
304         cl.cshifts[1].percent = 0;
305         cl.cshifts[2].percent = 0;
306         cl.cshifts[3].percent = 0;
307
308         cl.worldmodel = NULL;
309
310         CL_Parse_ErrorCleanUp();
311
312         if (cls.demoplayback)
313                 CL_StopPlayback();
314         else if (cls.netcon)
315         {
316                 sizebuf_t buf;
317                 unsigned char bufdata[8];
318                 if (cls.demorecording)
319                         CL_Stop_f();
320
321                 // send disconnect message 3 times to improve chances of server
322                 // receiving it (but it still fails sometimes)
323                 memset(&buf, 0, sizeof(buf));
324                 buf.data = bufdata;
325                 buf.maxsize = sizeof(bufdata);
326                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
327                 {
328                         Con_DPrint("Sending drop command\n");
329                         MSG_WriteByte(&buf, qw_clc_stringcmd);
330                         MSG_WriteString(&buf, "drop");
331                 }
332                 else
333                 {
334                         Con_DPrint("Sending clc_disconnect\n");
335                         MSG_WriteByte(&buf, clc_disconnect);
336                 }
337                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
339                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
340                 NetConn_Close(cls.netcon);
341                 cls.netcon = NULL;
342         }
343         cls.state = ca_disconnected;
344
345         cls.demoplayback = cls.timedemo = false;
346         cls.signon = 0;
347 }
348
349 void CL_Disconnect_f(void)
350 {
351         CL_Disconnect ();
352         if (sv.active)
353                 Host_ShutdownServer ();
354 }
355
356
357
358
359 /*
360 =====================
361 CL_EstablishConnection
362
363 Host should be either "local" or a net address
364 =====================
365 */
366 void CL_EstablishConnection(const char *host)
367 {
368         if (cls.state == ca_dedicated)
369                 return;
370
371         // clear menu's connect error message
372         M_Update_Return_Reason("");
373         cls.demonum = -1;
374
375         // stop demo loop in case this fails
376         CL_Disconnect();
377
378         // if downloads are running, cancel their finishing action
379         Curl_Clear_forthismap();
380
381         // make sure the client ports are open before attempting to connect
382         NetConn_UpdateSockets();
383
384         // run a network frame
385         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
386
387         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
388         {
389                 cls.connect_trying = true;
390                 cls.connect_remainingtries = 3;
391                 cls.connect_nextsendtime = 0;
392                 M_Update_Return_Reason("Trying to connect...");
393                 // run several network frames to jump into the game quickly
394                 //if (sv.active)
395                 //{
396                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
398                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
399                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400                 //}
401         }
402         else
403         {
404                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
405                 M_Update_Return_Reason("No network");
406         }
407 }
408
409 /*
410 ==============
411 CL_PrintEntities_f
412 ==============
413 */
414 static void CL_PrintEntities_f(void)
415 {
416         entity_t *ent;
417         int i;
418
419         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
420         {
421                 const char* modelname;
422
423                 if (!ent->state_current.active)
424                         continue;
425
426                 if (ent->render.model)
427                         modelname = ent->render.model->name;
428                 else
429                         modelname = "--no model--";
430                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.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);
431         }
432 }
433
434 //static const vec3_t nomodelmins = {-16, -16, -16};
435 //static const vec3_t nomodelmaxs = {16, 16, 16};
436 void CL_UpdateRenderEntity(entity_render_t *ent)
437 {
438         vec3_t org;
439         vec_t scale;
440         model_t *model = ent->model;
441         // update the inverse matrix for the renderer
442         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
443         // update the animation blend state
444         R_LerpAnimation(ent);
445         // we need the matrix origin to center the box
446         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
447         // update entity->render.scale because the renderer needs it
448         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
449         if (model)
450         {
451                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
452 #ifdef MATRIX4x4_OPENGLORIENTATION
453                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
454 #else
455                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
456 #endif
457                 {
458                         // pitch or roll
459                         VectorMA(org, scale, model->rotatedmins, ent->mins);
460                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
461                 }
462 #ifdef MATRIX4x4_OPENGLORIENTATION
463                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
464 #else
465                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
466 #endif
467                 {
468                         // yaw
469                         VectorMA(org, scale, model->yawmins, ent->mins);
470                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
471                 }
472                 else
473                 {
474                         VectorMA(org, scale, model->normalmins, ent->mins);
475                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
476                 }
477         }
478         else
479         {
480                 ent->mins[0] = org[0] - 16;
481                 ent->mins[1] = org[1] - 16;
482                 ent->mins[2] = org[2] - 16;
483                 ent->maxs[0] = org[0] + 16;
484                 ent->maxs[1] = org[1] + 16;
485                 ent->maxs[2] = org[2] + 16;
486         }
487 }
488
489 /*
490 ===============
491 CL_LerpPoint
492
493 Determines the fraction between the last two messages that the objects
494 should be put at.
