Eradicated the CVAR_NQUSERINFOHACK flag, for good
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CVAR_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_showlmps = 0;
147
148         cl.num_dlights = 0;
149         cl.num_effects = 0;
150         cl.num_beams = 0;
151
152         cl.csqcrenderentities = NULL;
153         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162         cl.showlmps = NULL;
163
164         // LadyHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (IS_NEXUIZ_DERIVED(gamemode))
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 extern cvar_t topcolor;
213 extern cvar_t bottomcolor;
214
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 {
217         int i;
218         qboolean fail = false;
219         char vabuf[1024];
220         if (!allowstarkey && key[0] == '*')
221                 fail = true;
222         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
223                 fail = true;
224         for (i = 0;key[i];i++)
225                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
226                         fail = true;
227         for (i = 0;value[i];i++)
228                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
229                         fail = true;
230         if (fail)
231         {
232                 if (!quiet)
233                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234                 return;
235         }
236         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
237         if (cls.state == ca_connected && cls.netcon)
238         {
239                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
240                 {
241                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
243                 }
244                 else if (!strcasecmp(key, "name"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playermodel"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "playerskin"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
258                 }
259                 else if (!strcasecmp(key, "topcolor"))
260                 {
261                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
262                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), bottomcolor.integer));
263                 }
264                 else if (!strcasecmp(key, "bottomcolor"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", topcolor.integer, atoi(value)));
268                 }
269                 else if (!strcasecmp(key, "rate"))
270                 {
271                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
273                 }
274                 else if (!strcasecmp(key, "rate_burstsize"))
275                 {
276                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
277                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
278                 }
279         }
280 }
281
282 void CL_ExpandEntities(int num)
283 {
284         int i, oldmaxentities;
285         entity_t *oldentities;
286         if (num >= cl.max_entities)
287         {
288                 if (!cl.entities)
289                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
290                 if (num >= MAX_EDICTS)
291                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
292                 oldmaxentities = cl.max_entities;
293                 oldentities = cl.entities;
294                 cl.max_entities = (num & ~255) + 256;
295                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
296                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
297                 Mem_Free(oldentities);
298                 for (i = oldmaxentities;i < cl.max_entities;i++)
299                 {
300                         cl.entities[i].state_baseline = defaultstate;
301                         cl.entities[i].state_previous = defaultstate;
302                         cl.entities[i].state_current = defaultstate;
303                 }
304         }
305 }
306
307 void CL_ExpandCSQCRenderEntities(int num)
308 {
309         int i;
310         int oldmaxcsqcrenderentities;
311         entity_render_t *oldcsqcrenderentities;
312         if (num >= cl.max_csqcrenderentities)
313         {
314                 if (num >= MAX_EDICTS)
315                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
316                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
317                 oldcsqcrenderentities = cl.csqcrenderentities;
318                 cl.max_csqcrenderentities = (num & ~255) + 256;
319                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
320                 if (oldcsqcrenderentities)
321                 {
322                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
323                         for (i = 0;i < r_refdef.scene.numentities;i++)
324                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
325                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
326                         Mem_Free(oldcsqcrenderentities);
327                 }
328         }
329 }
330
331 extern cvar_t rcon_secure;
332
333 /*
334 =====================
335 CL_Disconnect
336
337 Sends a disconnect message to the server
338 This is also called on Host_Error, so it shouldn't cause any errors
339 =====================
340 */
341 void CL_Disconnect(void)
342 {
343         if (cls.state == ca_dedicated)
344                 return;
345
346         if (COM_CheckParm("-profilegameonly"))
347                 Sys_AllowProfiling(false);
348
349         Curl_Clear_forthismap();
350
351         Con_DPrintf("CL_Disconnect\n");
352
353     Cvar_SetValueQuick(&csqc_progcrc, -1);
354         Cvar_SetValueQuick(&csqc_progsize, -1);
355         CL_VM_ShutDown();
356 // stop sounds (especially looping!)
357         S_StopAllSounds ();
358
359         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
360
361         // clear contents blends
362         cl.cshifts[0].percent = 0;
363         cl.cshifts[1].percent = 0;
364         cl.cshifts[2].percent = 0;
365         cl.cshifts[3].percent = 0;
366
367         cl.worldmodel = NULL;
368
369         CL_Parse_ErrorCleanUp();
370
371         if (cls.demoplayback)
372                 CL_StopPlayback();
373         else if (cls.netcon)
374         {
375                 sizebuf_t buf;
376                 unsigned char bufdata[8];
377                 if (cls.demorecording)
378                         CL_Stop_f(&cmd_client);
379
380                 // send disconnect message 3 times to improve chances of server
381                 // receiving it (but it still fails sometimes)
382                 memset(&buf, 0, sizeof(buf));
383                 buf.data = bufdata;
384                 buf.maxsize = sizeof(bufdata);
385                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
386                 {
387                         Con_DPrint("Sending drop command\n");
388                         MSG_WriteByte(&buf, qw_clc_stringcmd);
389                         MSG_WriteString(&buf, "drop");
390                 }
391                 else
392                 {
393                         Con_DPrint("Sending clc_disconnect\n");
394                         MSG_WriteByte(&buf, clc_disconnect);
395                 }
396                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
397                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
398                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
399                 NetConn_Close(cls.netcon);
400                 cls.netcon = NULL;
401                 Con_Printf("Disconnected\n");
402         }
403         cls.state = ca_disconnected;
404         cl.islocalgame = false;
405
406         cls.demoplayback = cls.timedemo = false;
407         cls.signon = 0;
408
409         // If we're dropped mid-connection attempt, it won't clear otherwise.
410         SCR_ClearLoadingScreen(false);
411 }
412
413 /*
414 ==================
415 CL_Reconnect_f
416
417 This command causes the client to wait for the signon messages again.
418 This is sent just before a server changes levels
419 ==================
420 */
421 void CL_Reconnect_f(cmd_state_t *cmd)
422 {
423         char temp[128];
424         // if not connected, reconnect to the most recent server
425         if (!cls.netcon)
426         {
427                 // if we have connected to a server recently, the userinfo
428                 // will still contain its IP address, so get the address...
429                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
430                 if (temp[0])
431                         CL_EstablishConnection(temp, -1);
432                 else
433                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
434                 return;
435         }
436         // if connected, do something based on protocol
437         if (cls.protocol == PROTOCOL_QUAKEWORLD)
438         {
439                 // quakeworld can just re-login
440                 if (cls.qw_downloadmemory)  // don't change when downloading
441                         return;
442
443                 S_StopAllSounds();
444
445                 if (cls.state == ca_connected)
446                 {
447                         Con_Printf("Server is changing level...\n");
448                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
449                         MSG_WriteString(&cls.netcon->message, "new");
450                 }
451         }
452         else
453         {
454                 // netquake uses reconnect on level changes (silly)
455                 if (Cmd_Argc(cmd) != 1)
456                 {
457                         Con_Print("reconnect : wait for signon messages again\n");
458                         return;
459                 }
460                 if (!cls.signon)
461                 {
462                         Con_Print("reconnect: no signon, ignoring reconnect\n");
463                         return;
464                 }
465                 cls.signon = 0;         // need new connection messages
466         }
467 }
468
469 /*
470 =====================
471 CL_Connect_f
472
473 User command to connect to server
474 =====================
475 */
476 static void CL_Connect_f(cmd_state_t *cmd)
477 {
478         if (Cmd_Argc(cmd) < 2)
479         {
480                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
481                 return;
482         }
483         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
484         if(rcon_secure.integer <= 0)
485                 Cvar_SetQuick(&rcon_password, "");
486         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
487 }
488
489 void CL_Disconnect_f(cmd_state_t *cmd)
490 {
491         CL_Disconnect ();
492         if (sv.active)
493                 SV_Shutdown ();
494 }
495
496
497
498
499 /*
500 =====================
501 CL_EstablishConnection
502
503 Host should be either "local" or a net address
504 =====================
505 */
506 void CL_EstablishConnection(const char *host, int firstarg)
507 {
508         if (cls.state == ca_dedicated)
509                 return;
510
511         // don't connect to a server if we're benchmarking a demo
512         if (COM_CheckParm("-benchmark"))
513                 return;
514
515         // clear menu's connect error message
516 #ifdef CONFIG_MENU
517         M_Update_Return_Reason("");
518 #endif
519
520         // Disconnect from the current server, or stop a running demo.
521         CL_Disconnect();
522
523         // make sure the client ports are open before attempting to connect
524         NetConn_UpdateSockets();
525
526         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
527         {
528                 cls.connect_trying = true;
529                 cls.connect_remainingtries = 3;
530                 cls.connect_nextsendtime = 0;
531
532                 // only NOW, set connect_userinfo
533                 if(firstarg >= 0)
534                 {
535                         int i;
536                         *cls.connect_userinfo = 0;
537                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
538                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
539                 }
540                 else if(firstarg < -1)
541                 {
542                         // -1: keep as is (reconnect)
543                         // -2: clear
544                         *cls.connect_userinfo = 0;
545                 }
546
547 #ifdef CONFIG_MENU
548                 M_Update_Return_Reason("Trying to connect...");
549 #endif
550         }
551         else
552         {
553                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
554 #ifdef CONFIG_MENU
555                 M_Update_Return_Reason("No network");
556 #endif
557         }
558 }
559
560 /*
561 ==============
562 CL_PrintEntities_f
563 ==============
564 */
565 static void CL_PrintEntities_f(cmd_state_t *cmd)
566 {
567         entity_t *ent;
568         int i;
569
570         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
571         {
572                 const char* modelname;
573
574                 if (!ent->state_current.active)
575                         continue;
576
577                 if (ent->render.model)
578                         modelname = ent->render.model->name;
579                 else
580                         modelname = "--no model--";
581                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
582         }
583 }
584
585 /*
586 ===============
587 CL_ModelIndexList_f
588
589 List information on all models in the client modelindex
590 ===============
591 */
592 static void CL_ModelIndexList_f(cmd_state_t *cmd)
593 {
594         int i;
595         dp_model_t *model;
596
597         // Print Header
598         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
599
600         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
601         {
602                 model = CL_GetModelByIndex(i);
603                 if (!model)
604                         continue;
605                 if(model->loaded || i == 1)
606                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
607                 else
608                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
609                 i++;
610         }
611 }
612
613 /*
614 ===============
615 CL_SoundIndexList_f
616
617 List all sounds in the client soundindex
618 ===============
619 */
620 static void CL_SoundIndexList_f(cmd_state_t *cmd)
621 {
622         int i = 1;
623
624         while(cl.sound_precache[i] && i != MAX_SOUNDS)
625         { // Valid Sound
626                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
627                 i++;
628         }
629 }
630
631 /*
632 ===============
633 CL_UpdateRenderEntity
634
635 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
636 ===============
637 */
638 void CL_UpdateRenderEntity(entity_render_t *ent)
639 {
640         vec3_t org;
641         vec_t scale;
642         dp_model_t *model = ent->model;
643         // update the inverse matrix for the renderer
644         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
645         // update the animation blend state
646         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
647         // we need the matrix origin to center the box
648         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
649         // update entity->render.scale because the renderer needs it
650         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
651         if (model)
652         {
653                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
654 #ifdef MATRIX4x4_OPENGLORIENTATION
655                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
656 #else
657                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
658 #endif
659                 {
660                         // pitch or roll
661                         VectorMA(org, scale, model->rotatedmins, ent->mins);
662                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
663                 }
664 #ifdef MATRIX4x4_OPENGLORIENTATION
665                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
666 #else
667                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
668 #endif
669                 {
670                         // yaw
671                         VectorMA(org, scale, model->yawmins, ent->mins);
672                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
673                 }
674                 else
675                 {
676                         VectorMA(org, scale, model->normalmins, ent->mins);
677                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
678                 }
679         }
680         else
681         {
682                 ent->mins[0] = org[0] - 16;
683                 ent->mins[1] = org[1] - 16;
684                 ent->mins[2] = org[2] - 16;
685                 ent->maxs[0] = org[0] + 16;
686                 ent->maxs[1] = org[1] + 16;
687                 ent->maxs[2] = org[2] + 16;
688         }
689 }
690
691 /*
692 ===============
693 CL_LerpPoint
694
695 Determines the fraction between the last two messages that the objects
696 should be put at.
697 ===============
698 */
699 static float CL_LerpPoint(void)
700 {
701         float f;
702
703         if (cl_nettimesyncboundmode.integer == 1)
704                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
705
706         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
707         if (cl.mtime[0] <= cl.mtime[1])
708         {
709                 cl.time = cl.mtime[0];
710                 return 1;
711         }
712
713         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
714         return bound(0, f, 1 + cl_lerpexcess.value);
715 }
716
717 void CL_ClearTempEntities (void)
718 {
719         r_refdef.scene.numtempentities = 0;
720         // grow tempentities buffer on request
721         if (r_refdef.scene.expandtempentities)
722         {
723                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
724                 r_refdef.scene.maxtempentities *= 2;
725                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
726                 r_refdef.scene.expandtempentities = false;
727         }
728 }
729
730 entity_render_t *CL_NewTempEntity(double shadertime)
731 {
732         entity_render_t *render;
733
734         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
735                 return NULL;
736         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
737         {
738                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
739                 return NULL;
740         }
741         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
742         memset (render, 0, sizeof(*render));
743         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
744
745         render->shadertime = shadertime;
746         render->alpha = 1;
747         VectorSet(render->colormod, 1, 1, 1);
748         VectorSet(render->glowmod, 1, 1, 1);
749         return render;
750 }
751
752 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
753 {
754         int i;
755         cl_effect_t *e;
756         if (!modelindex) // sanity check
757                 return;
758         if (framerate < 1)
759         {
760                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
761                 return;
762         }
763         if (framecount < 1)
764         {
765                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
766                 return;
767         }
768         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
769         {
770                 if (e->active)
771                         continue;
772                 e->active = true;
773                 VectorCopy(org, e->origin);
774                 e->modelindex = modelindex;
775                 e->starttime = cl.time;
776                 e->startframe = startframe;
777                 e->endframe = startframe + framecount;
778                 e->framerate = framerate;
779
780                 e->frame = 0;
781                 e->frame1time = cl.time;
782                 e->frame2time = cl.time;
783                 cl.num_effects = max(cl.num_effects, i + 1);
784                 break;
785         }
786 }
787
788 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
789 {
790         int i;
791         dlight_t *dl;
792
793 // then look for anything else
794         dl = cl.dlights;
795         for (i = 0;i < cl.max_dlights;i++, dl++)
796                 if (!dl->radius)
797                         break;
798
799         // unable to find one
800         if (i == cl.max_dlights)
801                 return;
802
803         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
804         memset (dl, 0, sizeof(*dl));
805         cl.num_dlights = max(cl.num_dlights, i + 1);
806         Matrix4x4_Normalize(&dl->matrix, matrix);
807         dl->ent = ent;
808         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
809         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
810         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
811         dl->radius = radius;
812         dl->color[0] = red;
813         dl->color[1] = green;
814         dl->color[2] = blue;
815         dl->initialradius = radius;
816         dl->initialcolor[0] = red;
817         dl->initialcolor[1] = green;
818         dl->initialcolor[2] = blue;
819         dl->decay = decay / radius; // changed decay to be a percentage decrease
820         dl->intensity = 1; // this is what gets decayed
821         if (lifetime)
822                 dl->die = cl.time + lifetime;
823         else
824                 dl->die = 0;
825         dl->cubemapname[0] = 0;
826         if (cubemapname && cubemapname[0])
827                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
828         dl->style = style;
829         dl->shadow = shadowenable;
830         dl->corona = corona;
831         dl->flags = flags;
832         dl->coronasizescale = coronasizescale;
833         dl->ambientscale = ambientscale;
834         dl->diffusescale = diffusescale;
835         dl->specularscale = specularscale;
836 }
837
838 static void CL_DecayLightFlashes(void)
839 {
840         int i, oldmax;
841         dlight_t *dl;
842         float time;
843
844         time = bound(0, cl.time - cl.oldtime, 0.1);
845         oldmax = cl.num_dlights;
846         cl.num_dlights = 0;
847         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
848         {
849                 if (dl->radius)
850                 {
851                         dl->intensity -= time * dl->decay;
852                         if (cl.time < dl->die && dl->intensity > 0)
853                         {
854                                 if (cl_dlights_decayradius.integer)
855                                         dl->radius = dl->initialradius * dl->intensity;
856                                 else
857                                         dl->radius = dl->initialradius;
858                                 if (cl_dlights_decaybrightness.integer)
859                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
860                                 else
861                                         VectorCopy(dl->initialcolor, dl->color);
862                                 cl.num_dlights = i + 1;
863                         }
864                         else
865                                 dl->radius = 0;
866                 }
867         }
868 }
869
870 // called before entity relinking
871 void CL_RelinkLightFlashes(void)
872 {
873         int i, j, k, l;
874         dlight_t *dl;
875         float frac, f;
876         matrix4x4_t tempmatrix;
877
878         if (r_dynamic.integer)
879         {
880                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
881                 {
882                         if (dl->radius)
883                         {
884                                 tempmatrix = dl->matrix;
885                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
886                                 // we need the corona fading to be persistent
887                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
888                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
889                         }
890                 }
891         }
892
893         if (!cl.lightstyle)
894         {
895                 for (j = 0;j < cl.max_lightstyle;j++)