495 ===============
496 */
497 static float CL_LerpPoint(void)
498 {
499         float f;
500
501         if (cl_nettimesyncmode.integer == 3)
502                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
503
504         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
505         if (cl.mtime[0] <= cl.mtime[1])
506         {
507                 cl.time = cl.mtime[0];
508                 return 1;
509         }
510
511         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
512         return bound(0, f, 1);
513 }
514
515 void CL_ClearTempEntities (void)
516 {
517         cl.num_temp_entities = 0;
518 }
519
520 entity_t *CL_NewTempEntity(void)
521 {
522         entity_t *ent;
523
524         if (r_refdef.numentities >= r_refdef.maxentities)
525                 return NULL;
526         if (cl.num_temp_entities >= cl.max_temp_entities)
527                 return NULL;
528         ent = &cl.temp_entities[cl.num_temp_entities++];
529         memset (ent, 0, sizeof(*ent));
530         r_refdef.entities[r_refdef.numentities++] = &ent->render;
531
532         ent->render.colormap = -1; // no special coloring
533         ent->render.alpha = 1;
534         VectorSet(ent->render.colormod, 1, 1, 1);
535         return ent;
536 }
537
538 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
539 {
540         int i;
541         cl_effect_t *e;
542         if (!modelindex) // sanity check
543                 return;
544         if (framerate < 1)
545         {
546                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
547                 return;
548         }
549         if (framecount < 1)
550         {
551                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
552                 return;
553         }
554         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
555         {
556                 if (e->active)
557                         continue;
558                 e->active = true;
559                 VectorCopy(org, e->origin);
560                 e->modelindex = modelindex;
561                 e->starttime = cl.time;
562                 e->startframe = startframe;
563                 e->endframe = startframe + framecount;
564                 e->framerate = framerate;
565
566                 e->frame = 0;
567                 e->frame1time = cl.time;
568                 e->frame2time = cl.time;
569                 cl.num_effects = max(cl.num_effects, i + 1);
570                 break;
571         }
572 }
573
574 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)
575 {
576         int i;
577         dlight_t *dl;
578
579         /*
580 // first look for an exact key match
581         if (ent)
582         {
583                 dl = cl.dlights;
584                 for (i = 0;i < cl.num_dlights;i++, dl++)
585                         if (dl->ent == ent)
586                                 goto dlightsetup;
587         }
588         */
589
590 // then look for anything else
591         dl = cl.dlights;
592         for (i = 0;i < cl.num_dlights;i++, dl++)
593                 if (!dl->radius)
594                         goto dlightsetup;
595         // if we hit the end of the active dlights and found no gaps, add a new one
596         if (i < MAX_DLIGHTS)
597         {
598                 cl.num_dlights = i + 1;
599                 goto dlightsetup;
600         }
601
602         // unable to find one
603         return;
604
605 dlightsetup:
606         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
607         memset (dl, 0, sizeof(*dl));
608         Matrix4x4_Normalize(&dl->matrix, matrix);
609         dl->ent = ent;
610         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
611         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
612         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
613         Matrix4x4_Scale(&dl->matrix, radius, 1);
614         dl->radius = radius;
615         dl->color[0] = red;
616         dl->color[1] = green;
617         dl->color[2] = blue;
618         dl->initialradius = radius;
619         dl->initialcolor[0] = red;
620         dl->initialcolor[1] = green;
621         dl->initialcolor[2] = blue;
622         dl->decay = decay / radius; // changed decay to be a percentage decrease
623         dl->intensity = 1; // this is what gets decayed
624         if (lifetime)
625                 dl->die = cl.time + lifetime;
626         else
627                 dl->die = 0;
628         if (cubemapnum > 0)
629                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
630         else
631                 dl->cubemapname[0] = 0;
632         dl->style = style;
633         dl->shadow = shadowenable;
634         dl->corona = corona;
635         dl->flags = flags;
636         dl->coronasizescale = coronasizescale;
637         dl->ambientscale = ambientscale;
638         dl->diffusescale = diffusescale;
639         dl->specularscale = specularscale;
640 }
641
642 void CL_DecayLightFlashes(void)
643 {
644         int i, oldmax;
645         dlight_t *dl;
646         float time;
647
648         time = bound(0, cl.time - cl.oldtime, 0.1);
649         oldmax = cl.num_dlights;
650         cl.num_dlights = 0;
651         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
652         {
653                 if (dl->radius)
654                 {
655                         dl->intensity -= time * dl->decay;
656                         if (cl.time < dl->die && dl->intensity > 0)
657                         {
658                                 //dl->radius = dl->initialradius * dl->intensity;
659                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
660                                 cl.num_dlights = i + 1;
661                         }
662                         else
663                                 dl->radius = 0;
664                 }
665         }
666 }
667
668 // called before entity relinking
669 void CL_RelinkLightFlashes(void)
670 {
671         int i, j, k, l;
672         dlight_t *dl;
673         float frac, f;
674
675         if (r_dynamic.integer)
676                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
677                         if (dl->radius)
678                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
679
680 // light animations
681 // 'm' is normal light, 'a' is no light, 'z' is double bright
682         f = cl.time * 10;
683         i = (int)floor(f);
684         frac = f - i;
685         for (j = 0;j < cl.max_lightstyle;j++)
686         {
687                 if (!cl.lightstyle || !cl.lightstyle[j].length)
688                 {
689                         r_refdef.lightstylevalue[j] = 256;
690                         continue;
691                 }
692                 k = i % cl.lightstyle[j].length;
693                 l = (i-1) % cl.lightstyle[j].length;
694                 k = cl.lightstyle[j].map[k] - 'a';
695                 l = cl.lightstyle[j].map[l] - 'a';
696                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
697         }
698 }
699
700 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
701 {
702         float f;
703         entity_t *flag;
704         matrix4x4_t flagmatrix;
705
706         // this code taken from QuakeWorld
707         f = 14;
708         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
709         {
710                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
711                 { //axpain
712                         if      (player->render.frame2 == 29) f = f + 2;
713                         else if (player->render.frame2 == 30) f = f + 8;
714                         else if (player->render.frame2 == 31) f = f + 12;
715                         else if (player->render.frame2 == 32) f = f + 11;
716                         else if (player->render.frame2 == 33) f = f + 10;
717                         else if (player->render.frame2 == 34) f = f + 4;
718                 }
719                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
720                 { // pain