896                 {
897                         r_refdef.scene.rtlightstylevalue[j] = 1;
898                         r_refdef.scene.lightstylevalue[j] = 256;
899                 }
900                 return;
901         }
902
903 // light animations
904 // 'm' is normal light, 'a' is no light, 'z' is double bright
905         f = cl.time * 10;
906         i = (int)floor(f);
907         frac = f - i;
908         for (j = 0;j < cl.max_lightstyle;j++)
909         {
910                 if (!cl.lightstyle[j].length)
911                 {
912                         r_refdef.scene.rtlightstylevalue[j] = 1;
913                         r_refdef.scene.lightstylevalue[j] = 256;
914                         continue;
915                 }
916                 // static lightstyle "=value"
917                 if (cl.lightstyle[j].map[0] == '=')
918                 {
919                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
920                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
921                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
922                         continue;
923                 }
924                 k = i % cl.lightstyle[j].length;
925                 l = (i-1) % cl.lightstyle[j].length;
926                 k = cl.lightstyle[j].map[k] - 'a';
927                 l = cl.lightstyle[j].map[l] - 'a';
928                 // rtlightstylevalue is always interpolated because it has no bad
929                 // consequences for performance
930                 // lightstylevalue is subject to a cvar for performance reasons;
931                 // skipping lightmap updates on most rendered frames substantially
932                 // improves framerates (but makes light fades look bad)
933                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
934                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
935         }
936 }
937
938 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
939 {
940         int frame = player->render.framegroupblend[0].frame;
941         float f;
942         entity_render_t *flagrender;
943         matrix4x4_t flagmatrix;
944
945         // this code taken from QuakeWorld
946         f = 14;
947         if (frame >= 29 && frame <= 40)
948         {
949                 if (frame >= 29 && frame <= 34)
950                 { //axpain
951                         if      (frame == 29) f = f + 2;
952                         else if (frame == 30) f = f + 8;
953                         else if (frame == 31) f = f + 12;
954                         else if (frame == 32) f = f + 11;
955                         else if (frame == 33) f = f + 10;
956                         else if (frame == 34) f = f + 4;
957                 }
958                 else if (frame >= 35 && frame <= 40)
959                 { // pain
960                         if      (frame == 35) f = f + 2;
961                         else if (frame == 36) f = f + 10;
962                         else if (frame == 37) f = f + 10;
963                         else if (frame == 38) f = f + 8;
964                         else if (frame == 39) f = f + 4;
965                         else if (frame == 40) f = f + 2;
966                 }
967         }
968         else if (frame >= 103 && frame <= 118)
969         {
970                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
971                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
972                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
973                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
974         }
975         // end of code taken from QuakeWorld
976
977         flagrender = CL_NewTempEntity(player->render.shadertime);
978         if (!flagrender)
979                 return;
980
981         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
982         flagrender->skinnum = skin;
983         flagrender->alpha = 1;
984         VectorSet(flagrender->colormod, 1, 1, 1);
985         VectorSet(flagrender->glowmod, 1, 1, 1);
986         // attach the flag to the player matrix
987         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
988         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
989         CL_UpdateRenderEntity(flagrender);
990 }
991
992 matrix4x4_t viewmodelmatrix_withbob;
993 matrix4x4_t viewmodelmatrix_nobob;
994
995 static const vec3_t muzzleflashorigin = {18, 0, 0};
996
997 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
998 {
999         const unsigned char *cbcolor;
1000         if (colormap >= 0)
1001         {
1002                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1003                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1004                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1005                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1006         }
1007         else
1008         {
1009                 VectorClear(ent->colormap_pantscolor);
1010                 VectorClear(ent->colormap_shirtcolor);
1011         }
1012 }
1013
1014 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1015 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
1016 {
1017         const matrix4x4_t *matrix;
1018         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1019         int frame;
1020         vec_t origin[3], angles[3], lerp;
1021         entity_t *t;
1022         entity_render_t *r;
1023         //entity_persistent_t *p = &e->persistent;
1024         //entity_render_t *r = &e->render;
1025         // skip inactive entities and world
1026         if (!e->state_current.active || e == cl.entities)
1027                 return;
1028         if (recursionlimit < 1)
1029                 return;
1030         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1031         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1032         e->render.flags = e->state_current.flags;
1033         e->render.effects = e->state_current.effects;
1034         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1035         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1036         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1037                 e->render.entitynumber = e - cl.entities;
1038         else
1039                 e->render.entitynumber = 0;
1040         if (e->state_current.flags & RENDER_COLORMAPPED)
1041                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1042         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1043                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1044         else
1045                 CL_SetEntityColormapColors(&e->render, -1);
1046         e->render.skinnum = e->state_current.skin;
1047         if (e->state_current.tagentity)
1048         {
1049                 // attached entity (gun held in player model's hand, etc)
1050                 // if the tag entity is currently impossible, skip it
1051                 if (e->state_current.tagentity >= cl.num_entities)
1052                         return;
1053                 t = cl.entities + e->state_current.tagentity;
1054                 // if the tag entity is inactive, skip it
1055                 if (t->state_current.active)
1056                 {
1057                         // update the parent first
1058                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1059                         r = &t->render;
1060                 }
1061                 else
1062                 {
1063                         // it may still be a CSQC entity... trying to use its
1064                         // info from last render frame (better than nothing)
1065                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1066                                 return;
1067                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1068                         if(!r->entitynumber)
1069                                 return; // neither CSQC nor legacy entity... can't attach
1070                 }
1071                 // make relative to the entity
1072                 matrix = &r->matrix;
1073                 // some properties of the tag entity carry over
1074                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1075                 // if a valid tagindex is used, make it relative to that tag instead
1076                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1077                 {
1078                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1079                         {
1080                                 // concat the tag matrices onto the entity matrix
1081                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1082                                 // use the constructed tag matrix
1083                                 matrix = &tempmatrix;
1084                         }
1085                 }
1086         }
1087         else if (e->render.flags & RENDER_VIEWMODEL)
1088         {
1089                 // view-relative entity (guns and such)
1090                 if (e->render.effects & EF_NOGUNBOB)
1091                         matrix = &viewmodelmatrix_nobob; // really attached to view
1092                 else
1093                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1094         }
1095         else
1096         {
1097                 // world-relative entity (the normal kind)
1098                 matrix = &identitymatrix;
1099         }
1100
1101         // movement lerp
1102         // if it's the predicted player entity, update according to client movement
1103         // but don't lerp if going through a teleporter as it causes a bad lerp
1104         // also don't use the predicted location if fixangle was set on both of
1105         // the most recent server messages, as that cause means you are spectating
1106         // someone or watching a cutscene of some sort
1107         if (cl_nolerp.integer || cls.timedemo)
1108                 interpolate = false;
1109         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1110         {
1111                 VectorCopy(cl.movement_origin, origin);
1112                 VectorSet(angles, 0, cl.viewangles[1], 0);
1113         }
1114         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1115         {
1116                 // interpolate the origin and angles
1117                 lerp = max(0, lerp);
1118                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1119 #if 0
1120                 // this fails at the singularity of euler angles
1121                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1122                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1123                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1124                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1125                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1126 #else
1127                 {
1128                         vec3_t f0, u0, f1, u1;
1129                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1130                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1131                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1132                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1133                         AnglesFromVectors(angles, f0, u0, false);
1134                 }
1135 #endif
1136         }
1137         else
1138         {
1139                 // no interpolation
1140                 VectorCopy(e->persistent.neworigin, origin);
1141                 VectorCopy(e->persistent.newangles, angles);
1142         }
1143
1144         // model setup and some modelflags
1145         frame = e->state_current.frame;
1146         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1147         if (e->render.model)
1148         {
1149                 if (e->render.skinnum >= e->render.model->numskins)
1150                         e->render.skinnum = 0;
1151                 if (frame >= e->render.model->numframes)
1152                         frame = 0;
1153                 // models can set flags such as EF_ROCKET
1154                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1155                 if (!(e->render.effects & 0xFF800000))
1156                         e->render.effects |= e->render.model->effects;
1157                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1158                 if (e->render.model->type == mod_alias)
1159                         angles[0] = -angles[0];
1160                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1161                 {
1162                         VectorScale(e->render.colormod, 2, e->render.colormod);
1163                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1164                 }
1165         }
1166         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1167         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1168                 angles[0] = -angles[0];
1169                 // NOTE: this must be synced to SV_GetPitchSign!
1170
1171         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1172         {
1173                 angles[1] = ANGLEMOD(100*cl.time);
1174                 if (cl_itembobheight.value)
1175                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1176         }
1177
1178         // animation lerp
1179         e->render.skeleton = NULL;
1180         if (e->render.flags & RENDER_COMPLEXANIMATION)
1181         {
1182                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1183                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1184                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1185                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1186                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1187                         e->render.skeleton = &e->state_current.skeletonobject;
1188         }
1189         else if (e->render.framegroupblend[0].frame == frame)
1190         {
1191                 // update frame lerp fraction
1192                 e->render.framegroupblend[0].lerp = 1;
1193                 e->render.framegroupblend[1].lerp = 0;
1194                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1195                 {
1196                         // make sure frame lerp won't last longer than 100ms
1197                         // (this mainly helps with models that use framegroups and
1198                         // switch between them infrequently)
1199                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1200                         if(e->render.model)
1201                         if(e->render.model->animscenes)
1202                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1203                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1204                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1205                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1206                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1207                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1208                 }
1209         }
1210         else
1211         {
1212                 // begin a new frame lerp
1213                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1214                 e->render.framegroupblend[1].lerp = 1;
1215                 e->render.framegroupblend[0].frame = frame;
1216                 e->render.framegroupblend[0].start = cl.time;
1217                 e->render.framegroupblend[0].lerp = 0;
1218         }
1219
1220         // set up the render matrix
1221         if (matrix)
1222         {
1223                 // attached entity, this requires a matrix multiply (concat)
1224                 // FIXME: e->render.scale should go away
1225                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1226                 // concat the matrices to make the entity relative to its tag
1227                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1228                 // get the origin from the new matrix
1229                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1230         }
1231         else
1232         {
1233                 // unattached entities are faster to process
1234                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1235         }
1236
1237         // tenebrae's sprites are all additive mode (weird)
1238         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1239                 e->render.flags |= RENDER_ADDITIVE;
1240         // player model is only shown with chase_active on
1241         if (e->state_current.number == cl.viewentity)
1242                 e->render.flags |= RENDER_EXTERIORMODEL;
1243         // either fullbright or lit
1244         if(!r_fullbright.integer)
1245         {
1246                 if (!(e->render.effects & EF_FULLBRIGHT))
1247                         e->render.flags |= RENDER_LIGHT;
1248         }
1249         // hide player shadow during intermission or nehahra movie
1250         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1251          && (e->render.alpha >= 1)
1252          && !(e->render.flags & RENDER_VIEWMODEL)
1253          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1254                 e->render.flags |= RENDER_SHADOW;
1255         if (e->render.flags & RENDER_VIEWMODEL)
1256                 e->render.flags |= RENDER_NOSELFSHADOW;
1257         if (e->render.effects & EF_NOSELFSHADOW)
1258                 e->render.flags |= RENDER_NOSELFSHADOW;
1259         if (e->render.effects & EF_NODEPTHTEST)
1260                 e->render.flags |= RENDER_NODEPTHTEST;
1261         if (e->render.effects & EF_ADDITIVE)
1262                 e->render.flags |= RENDER_ADDITIVE;
1263         if (e->render.effects & EF_DOUBLESIDED)
1264                 e->render.flags |= RENDER_DOUBLESIDED;
1265         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1266                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1267
1268         // make the other useful stuff
1269         e->render.allowdecals = true;
1270         CL_UpdateRenderEntity(&e->render);
1271 }
1272
1273 // creates light and trails from an entity
1274 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1275 {
1276         effectnameindex_t trailtype;
1277         vec3_t origin;
1278
1279         // bmodels are treated specially since their origin is usually '0 0 0' and
1280         // their actual geometry is far from '0 0 0'
1281         if (e->render.model && e->render.model->soundfromcenter)
1282         {
1283                 vec3_t o;
1284                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1285                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1286         }
1287         else
1288                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1289
1290         // handle particle trails and such effects now that we know where this
1291         // entity is in the world...
1292         trailtype = EFFECT_NONE;
1293         // LadyHavoc: if the entity has no effects, don't check each
1294         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1295         {
1296                 if (e->render.effects & EF_BRIGHTFIELD)
1297                 {
1298                         if (IS_NEXUIZ_DERIVED(gamemode))
1299                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1300                         else
1301                                 CL_EntityParticles(e);
1302                 }
1303                 if (e->render.effects & EF_FLAME)
1304                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1305                 if (e->render.effects & EF_STARDUST)
1306                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1307         }
1308         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1309         {
1310                 // these are only set on player entities
1311                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1312         }
1313         // muzzleflash fades over time
1314         if (e->persistent.muzzleflash > 0)
1315                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1316         // LadyHavoc: if the entity has no effects, don't check each
1317         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1318         {
1319                 if (e->render.effects & EF_GIB)
1320                         trailtype = EFFECT_TR_BLOOD;
1321                 else if (e->render.effects & EF_ZOMGIB)
1322                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1323                 else if (e->render.effects & EF_TRACER)
1324                         trailtype = EFFECT_TR_WIZSPIKE;
1325                 else if (e->render.effects & EF_TRACER2)
1326                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1327                 else if (e->render.effects & EF_ROCKET)
1328                         trailtype = EFFECT_TR_ROCKET;
1329                 else if (e->render.effects & EF_GRENADE)
1330                 {
1331                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1332                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1333                 }
1334                 else if (e->render.effects & EF_TRACER3)
1335                         trailtype = EFFECT_TR_VORESPIKE;
1336         }
1337         // do trails
1338         if (e->render.flags & RENDER_GLOWTRAIL)
1339                 trailtype = EFFECT_TR_GLOWTRAIL;
1340         if (e->state_current.traileffectnum)
1341                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1342         // check if a trail is allowed (it is not after a teleport for example)
1343         if (trailtype && e->persistent.trail_allowed)
1344         {
1345                 float len;
1346                 vec3_t vel;
1347                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1348                 len = e->state_current.time - e->state_previous.time;
1349                 if (len > 0)
1350                         len = 1.0f / len;
1351                 VectorScale(vel, len, vel);
1352                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1353                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1354         }
1355         // now that the entity has survived one trail update it is allowed to
1356         // leave a real trail on later frames
1357         e->persistent.trail_allowed = true;
1358         VectorCopy(origin, e->persistent.trail_origin);
1359 }
1360
1361
1362 /*
1363 ===============
1364 CL_UpdateViewEntities
1365 ===============
1366 */
1367 void CL_UpdateViewEntities(void)
1368 {
1369         int i;
1370         // update any RENDER_VIEWMODEL entities to use the new view matrix
1371         for (i = 1;i < cl.num_entities;i++)
1372         {
1373                 if (cl.entities_active[i])
1374                 {
1375                         entity_t *ent = cl.entities + i;
1376                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1377                                 CL_UpdateNetworkEntity(ent, 32, true);
1378                 }
1379         }
1380         // and of course the engine viewmodel needs updating as well
1381         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1382 }
1383
1384 /*
1385 ===============
1386 CL_UpdateNetworkCollisionEntities
1387 ===============
1388 */
1389 static void CL_UpdateNetworkCollisionEntities(void)
1390 {
1391         entity_t *ent;
1392         int i;
1393
1394         // start on the entity after the world
1395         cl.num_brushmodel_entities = 0;
1396         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1397         {
1398                 if (cl.entities_active[i])
1399                 {
1400                         ent = cl.entities + i;
1401                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1402                         {
1403                                 // do not interpolate the bmodels for this
1404                                 CL_UpdateNetworkEntity(ent, 32, false);
1405                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1406                         }
1407                 }
1408         }
1409 }
1410
1411 /*
1412 ===============
1413 CL_UpdateNetworkEntities
1414 ===============
1415 */
1416 static void CL_UpdateNetworkEntities(void)
1417 {
1418         entity_t *ent;
1419         int i;
1420
1421         // start on the entity after the world
1422         for (i = 1;i < cl.num_entities;i++)
1423         {
1424                 if (cl.entities_active[i])
1425                 {
1426                         ent = cl.entities + i;
1427                         if (ent->state_current.active)
1428                         {
1429                                 CL_UpdateNetworkEntity(ent, 32, true);
1430                                 // view models should never create light/trails
1431                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1432                                         CL_UpdateNetworkEntityTrail(ent);
1433                         }
1434                         else
1435                         {
1436                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1437                                 cl.entities_active[i] = false;
1438                         }
1439                 }
1440         }
1441 }
1442
1443 static void CL_UpdateViewModel(void)
1444 {
1445         entity_t *ent;
1446         ent = &cl.viewent;
1447         ent->state_previous = ent->state_current;
1448         ent->state_current = defaultstate;
1449         ent->state_current.time = cl.time;
1450         ent->state_current.number = (unsigned short)-1;
1451         ent->state_current.active = true;
1452         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1453         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1454         ent->state_current.flags = RENDER_VIEWMODEL;
1455         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1456                 ent->state_current.modelindex = 0;
1457         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1458         {
1459                 if (gamemode == GAME_TRANSFUSION)
1460                         ent->state_current.alpha = 128;
1461                 else
1462                         ent->state_current.modelindex = 0;
1463         }
1464         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1465         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1466
1467         // reset animation interpolation on weaponmodel if model changed
1468         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1469         {