721                         if      (player->render.frame2 == 35) f = f + 2;
722                         else if (player->render.frame2 == 36) f = f + 10;
723                         else if (player->render.frame2 == 37) f = f + 10;
724                         else if (player->render.frame2 == 38) f = f + 8;
725                         else if (player->render.frame2 == 39) f = f + 4;
726                         else if (player->render.frame2 == 40) f = f + 2;
727                 }
728         }
729         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
730         {
731                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
732                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
733                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
734                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
735         }
736         // end of code taken from QuakeWorld
737
738         flag = CL_NewTempEntity();
739         if (!flag)
740                 return;
741
742         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
743         flag->render.skinnum = skin;
744         flag->render.colormap = -1; // no special coloring
745         flag->render.alpha = 1;
746         VectorSet(flag->render.colormod, 1, 1, 1);
747         // attach the flag to the player matrix
748         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
749         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
750         CL_UpdateRenderEntity(&flag->render);
751 }
752
753 matrix4x4_t viewmodelmatrix;
754
755 static const vec3_t muzzleflashorigin = {18, 0, 0};
756
757 extern void V_DriftPitch(void);
758 extern void V_FadeViewFlashs(void);
759 extern void V_CalcViewBlend(void);
760 extern void V_CalcRefdef(void);
761
762 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
763 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
764 {
765         const matrix4x4_t *matrix;
766         matrix4x4_t blendmatrix, tempmatrix, matrix2;
767         int j, k, l;
768         float origin[3], angles[3], delta[3], lerp, d;
769         entity_t *t;
770         model_t *model;
771         //entity_persistent_t *p = &e->persistent;
772         //entity_render_t *r = &e->render;
773         // skip inactive entities and world
774         if (!e->state_current.active || e == cl.entities)
775                 return;
776         if (recursionlimit < 1)
777                 return;
778         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
779         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
780         e->render.flags = e->state_current.flags;
781         e->render.effects = e->state_current.effects;
782         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
783         if (e->state_current.flags & RENDER_COLORMAPPED)
784         {
785                 int cb;
786                 unsigned char *cbcolor;
787                 e->render.colormap = e->state_current.colormap;
788                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
789                 cbcolor = (unsigned char *) (&palette_complete[cb]);
790                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
791                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
792                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
793                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
794                 cbcolor = (unsigned char *) (&palette_complete[cb]);
795                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
796                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
797                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
798         }
799         else if (e->state_current.colormap && cl.scores != NULL)
800         {
801                 int cb;
802                 unsigned char *cbcolor;
803                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
804                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
805                 cbcolor = (unsigned char *) (&palette_complete[cb]);
806                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
807                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
808                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
809                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
810                 cbcolor = (unsigned char *) (&palette_complete[cb]);
811                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
812                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
813                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
814         }
815         else
816         {
817                 e->render.colormap = -1; // no special coloring
818                 VectorClear(e->render.colormap_pantscolor);
819                 VectorClear(e->render.colormap_shirtcolor);
820         }
821         e->render.skinnum = e->state_current.skin;
822         if (e->state_current.tagentity)
823         {
824                 // attached entity (gun held in player model's hand, etc)
825                 // if the tag entity is currently impossible, skip it
826                 if (e->state_current.tagentity >= cl.num_entities)
827                         return;
828                 t = cl.entities + e->state_current.tagentity;
829                 // if the tag entity is inactive, skip it
830                 if (!t->state_current.active)
831                         return;
832                 // update the parent first
833                 CL_UpdateNetworkEntity(t, recursionlimit - 1);
834                 // make relative to the entity
835                 matrix = &t->render.matrix;
836                 // some properties of the tag entity carry over
837                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
838                 // if a valid tagindex is used, make it relative to that tag instead
839                 // FIXME: use a model function to get tag info (need to handle skeletal)
840                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
841                 {
842                         // blend the matrices
843                         memset(&blendmatrix, 0, sizeof(blendmatrix));
844                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
845                         {
846                                 matrix4x4_t tagmatrix;
847                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
848                                 d = t->render.frameblend[j].lerp;
849                                 for (l = 0;l < 4;l++)
850                                         for (k = 0;k < 4;k++)
851                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
852                         }
853                         // concat the tag matrices onto the entity matrix
854                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
855                         // use the constructed tag matrix
856                         matrix = &tempmatrix;
857                 }
858         }
859         else if (e->render.flags & RENDER_VIEWMODEL)
860         {
861                 // view-relative entity (guns and such)
862                 matrix = &viewmodelmatrix;
863         }
864         else
865         {
866                 // world-relative entity (the normal kind)
867                 matrix = &identitymatrix;
868         }
869
870         // movement lerp
871         // if it's the predicted player entity, update according to client movement
872         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
873         {
874                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
875                 lerp = bound(0, lerp, 1);
876                 if (cl_nolerp.integer)
877                         lerp = 1;
878                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
879                 VectorSet(angles, 0, cl.viewangles[1], 0);
880         }
881         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