1470                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1471                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1472                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1473         }
1474         CL_UpdateNetworkEntity(ent, 32, true);
1475 }
1476
1477 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1478 static void CL_LinkNetworkEntity(entity_t *e)
1479 {
1480         effectnameindex_t trailtype;
1481         vec3_t origin;
1482         vec3_t dlightcolor;
1483         vec_t dlightradius;
1484         char vabuf[1024];
1485
1486         // skip inactive entities and world
1487         if (!e->state_current.active || e == cl.entities)
1488                 return;
1489         if (e->state_current.tagentity)
1490         {
1491                 // if the tag entity is currently impossible, skip it
1492                 if (e->state_current.tagentity >= cl.num_entities)
1493                         return;
1494                 // if the tag entity is inactive, skip it
1495                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1496                 {
1497                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1498                                 return;
1499                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1500                                 return;
1501                         // if we get here, it's properly csqc networked and attached
1502                 }
1503         }
1504
1505         // create entity dlights associated with this entity
1506         if (e->render.model && e->render.model->soundfromcenter)
1507         {
1508                 // bmodels are treated specially since their origin is usually '0 0 0'
1509                 vec3_t o;
1510                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1511                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1512         }
1513         else
1514                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1515         trailtype = EFFECT_NONE;
1516         dlightradius = 0;
1517         dlightcolor[0] = 0;
1518         dlightcolor[1] = 0;
1519         dlightcolor[2] = 0;
1520         // LadyHavoc: if the entity has no effects, don't check each
1521         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1522         {
1523                 if (e->render.effects & EF_BRIGHTFIELD)
1524                 {
1525                         if (IS_NEXUIZ_DERIVED(gamemode))
1526                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1527                 }
1528                 if (e->render.effects & EF_DIMLIGHT)
1529                 {
1530                         dlightradius = max(dlightradius, 200);
1531                         dlightcolor[0] += 1.50f;
1532                         dlightcolor[1] += 1.50f;
1533                         dlightcolor[2] += 1.50f;
1534                 }
1535                 if (e->render.effects & EF_BRIGHTLIGHT)
1536                 {
1537                         dlightradius = max(dlightradius, 400);
1538                         dlightcolor[0] += 3.00f;
1539                         dlightcolor[1] += 3.00f;
1540                         dlightcolor[2] += 3.00f;
1541                 }
1542                 // LadyHavoc: more effects
1543                 if (e->render.effects & EF_RED) // red
1544                 {
1545                         dlightradius = max(dlightradius, 200);
1546                         dlightcolor[0] += 1.50f;
1547                         dlightcolor[1] += 0.15f;
1548                         dlightcolor[2] += 0.15f;
1549                 }
1550                 if (e->render.effects & EF_BLUE) // blue
1551                 {
1552                         dlightradius = max(dlightradius, 200);
1553                         dlightcolor[0] += 0.15f;
1554                         dlightcolor[1] += 0.15f;
1555                         dlightcolor[2] += 1.50f;
1556                 }
1557                 if (e->render.effects & EF_FLAME)
1558                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1559                 if (e->render.effects & EF_STARDUST)
1560                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1561         }
1562         // muzzleflash fades over time, and is offset a bit
1563         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1564         {
1565                 vec3_t v2;
1566                 vec3_t color;
1567                 trace_t trace;
1568                 matrix4x4_t tempmatrix;
1569                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1570                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1571                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1572                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1573                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1574                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1575                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1576                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1577         }
1578         // LadyHavoc: if the model has no flags, don't check each
1579         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1580         {
1581                 if (e->render.effects & EF_GIB)
1582                         trailtype = EFFECT_TR_BLOOD;
1583                 else if (e->render.effects & EF_ZOMGIB)
1584                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1585                 else if (e->render.effects & EF_TRACER)
1586                         trailtype = EFFECT_TR_WIZSPIKE;
1587                 else if (e->render.effects & EF_TRACER2)
1588                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1589                 else if (e->render.effects & EF_ROCKET)
1590                         trailtype = EFFECT_TR_ROCKET;
1591                 else if (e->render.effects & EF_GRENADE)
1592                 {
1593                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1594                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1595                 }
1596                 else if (e->render.effects & EF_TRACER3)
1597                         trailtype = EFFECT_TR_VORESPIKE;
1598         }
1599         // LadyHavoc: customizable glow
1600         if (e->state_current.glowsize)
1601         {
1602                 // * 4 for the expansion from 0-255 to 0-1023 range,
1603                 // / 255 to scale down byte colors
1604                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1605                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1606         }
1607         // custom rtlight
1608         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1609         {
1610                 matrix4x4_t dlightmatrix;
1611                 vec4_t light;
1612                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1613                 light[3] = e->state_current.light[3];
1614                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1615                         VectorSet(light, 1, 1, 1);
1616                 if (light[3] == 0)
1617                         light[3] = 350;
1618                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1619                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1620                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1621                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1622                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1623         }
1624         // make the glow dlight
1625         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1626         {
1627                 matrix4x4_t dlightmatrix;
1628                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1629                 // hack to make glowing player light shine on their gun
1630                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1631                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1632                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1633                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1634                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1635         }
1636         // do trail light
1637         if (e->render.flags & RENDER_GLOWTRAIL)
1638                 trailtype = EFFECT_TR_GLOWTRAIL;
1639         if (e->state_current.traileffectnum)
1640                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1641         if (trailtype)
1642                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1643
1644         // don't show entities with no modelindex (note: this still shows
1645         // entities which have a modelindex that resolved to a NULL model)
1646         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1647                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1648         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1649         //      Matrix4x4_Print(&e->render.matrix);
1650 }
1651
1652 static void CL_RelinkWorld(void)
1653 {
1654         entity_t *ent = &cl.entities[0];
1655         // FIXME: this should be done at load
1656         ent->render.matrix = identitymatrix;
1657         ent->render.flags = RENDER_SHADOW;
1658         if (!r_fullbright.integer)
1659                 ent->render.flags |= RENDER_LIGHT;
1660         VectorSet(ent->render.colormod, 1, 1, 1);
1661         VectorSet(ent->render.glowmod, 1, 1, 1);
1662         ent->render.allowdecals = true;
1663         CL_UpdateRenderEntity(&ent->render);
1664         r_refdef.scene.worldentity = &ent->render;
1665         r_refdef.scene.worldmodel = cl.worldmodel;
1666
1667         // if the world is q2bsp, animate the textures
1668         if (ent->render.model && ent->render.model->brush.isq2bsp)
1669                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1670 }
1671
1672 static void CL_RelinkStaticEntities(void)
1673 {
1674         int i;
1675         entity_t *e;
1676         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1677         {
1678                 e->render.flags = 0;
1679                 // if the model was not loaded when the static entity was created we
1680                 // need to re-fetch the model pointer
1681                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1682                 // either fullbright or lit
1683                 if(!r_fullbright.integer)
1684                 {
1685                         if (!(e->render.effects & EF_FULLBRIGHT))
1686                                 e->render.flags |= RENDER_LIGHT;
1687                 }
1688                 // hide player shadow during intermission or nehahra movie
1689                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1690                         e->render.flags |= RENDER_SHADOW;
1691                 VectorSet(e->render.colormod, 1, 1, 1);
1692                 VectorSet(e->render.glowmod, 1, 1, 1);
1693                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1694                 e->render.allowdecals = true;
1695                 CL_UpdateRenderEntity(&e->render);
1696                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1697         }
1698 }
1699
1700 /*
1701 ===============
1702 CL_RelinkEntities
1703 ===============
1704 */
1705 static void CL_RelinkNetworkEntities(void)
1706 {
1707         entity_t *ent;
1708         int i;
1709
1710         // start on the entity after the world
1711         for (i = 1;i < cl.num_entities;i++)
1712         {
1713                 if (cl.entities_active[i])
1714                 {
1715                         ent = cl.entities + i;
1716                         if (ent->state_current.active)
1717                                 CL_LinkNetworkEntity(ent);
1718                         else
1719                                 cl.entities_active[i] = false;
1720                 }
1721         }
1722 }
1723
1724 static void CL_RelinkEffects(void)
1725 {
1726         int i, intframe;
1727         cl_effect_t *e;
1728         entity_render_t *entrender;
1729         float frame;
1730
1731         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1732         {
1733                 if (e->active)
1734                 {
1735                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1736                         intframe = (int)frame;
1737                         if (intframe < 0 || intframe >= e->endframe)
1738                         {
1739                                 memset(e, 0, sizeof(*e));
1740                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1741                                         cl.num_effects--;
1742                                 continue;
1743                         }
1744
1745                         if (intframe != e->frame)
1746                         {
1747                                 e->frame = intframe;
1748                                 e->frame1time = e->frame2time;
1749                                 e->frame2time = cl.time;
1750                         }
1751
1752                         // if we're drawing effects, get a new temp entity
1753                         // (NewTempEntity adds it to the render entities list for us)
1754                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1755                         {
1756                                 // interpolation stuff
1757                                 entrender->framegroupblend[0].frame = intframe;
1758                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1759                                 entrender->framegroupblend[0].start = e->frame1time;