882         {
883                 // interpolate the origin and angles
884                 lerp = max(0, lerp);
885                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
886                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
887                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
888                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
889                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
890                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
891         }
892         else
893         {
894                 // no interpolation
895                 VectorCopy(e->persistent.neworigin, origin);
896                 VectorCopy(e->persistent.newangles, angles);
897         }
898
899         // model setup and some modelflags
900         if(e->state_current.modelindex < MAX_MODELS)
901                 e->render.model = cl.model_precache[e->state_current.modelindex];
902         if (e->render.model)
903         {
904                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
905                 if (e->render.model->type == mod_alias)
906                         angles[0] = -angles[0];
907                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
908                 {
909                         angles[1] = ANGLEMOD(100*cl.time);
910                         if (cl_itembobheight.value)
911                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
912                 }
913                 // transfer certain model flags to effects
914                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
915                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
916                         VectorScale(e->render.colormod, 2, e->render.colormod);
917         }
918         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
919         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
920                 angles[0] = -angles[0];
921
922         // animation lerp
923         if (e->render.frame2 == e->state_current.frame)
924         {
925                 // update frame lerp fraction
926                 e->render.framelerp = 1;
927                 if (e->render.frame2time > e->render.frame1time)
928                 {
929                         // make sure frame lerp won't last longer than 100ms
930                         // (this mainly helps with models that use framegroups and
931                         // switch between them infrequently)
932                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
933                         e->render.framelerp = bound(0, e->render.framelerp, 1);
934                 }
935         }
936         else
937         {
938                 // begin a new frame lerp
939                 e->render.frame1 = e->render.frame2;
940                 e->render.frame1time = e->render.frame2time;
941                 e->render.frame = e->render.frame2 = e->state_current.frame;
942                 e->render.frame2time = cl.time;
943                 e->render.framelerp = 0;
944         }
945
946         // set up the render matrix
947         if (matrix)
948         {
949                 // attached entity, this requires a matrix multiply (concat)
950                 // FIXME: e->render.scale should go away
951                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
952                 // concat the matrices to make the entity relative to its tag
953                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
954                 // get the origin from the new matrix
955                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
956         }
957         else
958         {
959                 // unattached entities are faster to process
960                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
961         }
962
963         // make the other useful stuff
964         CL_UpdateRenderEntity(&e->render);
965
966         // tenebrae's sprites are all additive mode (weird)
967         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
968                 e->render.effects |= EF_ADDITIVE;
969         // player model is only shown with chase_active on
970         if (e->state_current.number == cl.viewentity)
971                 e->render.flags |= RENDER_EXTERIORMODEL;
972         // either fullbright or lit
973         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
974                 e->render.flags |= RENDER_LIGHT;
975         // hide player shadow during intermission or nehahra movie
976         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
977          && (e->render.alpha >= 1)
978          && !(e->render.flags & RENDER_VIEWMODEL)
979          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
980                 e->render.flags |= RENDER_SHADOW;
981 }
982
983 // creates light and trails from an entity
984 void CL_UpdateNetworkEntityTrail(entity_t *e)
985 {
986         effectnameindex_t trailtype;
987         vec3_t origin;
988
989         // bmodels are treated specially since their origin is usually '0 0 0' and
990         // their actual geometry is far from '0 0 0'
991         if (e->render.model && e->render.model->soundfromcenter)
992         {
993                 vec3_t o;
994                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
995                 Matrix4x4_Transform(&e->render.matrix, o, origin);
996         }
997         else
998                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
999
1000         // handle particle trails and such effects now that we know where this
1001         // entity is in the world...
1002         trailtype = EFFECT_NONE;
1003         // LordHavoc: if the entity has no effects, don't check each
1004         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1005         {
1006                 if (e->render.effects & EF_BRIGHTFIELD)
1007                 {
1008                         if (gamemode == GAME_NEXUIZ)
1009                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1010                         else
1011                                 CL_EntityParticles(e);
1012                 }
1013                 if (e->render.effects & EF_FLAME)
1014                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1015                 if (e->render.effects & EF_STARDUST)
1016                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1017                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1018                 {
1019                         // these are only set on player entities
1020                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1021                 }
1022         }
1023         // muzzleflash fades over time
1024         if (e->persistent.muzzleflash > 0)
1025                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1026         // LordHavoc: if the model has no flags, don't check each
1027         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1028         {
1029                 if (e->render.model->flags & EF_GIB)
1030                         trailtype = EFFECT_TR_BLOOD;
1031                 else if (e->render.model->flags & EF_ZOMGIB)
1032                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1033                 else if (e->render.model->flags & EF_TRACER)
1034                         trailtype = EFFECT_TR_WIZSPIKE;
1035                 else if (e->render.model->flags & EF_TRACER2)
1036                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1037                 else if (e->render.model->flags & EF_ROCKET)
1038                         trailtype = EFFECT_TR_ROCKET;
1039                 else if (e->render.model->flags & EF_GRENADE)
1040                 {
1041                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1042                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1043                 }
1044                 else if (e->render.model->flags & EF_TRACER3)