1760                                 if (intframe + 1 >= e->endframe)
1761                                 {
1762                                         entrender->framegroupblend[1].frame = 0; // disappear
1763                                         entrender->framegroupblend[1].lerp = 0;
1764                                         entrender->framegroupblend[1].start = 0;
1765                                 }
1766                                 else
1767                                 {
1768                                         entrender->framegroupblend[1].frame = intframe + 1;
1769                                         entrender->framegroupblend[1].lerp = frame - intframe;
1770                                         entrender->framegroupblend[1].start = e->frame2time;
1771                                 }
1772
1773                                 // normal stuff
1774                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1775                                 entrender->alpha = 1;
1776                                 VectorSet(entrender->colormod, 1, 1, 1);
1777                                 VectorSet(entrender->glowmod, 1, 1, 1);
1778
1779                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1780                                 CL_UpdateRenderEntity(entrender);
1781                         }
1782                 }
1783         }
1784 }
1785
1786 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1787 {
1788         VectorCopy(b->start, start);
1789         VectorCopy(b->end, end);
1790
1791         // if coming from the player, update the start position
1792         if (b->entity == cl.viewentity)
1793         {
1794                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1795                 {
1796                         // LadyHavoc: this is a stupid hack from Quake that makes your
1797                         // lightning appear to come from your waist and cover less of your
1798                         // view
1799                         // in Quake this hack was applied to all players (causing the
1800                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1801                         // only applies to your own lightning, and only in first person
1802                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1803                 }
1804                 if (cl_beams_instantaimhack.integer)
1805                 {
1806                         vec3_t dir, localend;
1807                         vec_t len;
1808                         // LadyHavoc: this updates the beam direction to match your
1809                         // viewangles
1810                         VectorSubtract(end, start, dir);
1811                         len = VectorLength(dir);
1812                         VectorNormalize(dir);
1813                         VectorSet(localend, len, 0, 0);
1814                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1815                 }
1816         }
1817 }
1818
1819 void CL_RelinkBeams(void)
1820 {
1821         int i;
1822         beam_t *b;
1823         vec3_t dist, org, start, end;
1824         float d;
1825         entity_render_t *entrender;
1826         double yaw, pitch;
1827         float forward;
1828         matrix4x4_t tempmatrix;
1829
1830         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1831         {
1832                 if (!b->model)
1833                         continue;
1834                 if (b->endtime < cl.time)
1835                 {
1836                         b->model = NULL;
1837                         continue;
1838                 }
1839
1840                 CL_Beam_CalculatePositions(b, start, end);
1841
1842                 if (b->lightning)
1843                 {
1844                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1845                         {
1846                                 // FIXME: create a matrix from the beam start/end orientation
1847                                 vec3_t dlightcolor;
1848                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1849                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1850                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1851                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1852                         }
1853                         if (cl_beams_polygons.integer)
1854                         {
1855                                 CL_Beam_AddPolygons(b);
1856                                 continue;
1857                         }
1858                 }
1859
1860                 // calculate pitch and yaw
1861                 // (this is similar to the QuakeC builtin function vectoangles)
1862                 VectorSubtract(end, start, dist);
1863                 if (dist[1] == 0 && dist[0] == 0)
1864                 {
1865                         yaw = 0;
1866                         if (dist[2] > 0)
1867                                 pitch = 90;
1868                         else
1869                                 pitch = 270;
1870                 }
1871                 else
1872                 {
1873                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1874                         if (yaw < 0)
1875                                 yaw += 360;
1876
1877                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1878                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1879                         if (pitch < 0)
1880                                 pitch += 360;
1881                 }
1882
1883                 // add new entities for the lightning
1884                 VectorCopy (start, org);
1885                 d = VectorNormalizeLength(dist);
1886                 while (d > 0)
1887                 {
1888                         entrender = CL_NewTempEntity (0);
1889                         if (!entrender)
1890                                 return;
1891                         entrender->model = b->model;
1892                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1893                         CL_UpdateRenderEntity(entrender);
1894                         VectorMA(org, 30, dist, org);
1895                         d -= 30;
1896                 }
1897         }
1898
1899         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1900                 cl.num_beams--;
1901 }
1902
1903 static void CL_RelinkQWNails(void)
1904 {
1905         int i;
1906         vec_t *v;
1907         entity_render_t *entrender;
1908
1909         for (i = 0;i < cl.qw_num_nails;i++)
1910         {
1911                 v = cl.qw_nails[i];
1912
1913                 // if we're drawing effects, get a new temp entity
1914                 // (NewTempEntity adds it to the render entities list for us)
1915                 if (!(entrender = CL_NewTempEntity(0)))
1916                         continue;
1917
1918                 // normal stuff
1919                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1920                 entrender->alpha = 1;
1921                 VectorSet(entrender->colormod, 1, 1, 1);
1922                 VectorSet(entrender->glowmod, 1, 1, 1);
1923
1924                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1925                 CL_UpdateRenderEntity(entrender);
1926         }
1927 }
1928
1929 static void CL_LerpPlayer(float frac)
1930 {
1931         int i;
1932
1933         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1934         for (i = 0;i < 3;i++)
1935         {
1936                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1937                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1938                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1939         }
1940
1941         // interpolate the angles if playing a demo or spectating someone
1942         if (cls.demoplayback || cl.fixangle[0])
1943         {
1944                 for (i = 0;i < 3;i++)
1945                 {
1946                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1947                         if (d > 180)
1948                                 d -= 360;
1949                         else if (d < -180)
1950                                 d += 360;
1951                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1952                 }
1953         }
1954 }
1955
1956 void CSQC_RelinkAllEntities (int drawmask)
1957 {
1958         // link stuff
1959         CL_RelinkWorld();
1960         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1961         CL_MeshEntities_Scene_AddRenderEntity();
1962         CL_RelinkStaticEntities();
1963         CL_RelinkBeams();
1964         CL_RelinkEffects();
1965         CL_RelinkLightFlashes();
1966
1967         // link stuff
1968         if (drawmask & ENTMASK_ENGINE)
1969         {
1970                 CL_RelinkNetworkEntities();
1971                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1972                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1973                 CL_RelinkQWNails();
1974         }
1975
1976         // update view blend
1977         V_CalcViewBlend();
1978 }
1979
1980 /*
1981 ===============
1982 CL_UpdateWorld
1983
1984 Update client game world for a new frame
1985 ===============
1986 */
1987 void CL_UpdateWorld(void)
1988 {
1989         r_refdef.scene.extraupdate = !r_speeds.integer;
1990         r_refdef.scene.numentities = 0;
1991         r_refdef.scene.numlights = 0;
1992         r_refdef.view.matrix = identitymatrix;
1993         r_refdef.view.quality = 1;
1994                 
1995         cl.num_brushmodel_entities = 0;
1996
1997         if (cls.state == ca_connected && cls.signon == SIGNONS)
1998         {
1999                 // prepare for a new frame
2000                 CL_LerpPlayer(CL_LerpPoint());
2001                 CL_DecayLightFlashes();
2002                 CL_ClearTempEntities();
2003                 V_DriftPitch();
2004                 V_FadeViewFlashs();
2005
2006                 // if prediction is enabled we have to update all the collidable
2007                 // network entities before the prediction code can be run
2008                 CL_UpdateNetworkCollisionEntities();
2009
2010                 // now update the player prediction
2011                 CL_ClientMovement_Replay();
2012
2013                 // update the player entity (which may be predicted)
2014                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2015
2016                 // now update the view (which depends on that player entity)
2017                 V_CalcRefdef();
2018
2019                 // now update all the network entities and create particle trails
2020                 // (some entities may depend on the view)
2021                 CL_UpdateNetworkEntities();
2022
2023                 // update the engine-based viewmodel
2024                 CL_UpdateViewModel();
2025
2026                 // when csqc is loaded, it will call this in CSQC_UpdateView
2027                 if (!cl.csqc_loaded)
2028                 {
2029                         // clear the CL_Mesh_Scene() used for some engine effects
2030                         CL_MeshEntities_Scene_Clear();
2031                         // add engine entities and effects
2032                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2033                 }
2034
2035                 // decals, particles, and explosions will be updated during rneder
2036         }
2037
2038         r_refdef.scene.time = cl.time;
2039 }
2040
2041 /*
2042 ======================
2043 CL_Fog_f
2044 ======================
2045 */
2046 static void CL_Fog_f(cmd_state_t *cmd)
2047 {
2048         if (Cmd_Argc (cmd) == 1)
2049         {
2050                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
2051                 return;
2052         }
2053         FOG_clear(); // so missing values get good defaults
2054         if(Cmd_Argc(cmd) > 1)
2055                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2056         if(Cmd_Argc(cmd) > 2)
2057                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2058         if(Cmd_Argc(cmd) > 3)
2059                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2060         if(Cmd_Argc(cmd) > 4)
2061                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2062         if(Cmd_Argc(cmd) > 5)
2063                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2064         if(Cmd_Argc(cmd) > 6)
2065                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2066         if(Cmd_Argc(cmd) > 7)
2067                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2068         if(Cmd_Argc(cmd) > 8)
2069                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2070         if(Cmd_Argc(cmd) > 9)
2071                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2072 }
2073
2074 /*
2075 ======================
2076 CL_FogHeightTexture_f
2077 ======================
2078 */
2079 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2080 {
2081         if (Cmd_Argc (cmd) < 11)
2082         {
2083                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2084                 return;
2085         }
2086         FOG_clear(); // so missing values get good defaults
2087         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2088         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2089         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2090         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2091         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2092         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2093         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2094         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2095         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2096         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2097 }