1045                         trailtype = EFFECT_TR_VORESPIKE;
1046         }
1047         // do trails
1048         if (e->render.flags & RENDER_GLOWTRAIL)
1049                 trailtype = EFFECT_TR_GLOWTRAIL;
1050         if (trailtype)
1051         {
1052                 float len;
1053                 vec3_t vel;
1054                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1055                 len = e->state_current.time - e->state_previous.time;
1056                 if (len > 0)
1057                         len = 1.0f / len;
1058                 VectorScale(vel, len, vel);
1059                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1060         }
1061         VectorCopy(origin, e->persistent.trail_origin);
1062 }
1063
1064
1065 /*
1066 ===============
1067 CL_UpdateEntities
1068 ===============
1069 */
1070 void CL_UpdateEntities(void)
1071 {
1072         entity_t *ent;
1073         int i;
1074
1075         // process network entities
1076         // first link the player
1077         CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
1078
1079         // set up the view
1080         V_CalcRefdef();
1081
1082         // start on the entity after the world
1083         // skip the player entity because it was already processed
1084         for (i = 1;i < cl.num_entities;i++)
1085         {
1086                 if (cl.entities_active[i])
1087                 {
1088                         ent = cl.entities + i;
1089                         if (ent->state_current.active)
1090                         {
1091                                 CL_UpdateNetworkEntity(ent, 32);
1092                                 // view models should never create light/trails
1093                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1094                                         CL_UpdateNetworkEntityTrail(ent);
1095                                 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1096                                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1097                         }
1098                         else
1099                                 cl.entities_active[i] = false;
1100                 }
1101         }
1102
1103         ent = &cl.viewent;
1104         ent->state_previous = ent->state_current;
1105         ent->state_current = defaultstate;
1106         ent->state_current.time = cl.time;
1107         ent->state_current.number = -1;
1108         ent->state_current.active = true;
1109         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1110         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1111         ent->state_current.flags = RENDER_VIEWMODEL;
1112         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1113                 ent->state_current.modelindex = 0;
1114         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1115         {
1116                 if (gamemode == GAME_TRANSFUSION)
1117                         ent->state_current.alpha = 128;
1118                 else
1119                         ent->state_current.modelindex = 0;
1120         }
1121         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1122         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1123
1124         // reset animation interpolation on weaponmodel if model changed
1125         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1126         {
1127                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1128                 ent->render.frame1time = ent->render.frame2time = cl.time;
1129                 ent->render.framelerp = 1;
1130         }
1131         CL_UpdateNetworkEntity(ent, 32);
1132 }
1133
1134 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1135 void CL_LinkNetworkEntity(entity_t *e)
1136 {
1137         effectnameindex_t trailtype;
1138         vec3_t origin;
1139         vec3_t dlightcolor;
1140         vec_t dlightradius;
1141
1142         // skip inactive entities and world
1143         if (!e->state_current.active || e == cl.entities)
1144                 return;
1145         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1146         {
1147                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1148                         return;
1149         }
1150         else
1151         {
1152                 // if the tag entity is currently impossible, skip it
1153                 if (e->state_current.tagentity >= cl.num_entities)
1154                         return;
1155                 // if the tag entity is inactive, skip it
1156                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1157                         return;
1158         }
1159
1160         // create entity dlights associated with this entity
1161         if (e->render.model && e->render.model->soundfromcenter)
1162         {
1163                 // bmodels are treated specially since their origin is usually '0 0 0'
1164                 vec3_t o;
1165                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1166                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1167         }
1168         else
1169                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1170         trailtype = EFFECT_NONE;
1171         dlightradius = 0;
1172         dlightcolor[0] = 0;
1173         dlightcolor[1] = 0;
1174         dlightcolor[2] = 0;
1175         // LordHavoc: if the entity has no effects, don't check each
1176         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1177         {
1178                 if (e->render.effects & EF_BRIGHTFIELD)
1179                 {
1180                         if (gamemode == GAME_NEXUIZ)
1181                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1182                 }
1183                 if (e->render.effects & EF_DIMLIGHT)
1184                 {
1185                         dlightradius = max(dlightradius, 200);
1186                         dlightcolor[0] += 1.50f;
1187                         dlightcolor[1] += 1.50f;
1188                         dlightcolor[2] += 1.50f;
1189                 }
1190                 if (e->render.effects & EF_BRIGHTLIGHT)
1191                 {
1192                         dlightradius = max(dlightradius, 400);
1193                         dlightcolor[0] += 3.00f;
1194                         dlightcolor[1] += 3.00f;
1195                         dlightcolor[2] += 3.00f;
1196                 }
1197                 // LordHavoc: more effects
1198                 if (e->render.effects & EF_RED) // red
1199                 {
1200                         dlightradius = max(dlightradius, 200);
1201                         dlightcolor[0] += 1.50f;
1202                         dlightcolor[1] += 0.15f;
1203                         dlightcolor[2] += 0.15f;
1204                 }
1205                 if (e->render.effects & EF_BLUE) // blue
1206                 {
1207                         dlightradius = max(dlightradius, 200);
1208                         dlightcolor[0] += 0.15f;
1209                         dlightcolor[1] += 0.15f;
1210                         dlightcolor[2] += 1.50f;
1211                 }
1212                 if (e->render.effects & EF_FLAME)
1213                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1214                 if (e->render.effects & EF_STARDUST)
1215                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1216         }
1217         // muzzleflash fades over time, and is offset a bit
1218         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1219         {
1220                 vec3_t v2;
1221                 vec3_t color;
1222                 trace_t trace;
1223                 matrix4x4_t tempmatrix;
1224                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1225                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1226                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1227                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1228                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1229                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1230                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1231         }
1232         // LordHavoc: if the model has no flags, don't check each
1233         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1234         {
1235                 if (e->render.model->flags & EF_GIB)
1236                         trailtype = EFFECT_TR_BLOOD;
1237                 else if (e->render.model->flags & EF_ZOMGIB)
1238                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1239                 else if (e->render.model->flags & EF_TRACER)
1240                         trailtype = EFFECT_TR_WIZSPIKE;
1241                 else if (e->render.model->flags & EF_TRACER2)
1242                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1243                 else if (e->render.model->flags & EF_ROCKET)
1244                         trailtype = EFFECT_TR_ROCKET;
1245                 else if (e->render.model->flags & EF_GRENADE)
1246                 {
1247                         // LordHavoc: 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.model->flags & EF_TRACER3)
1251                         trailtype = EFFECT_TR_VORESPIKE;
1252         }
1253         // LordHavoc: customizable glow
1254         if (e->state_current.glowsize)
1255         {
1256                 // * 4 for the expansion from 0-255 to 0-1023 range,
1257                 // / 255 to scale down byte colors
1258                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1259                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1260         }
1261         // make the glow dlight
1262         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1263         {
1264                 matrix4x4_t dlightmatrix;
1265                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1266                 // hack to make glowing player light shine on their gun
1267                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1268                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1269                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1270                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1271         }
1272         // custom rtlight
1273         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1274         {
1275                 matrix4x4_t dlightmatrix;
1276                 float light[4];
1277                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1278                 light[3] = e->state_current.light[3];
1279                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1280                         VectorSet(light, 1, 1, 1);
1281                 if (light[3] == 0)
1282                         light[3] = 350;
1283                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1284                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1285                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1286                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1287         }
1288         // do trail light
1289         if (e->render.flags & RENDER_GLOWTRAIL)
1290                 trailtype = EFFECT_TR_GLOWTRAIL;
1291         if (trailtype)
1292                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1293
1294         // don't show entities with no modelindex (note: this still shows
1295         // entities which have a modelindex that resolved to a NULL model)
1296         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1297                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1298         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1299         //      Matrix4x4_Print(&e->render.matrix);
1300 }
1301
1302 void CL_RelinkWorld(void)
1303 {
1304         entity_t *ent = &cl.entities[0];
1305         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1306         // FIXME: this should be done at load
1307         ent->render.matrix = identitymatrix;
1308         CL_UpdateRenderEntity(&ent->render);
1309         ent->render.flags = RENDER_SHADOW;
1310         if (!r_fullbright.integer)
1311                 ent->render.flags |= RENDER_LIGHT;
1312         VectorSet(ent->render.colormod, 1, 1, 1);
1313         r_refdef.worldentity = &ent->render;
1314         r_refdef.worldmodel = cl.worldmodel;
1315 }
1316
1317 static void CL_RelinkStaticEntities(void)
1318 {
1319         int i;
1320         entity_t *e;
1321         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1322         {
1323                 e->render.flags = 0;
1324                 // if the model was not loaded when the static entity was created we
1325                 // need to re-fetch the model pointer
1326                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1327                 CL_UpdateRenderEntity(&e->render);
1328                 // either fullbright or lit
1329                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1330                         e->render.flags |= RENDER_LIGHT;
1331                 // hide player shadow during intermission or nehahra movie
1332                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1333                         e->render.flags |= RENDER_SHADOW;
1334                 VectorSet(e->render.colormod, 1, 1, 1);
1335                 R_LerpAnimation(&e->render);
1336                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1337         }
1338 }
1339
1340 /*
1341 ===============
1342 CL_RelinkEntities
1343 ===============
1344 */
1345 static void CL_RelinkNetworkEntities(void)
1346 {
1347         entity_t *ent;
1348         int i;
1349
1350         // start on the entity after the world
1351         for (i = 1;i < cl.num_entities;i++)
1352         {
1353                 if (cl.entities_active[i])
1354                 {
1355                         ent = cl.entities + i;
1356                         if (ent->state_current.active)
1357                                 CL_LinkNetworkEntity(ent);
1358                         else
1359                                 cl.entities_active[i] = false;
1360                 }
1361         }
1362 }
1363
1364 static void CL_RelinkEffects(void)
1365 {
1366         int i, intframe;
1367         cl_effect_t *e;
1368         entity_t *ent;
1369         float frame;
1370
1371         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1372         {
1373                 if (e->active)
1374                 {
1375                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1376                         intframe = (int)frame;
1377                         if (intframe < 0 || intframe >= e->endframe)
1378                         {
1379                                 memset(e, 0, sizeof(*e));
1380                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1381                                         cl.num_effects--;
1382                                 continue;
1383                         }
1384
1385                         if (intframe != e->frame)
1386                         {
1387                                 e->frame = intframe;
1388                                 e->frame1time = e->frame2time;
1389                                 e->frame2time = cl.time;
1390                         }
1391
1392                         // if we're drawing effects, get a new temp entity
1393                         // (NewTempEntity adds it to the render entities list for us)
1394                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1395                         {
1396                                 // interpolation stuff
1397                                 ent->render.frame1 = intframe;
1398                                 ent->render.frame2 = intframe + 1;
1399                                 if (ent->render.frame2 >= e->endframe)
1400                                         ent->render.frame2 = -1; // disappear