2098
2099
2100 /*
2101 ====================
2102 CL_TimeRefresh_f
2103
2104 For program optimization
2105 ====================
2106 */
2107 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2108 {
2109         int i;
2110         double timestart, timedelta;
2111
2112         r_refdef.scene.extraupdate = false;
2113
2114         timestart = Sys_DirtyTime();
2115         for (i = 0;i < 128;i++)
2116         {
2117                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2118                 r_refdef.view.quality = 1;
2119                 CL_UpdateScreen();
2120         }
2121         timedelta = Sys_DirtyTime() - timestart;
2122
2123         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2124 }
2125
2126 static void CL_AreaStats_f(cmd_state_t *cmd)
2127 {
2128         World_PrintAreaStats(&cl.world, "client");
2129 }
2130
2131 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2132 {
2133         int i;
2134         cl_locnode_t *loc;
2135         cl_locnode_t *best;
2136         vec3_t nearestpoint;
2137         vec_t dist, bestdist;
2138         best = NULL;
2139         bestdist = 0;
2140         for (loc = cl.locnodes;loc;loc = loc->next)
2141         {
2142                 for (i = 0;i < 3;i++)
2143                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2144                 dist = VectorDistance2(nearestpoint, point);
2145                 if (bestdist > dist || !best)
2146                 {
2147                         bestdist = dist;
2148                         best = loc;
2149                         if (bestdist < 1)
2150                                 break;
2151                 }
2152         }
2153         return best;
2154 }
2155
2156 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2157 {
2158         cl_locnode_t *loc;
2159         loc = CL_Locs_FindNearest(point);
2160         if (loc)
2161                 strlcpy(buffer, loc->name, buffersize);
2162         else
2163                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2164 }
2165
2166 static void CL_Locs_FreeNode(cl_locnode_t *node)
2167 {
2168         cl_locnode_t **pointer, **next;
2169         for (pointer = &cl.locnodes;*pointer;pointer = next)
2170         {
2171                 next = &(*pointer)->next;
2172                 if (*pointer == node)
2173                 {
2174                         *pointer = node->next;
2175                         Mem_Free(node);
2176                         return;
2177                 }
2178         }
2179         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2180 }
2181
2182 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2183 {
2184         cl_locnode_t *node, **pointer;
2185         int namelen;
2186         if (!name)
2187                 name = "";
2188         namelen = (int)strlen(name);
2189         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2190         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2191         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2192         node->name = (char *)(node + 1);
2193         memcpy(node->name, name, namelen);
2194         node->name[namelen] = 0;
2195         // link it into the tail of the list to preserve the order
2196         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2197                 ;
2198         *pointer = node;
2199 }
2200
2201 static void CL_Locs_Add_f(cmd_state_t *cmd)
2202 {
2203         vec3_t mins, maxs;
2204         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2205         {
2206                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2207                 return;
2208         }
2209         mins[0] = atof(Cmd_Argv(cmd, 1));
2210         mins[1] = atof(Cmd_Argv(cmd, 2));
2211         mins[2] = atof(Cmd_Argv(cmd, 3));
2212         if (Cmd_Argc(cmd) == 8)
2213         {
2214                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2215                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2216                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2217                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2218         }
2219         else
2220                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2221 }
2222
2223 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2224 {
2225         cl_locnode_t *loc;
2226         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2227         if (loc)
2228                 CL_Locs_FreeNode(loc);
2229         else
2230                 Con_Printf("no loc point or box found for your location\n");
2231 }
2232
2233 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2234 {
2235         while (cl.locnodes)
2236                 CL_Locs_FreeNode(cl.locnodes);
2237 }
2238
2239 static void CL_Locs_Save_f(cmd_state_t *cmd)
2240 {
2241         cl_locnode_t *loc;
2242         qfile_t *outfile;
2243         char locfilename[MAX_QPATH];
2244         if (!cl.locnodes)
2245         {
2246                 Con_Printf("No loc points/boxes exist!\n");
2247                 return;
2248         }
2249         if (cls.state != ca_connected || !cl.worldmodel)
2250         {
2251                 Con_Printf("No level loaded!\n");
2252                 return;
2253         }
2254         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2255
2256         outfile = FS_OpenRealFile(locfilename, "w", false);
2257         if (!outfile)
2258                 return;
2259         // if any boxes are used then this is a proquake-format loc file, which
2260         // allows comments, so add some relevant information at the start
2261         for (loc = cl.locnodes;loc;loc = loc->next)
2262                 if (!VectorCompare(loc->mins, loc->maxs))
2263                         break;
2264         if (loc)
2265         {
2266                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2267                 for (loc = cl.locnodes;loc;loc = loc->next)
2268                         if (VectorCompare(loc->mins, loc->maxs))
2269                                 break;
2270                 if (loc)
2271                         Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2272         }
2273         for (loc = cl.locnodes;loc;loc = loc->next)
2274         {
2275                 if (VectorCompare(loc->mins, loc->maxs))
2276                 {
2277                         int len;
2278                         const char *s;
2279                         const char *in = loc->name;
2280                         char name[MAX_INPUTLINE];
2281                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2282                         {
2283                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2284                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2285                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2286                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2287                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2288                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2289                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2290                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2291                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2292                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2293                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2294                                 else s = NULL;
2295                                 if (s)
2296                                 {
2297                                         while (len < (int)sizeof(name) - 1 && *s)
2298                                                 name[len++] = *s++;
2299                                         continue;
2300                                 }
2301                                 name[len++] = *in++;
2302                         }
2303                         name[len] = 0;
2304                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2305                 }
2306                 else
2307                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2308         }
2309         FS_Close(outfile);
2310 }
2311
2312 void CL_Locs_Reload_f(cmd_state_t *cmd)
2313 {
2314         int i, linenumber, limit, len;
2315         const char *s;
2316         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2317         fs_offset_t filesize;
2318         vec3_t mins, maxs;
2319         char locfilename[MAX_QPATH];
2320         char name[MAX_INPUTLINE];
2321
2322         if (cls.state != ca_connected || !cl.worldmodel)
2323         {
2324                 Con_Printf("No level loaded!\n");
2325                 return;
2326         }
2327
2328         CL_Locs_Clear_f(cmd);
2329
2330         // try maps/something.loc first (LadyHavoc: where I think they should be)
2331         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2332         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2333         if (!filedata)
2334         {
2335                 // try proquake name as well (LadyHavoc: I hate path mangling)
2336                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2337                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2338                 if (!filedata)
2339                         return;
2340         }
2341         text = filedata;
2342         textend = filedata + filesize;
2343         for (linenumber = 1;text < textend;linenumber++)
2344         {
2345                 linestart = text;
2346                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2347                         ;
2348                 lineend = text;
2349                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2350                         text++;
2351                 if (text < textend)
2352                         text++;
2353                 // trim trailing whitespace
2354                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2355                         lineend--;
2356                 // trim leading whitespace
2357                 while (linestart < lineend && ISWHITESPACE(*linestart))
2358                         linestart++;
2359                 // check if this is a comment
2360                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2361                         continue;
2362                 linetext = linestart;
2363                 limit = 3;
2364                 for (i = 0;i < limit;i++)
2365                 {
2366                         if (linetext >= lineend)
2367                                 break;
2368                         // note: a missing number is interpreted as 0
2369                         if (i < 3)
2370                                 mins[i] = atof(linetext);
2371                         else
2372                                 maxs[i - 3] = atof(linetext);
2373                         // now advance past the number
2374                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2375                                 linetext++;
2376                         // advance through whitespace
2377                         if (linetext < lineend)
2378                         {
2379                                 if (*linetext == ',')
2380                                 {
2381                                         linetext++;
2382                                         limit = 6;
2383                                         // note: comma can be followed by whitespace
2384                                 }
2385                                 if (ISWHITESPACE(*linetext))
2386                                 {
2387                                         // skip whitespace
2388                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2389                                                 linetext++;
2390                                 }
2391                         }
2392                 }
2393                 // if this is a quoted name, remove the quotes
2394                 if (i == 6)
2395                 {
2396                         if (linetext >= lineend || *linetext != '"')
2397                                 continue; // proquake location names are always quoted
2398                         lineend--;
2399                         linetext++;
2400                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2401                         memcpy(name, linetext, len);
2402                         name[len] = 0;
2403                         // add the box to the list
2404                         CL_Locs_AddNode(mins, maxs, name);
2405                 }
2406                 // if a point was parsed, it needs to be scaled down by 8 (since
2407                 // point-based loc files were invented by a proxy which dealt
2408                 // directly with quake protocol coordinates, which are *8), turn
2409                 // it into a box
2410                 else if (i == 3)
2411                 {
2412                         // interpret silly fuhquake macros
2413                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2414                         {
2415                                 if (*linetext == '$')
2416                                 {