1401                                 ent->render.framelerp = frame - intframe;
1402                                 ent->render.frame1time = e->frame1time;
1403                                 ent->render.frame2time = e->frame2time;
1404
1405                                 // normal stuff
1406                                 if(e->modelindex < MAX_MODELS)
1407                                         ent->render.model = cl.model_precache[e->modelindex];
1408                                 else
1409                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1410                                 ent->render.frame = ent->render.frame2;
1411                                 ent->render.colormap = -1; // no special coloring
1412                                 ent->render.alpha = 1;
1413                                 VectorSet(ent->render.colormod, 1, 1, 1);
1414
1415                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1416                                 CL_UpdateRenderEntity(&ent->render);
1417                         }
1418                 }
1419         }
1420 }
1421
1422 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1423 {
1424         VectorCopy(b->start, start);
1425         VectorCopy(b->end, end);
1426
1427         // if coming from the player, update the start position
1428         if (b->entity == cl.viewentity)
1429         {
1430                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1431                 {
1432                         // LordHavoc: this is a stupid hack from Quake that makes your
1433                         // lightning appear to come from your waist and cover less of your
1434                         // view
1435                         // in Quake this hack was applied to all players (causing the
1436                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1437                         // only applies to your own lightning, and only in first person
1438                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1439                 }
1440                 if (cl_beams_instantaimhack.integer)
1441                 {
1442                         vec3_t dir, localend;
1443                         vec_t len;
1444                         // LordHavoc: this updates the beam direction to match your
1445                         // viewangles
1446                         VectorSubtract(end, start, dir);
1447                         len = VectorLength(dir);
1448                         VectorNormalize(dir);
1449                         VectorSet(localend, len, 0, 0);
1450                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1451                 }
1452         }
1453 }
1454
1455 void CL_RelinkBeams(void)
1456 {
1457         int i;
1458         beam_t *b;
1459         vec3_t dist, org, start, end;
1460         float d;
1461         entity_t *ent;
1462         float yaw, pitch;
1463         float forward;
1464         matrix4x4_t tempmatrix;
1465
1466         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1467         {
1468                 if (!b->model)
1469                         continue;
1470                 if (b->endtime < cl.time)
1471                 {
1472                         b->model = NULL;
1473                         continue;
1474                 }
1475
1476                 CL_Beam_CalculatePositions(b, start, end);
1477
1478                 if (b->lightning)
1479                 {
1480                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1481                         {
1482                                 // FIXME: create a matrix from the beam start/end orientation
1483                                 vec3_t dlightcolor;
1484                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1485                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1486                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1487                         }
1488                         if (cl_beams_polygons.integer)
1489                                 continue;
1490                 }
1491
1492                 // calculate pitch and yaw
1493                 // (this is similar to the QuakeC builtin function vectoangles)
1494                 VectorSubtract(end, start, dist);
1495                 if (dist[1] == 0 && dist[0] == 0)
1496                 {
1497                         yaw = 0;
1498                         if (dist[2] > 0)
1499                                 pitch = 90;
1500                         else
1501                                 pitch = 270;
1502                 }
1503                 else
1504                 {
1505                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1506                         if (yaw < 0)
1507                                 yaw += 360;
1508
1509                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1510                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1511                         if (pitch < 0)
1512                                 pitch += 360;
1513                 }
1514
1515                 // add new entities for the lightning
1516                 VectorCopy (start, org);
1517                 d = VectorNormalizeLength(dist);
1518                 while (d > 0)
1519                 {
1520                         ent = CL_NewTempEntity ();
1521                         if (!ent)
1522                                 return;
1523                         //VectorCopy (org, ent->render.origin);
1524                         ent->render.model = b->model;
1525                         //ent->render.effects = EF_FULLBRIGHT;
1526                         //ent->render.angles[0] = pitch;
1527                         //ent->render.angles[1] = yaw;
1528                         //ent->render.angles[2] = rand()%360;
1529                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1530                         CL_UpdateRenderEntity(&ent->render);
1531                         VectorMA(org, 30, dist, org);
1532                         d -= 30;
1533                 }
1534         }
1535
1536         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1537                 cl.num_beams--;
1538 }
1539
1540 static void CL_RelinkQWNails(void)
1541 {
1542         int i;
1543         vec_t *v;
1544         entity_t *ent;
1545
1546         for (i = 0;i < cl.qw_num_nails;i++)
1547         {
1548                 v = cl.qw_nails[i];
1549
1550                 // if we're drawing effects, get a new temp entity
1551                 // (NewTempEntity adds it to the render entities list for us)
1552                 if (!(ent = CL_NewTempEntity()))
1553                         continue;
1554
1555                 // normal stuff
1556                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1557                 ent->render.colormap = -1; // no special coloring
1558                 ent->render.alpha = 1;
1559                 VectorSet(ent->render.colormod, 1, 1, 1);
1560
1561                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1562                 CL_UpdateRenderEntity(&ent->render);
1563         }
1564 }
1565
1566 void CL_LerpPlayer(float frac)
1567 {
1568         int i;
1569
1570         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1571         for (i = 0;i < 3;i++)
1572         {
1573                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1574                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1575                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1576         }
1577
1578         // interpolate the angles if playing a demo or spectating someone
1579         if (cls.demoplayback || cl.fixangle[0])
1580         {
1581                 for (i = 0;i < 3;i++)
1582                 {
1583                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1584                         if (d > 180)
1585                                 d -= 360;
1586                         else if (d < -180)
1587                                 d += 360;
1588                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1589                 }
1590         }
1591 }
1592
1593 void CSQC_RelinkAllEntities (int drawmask)
1594 {
1595         // link stuff
1596         CL_RelinkWorld();
1597         CL_RelinkStaticEntities();
1598         CL_RelinkBeams();
1599         CL_RelinkEffects();
1600
1601         // link stuff
1602         if (drawmask & ENTMASK_ENGINE)
1603         {
1604                 CL_RelinkNetworkEntities();
1605                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1606                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1607                 CL_RelinkQWNails();
1608         }
1609
1610         // update view blend
1611         V_CalcViewBlend();
1612 }
1613
1614 /*
1615 ===============
1616 CL_ReadFromServer
1617
1618 Read all incoming data from the server
1619 ===============
1620 */
1621 int CL_ReadFromServer(void)
1622 {
1623         CL_ReadDemoMessage();
1624         CL_SendMove();
1625
1626         r_refdef.time = cl.time;
1627         r_refdef.extraupdate = !r_speeds.integer;
1628         r_refdef.numentities = 0;
1629         r_refdef.numlights = 0;
1630         r_view.matrix = identitymatrix;
1631
1632         cl.num_brushmodel_entities = 0;
1633
1634         if (cls.state == ca_connected && cls.signon == SIGNONS)
1635         {
1636                 // prepare for a new frame
1637                 CL_LerpPlayer(CL_LerpPoint());
1638                 CL_DecayLightFlashes();
1639                 CL_ClearTempEntities();
1640                 V_DriftPitch();
1641                 V_FadeViewFlashs();
1642
1643                 // now update all the network entities and the view matrix
1644                 CL_UpdateEntities();
1645
1646                 CL_RelinkLightFlashes();
1647                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1648
1649                 // move particles
1650                 CL_MoveParticles();
1651                 R_MoveExplosions();
1652
1653                 // update the r_refdef time again because cl.time may have changed in
1654                 // CL_LerpPoint()
1655                 r_refdef.time = cl.time;
1656         }
1657
1658         return 0;
1659 }
1660
1661 // LordHavoc: pausedemo command
1662 static void CL_PauseDemo_f (void)
1663 {
1664         cls.demopaused = !cls.demopaused;
1665         if (cls.demopaused)
1666                 Con_Print("Demo paused\n");
1667         else
1668                 Con_Print("Demo unpaused\n");
1669 }
1670
1671 /*
1672 ======================
1673 CL_Fog_f
1674 ======================
1675 */
1676 static void CL_Fog_f (void)
1677 {
1678         if (Cmd_Argc () == 1)
1679         {
1680                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1681                 return;
1682         }
1683         r_refdef.fog_density = atof(Cmd_Argv(1));
1684         r_refdef.fog_red = atof(Cmd_Argv(2));
1685         r_refdef.fog_green = atof(Cmd_Argv(3));
1686         r_refdef.fog_blue = atof(Cmd_Argv(4));
1687 }
1688
1689 /*
1690 ====================
1691 CL_TimeRefresh_f
1692
1693 For program optimization
1694 ====================
1695 */
1696 static void CL_TimeRefresh_f (void)
1697 {
1698         int i;
1699         float timestart, timedelta, oldangles[3];
1700
1701         r_refdef.extraupdate = false;
1702         VectorCopy(cl.viewangles, oldangles);
1703         VectorClear(cl.viewangles);
1704
1705         timestart = Sys_DoubleTime();
1706         for (i = 0;i < 128;i++)
1707         {
1708                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1709                 CL_UpdateScreen();
1710         }
1711         timedelta = Sys_DoubleTime() - timestart;
1712
1713         VectorCopy(oldangles, cl.viewangles);
1714         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1715 }
1716
1717 void CL_AreaStats_f(void)
1718 {
1719         World_PrintAreaStats(&cl.world, "client");
1720 }
1721
1722 /*
1723 ===========
1724 CL_Shutdown
1725 ===========
1726 */
1727 void CL_Shutdown (void)
1728 {
1729         CL_Particles_Shutdown();
1730         CL_Parse_Shutdown();
1731
1732         Mem_FreePool (&cls.permanentmempool);
1733         Mem_FreePool (&cls.levelmempool);
1734 }
1735
1736 /*
1737 =================
1738 CL_Init
1739 =================
1740 */
1741 void CL_Init (void)
1742 {
1743         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1744         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1745
1746         memset(&r_refdef, 0, sizeof(r_refdef));
1747         // max entities sent to renderer per frame
1748         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1749         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1750
1751         CL_InitInput ();
1752
1753 //
1754 // register our commands
1755 //
1756         Cvar_RegisterVariable (&cl_upspeed);
1757         Cvar_RegisterVariable (&cl_forwardspeed);
1758         Cvar_RegisterVariable (&cl_backspeed);
1759         Cvar_RegisterVariable (&cl_sidespeed);
1760         Cvar_RegisterVariable (&cl_movespeedkey);
1761         Cvar_RegisterVariable (&cl_yawspeed);
1762         Cvar_RegisterVariable (&cl_pitchspeed);
1763         Cvar_RegisterVariable (&cl_anglespeedkey);
1764         Cvar_RegisterVariable (&cl_shownet);
1765         Cvar_RegisterVariable (&cl_nolerp);
1766         Cvar_RegisterVariable (&lookspring);
1767         Cvar_RegisterVariable (&lookstrafe);
1768         Cvar_RegisterVariable (&sensitivity);
1769         Cvar_RegisterVariable (&freelook);
1770
1771         Cvar_RegisterVariable (&m_pitch);
1772         Cvar_RegisterVariable (&m_yaw);
1773         Cvar_RegisterVariable (&m_forward);
1774         Cvar_RegisterVariable (&m_side);
1775
1776         Cvar_RegisterVariable (&cl_itembobspeed);
1777         Cvar_RegisterVariable (&cl_itembobheight);
1778
1779         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1780         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1781         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1782         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1783         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1784         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1785
1786 #ifdef AUTODEMO_BROKEN
1787         Cvar_RegisterVariable (&cl_autodemo);
1788         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1789 #endif
1790
1791         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1792
1793         // LordHavoc: added pausedemo
1794         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)");
1795
1796         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
1797
1798         Cvar_RegisterVariable(&r_draweffects);
1799         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1800         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1801         Cvar_RegisterVariable(&cl_explosions_size_start);
1802         Cvar_RegisterVariable(&cl_explosions_size_end);
1803         Cvar_RegisterVariable(&cl_explosions_lifetime);
1804         Cvar_RegisterVariable(&cl_stainmaps);
1805         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1806         Cvar_RegisterVariable(&cl_beams_polygons);
1807         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1808         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1809         Cvar_RegisterVariable(&cl_beams_lightatend);
1810         Cvar_RegisterVariable(&cl_noplayershadow);
1811
1812         Cvar_RegisterVariable(&cl_prydoncursor);
1813
1814         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1815
1816         // for QW connections
1817         Cvar_RegisterVariable(&qport);
1818         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1819
1820         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1821
1822         CL_Parse_Init();
1823         CL_Particles_Init();
1824         CL_Screen_Init();
1825
1826         CL_Video_Init();
1827 }
1828
1829
1830