2417                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2418                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2419                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2420                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2421                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2422                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2423                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2424                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2425                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2426                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2427                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2428                                         else s = NULL;
2429                                         if (s)
2430                                         {
2431                                                 while (len < (int)sizeof(name) - 1 && *s)
2432                                                         name[len++] = *s++;
2433                                                 continue;
2434                                         }
2435                                 }
2436                                 name[len++] = *linetext++;
2437                         }
2438                         name[len] = 0;
2439                         // add the point to the list
2440                         VectorScale(mins, (1.0 / 8.0), mins);
2441                         CL_Locs_AddNode(mins, mins, name);
2442                 }
2443                 else
2444                         continue;
2445         }
2446 }
2447
2448 entity_t cl_meshentities[NUM_MESHENTITIES];
2449 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2450 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2451 {
2452         "MESH_SCENE",
2453         "MESH_UI",
2454 };
2455
2456 static void CL_MeshEntities_Restart(void)
2457 {
2458         int i;
2459         entity_t *ent;
2460         for (i = 0; i < NUM_MESHENTITIES; i++)
2461         {
2462                 ent = cl_meshentities + i;
2463                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2464         }
2465 }
2466
2467 static void CL_MeshEntities_Init(void)
2468 {
2469         int i;
2470         entity_t *ent;
2471         for (i = 0; i < NUM_MESHENTITIES; i++)
2472         {
2473                 ent = cl_meshentities + i;
2474                 ent->state_current.active = true;
2475                 ent->render.model = cl_meshentitymodels + i;
2476                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2477                 ent->render.alpha = 1;
2478                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2479                 ent->render.framegroupblend[0].lerp = 1;
2480                 ent->render.frameblend[0].lerp = 1;
2481                 VectorSet(ent->render.colormod, 1, 1, 1);
2482                 VectorSet(ent->render.glowmod, 1, 1, 1);
2483                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2484                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2485                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2486                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2487                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2488                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2489                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2490                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2491                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2492                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2493                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2494                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2495                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2496                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2497
2498                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2499                 CL_UpdateRenderEntity(&ent->render);
2500         }
2501         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2502         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2503 }
2504
2505 void CL_MeshEntities_Scene_Clear(void)
2506 {
2507         Mod_Mesh_Reset(CL_Mesh_Scene());
2508 }
2509
2510 void CL_MeshEntities_Scene_AddRenderEntity(void)
2511 {
2512         entity_t* ent = &cl_meshentities[MESH_SCENE];
2513         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2514 }
2515
2516 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2517 {
2518         entity_t *ent = &cl_meshentities[MESH_SCENE];
2519         Mod_Mesh_Finalize(ent->render.model);
2520         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2521         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2522 }
2523
2524 static void CL_MeshEntities_Shutdown(void)
2525 {
2526 }
2527
2528 extern cvar_t r_overheadsprites_pushback;
2529 extern cvar_t r_fullbright_directed_pitch_relative;
2530 extern cvar_t r_fullbright_directed_pitch;
2531 extern cvar_t r_fullbright_directed_ambient;
2532 extern cvar_t r_fullbright_directed_diffuse;
2533 extern cvar_t r_fullbright_directed;
2534 extern cvar_t r_hdr_glowintensity;
2535
2536 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2537 {
2538         vec3_t angles;
2539
2540         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2541         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2542
2543         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2544         // same for all stereo views, and to better handle pitches outside
2545         // [-90, 90] (in_pitch_* cvars allow that).
2546         VectorCopy(cl.viewangles, angles);
2547         if (r_fullbright_directed_pitch_relative.integer) {
2548                 angles[PITCH] += r_fullbright_directed_pitch.value;
2549         }
2550         else {
2551                 angles[PITCH] = r_fullbright_directed_pitch.value;
2552         }
2553         AngleVectors(angles, worldspacenormal, NULL, NULL);
2554         VectorNegate(worldspacenormal, worldspacenormal);
2555 }
2556
2557 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2558 {
2559         float shadingorigin[3], a[3], c[3], dir[3];
2560         int q;
2561
2562         for (q = 0; q < 3; q++)
2563                 a[q] = c[q] = dir[q] = 0;
2564
2565         ent->render_lightgrid = false;
2566         ent->render_modellight_forced = false;
2567         ent->render_rtlight_disabled = false;
2568
2569         // pick an appropriate value for render_modellight_origin - if this is an
2570         // attachment we want to use the parent's render_modellight_origin so that
2571         // shading is the same (also important for r_shadows to cast shadows in the
2572         // same direction)
2573         if (VectorLength2(ent->custommodellight_origin))
2574         {
2575                 // CSQC entities always provide this (via CL_GetTagMatrix)
2576                 for (q = 0; q < 3; q++)
2577                         shadingorigin[q] = ent->custommodellight_origin[q];
2578         }
2579         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2580         {
2581                 // network entity - follow attachment chain back to a root entity,
2582                 int entnum = ent->entitynumber, recursion;
2583                 for (recursion = 32; recursion > 0; --recursion)
2584                 {
2585                         int parentnum = cl.entities[entnum].state_current.tagentity;
2586                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2587                                 break;
2588                         entnum = parentnum;
2589                 }
2590                 // grab the root entity's origin
2591                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2592         }
2593         else
2594         {
2595                 // not a CSQC entity (which sets custommodellight_origin), not a network
2596                 // entity - so it's probably not attached to anything
2597                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2598         }
2599
2600         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2601         {
2602                 // intentionally EF_FULLBRIGHT entity
2603                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2604                 // CSQC can still provide its own customized modellight values
2605                 ent->render_rtlight_disabled = true;
2606                 ent->render_modellight_forced = true;
2607                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2608                 {
2609                         // custom colors provided by CSQC
2610                         for (q = 0; q < 3; q++)
2611                         {
2612                                 a[q] = ent->custommodellight_ambient[q];
2613                                 c[q] = ent->custommodellight_diffuse[q];
2614                                 dir[q] = ent->custommodellight_lightdir[q];
2615                         }
2616                 }
2617                 else if (r_fullbright_directed.integer)
2618                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2619                 else
2620                         for (q = 0; q < 3; q++)
2621                                 a[q] = 1;
2622         }
2623         else
2624         {
2625                 // fetch the lighting from the worldmodel data
2626
2627                 // CSQC can provide its own customized modellight values
2628                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2629                 {
2630                         ent->render_modellight_forced = true;
2631                         for (q = 0; q < 3; q++)
2632                         {
2633                                 a[q] = ent->custommodellight_ambient[q];
2634                                 c[q] = ent->custommodellight_diffuse[q];
2635                                 dir[q] = ent->custommodellight_lightdir[q];
2636                         }
2637                 }
2638                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2639                 {
2640                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2641                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2642                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2643                         ent->render_modellight_forced = true;
2644                         ent->render_rtlight_disabled = true;
2645                 }
2646                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2647                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2648                 {
2649                         ent->render_lightgrid = true;
2650                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2651                 }
2652                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2653                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2654                 else if (r_fullbright_directed.integer)
2655                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2656                 else
2657                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2658         }
2659
2660         for (q = 0; q < 3; q++)
2661         {
2662                 ent->render_fullbright[q] = ent->colormod[q];
2663                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2664                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2665                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2666                 ent->render_modellight_specular[q] = c[q];
2667                 ent->render_modellight_lightdir[q] = dir[q];
2668                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2669                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2670                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2671                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2672                 ent->render_rtlight_specular[q] = 1;
2673         }
2674
2675         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2676         if (ent->render_modellight_forced)
2677                 for (q = 0; q < 3; q++)
2678                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2679         if (ent->render_rtlight_disabled)
2680                 for (q = 0; q < 3; q++)
2681                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2682
2683         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2684                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2685         VectorNormalize(ent->render_modellight_lightdir);
2686 }
2687
2688
2689 void CL_UpdateEntityShading(void)
2690 {
2691         int i;
2692         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2693         for (i = 0; i < r_refdef.scene.numentities; i++)
2694                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2695 }
2696
2697 /*
2698 ===========
2699 CL_Shutdown
2700 ===========
2701 */
2702 void CL_Shutdown (void)
2703 {
2704         CL_Screen_Shutdown();
2705         CL_Particles_Shutdown();
2706         CL_Parse_Shutdown();
2707         CL_MeshEntities_Shutdown();
2708
2709         Mem_FreePool (&cls.permanentmempool);
2710         Mem_FreePool (&cls.levelmempool);
2711 }
2712
2713 /*
2714 =================
2715 CL_Init
2716 =================
2717 */
2718 void CL_Init (void)
2719 {
2720         if (cls.state == ca_dedicated)
2721         {
2722                 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2723         }
2724         else
2725         {
2726                 Con_DPrintf("Initializing client\n");
2727
2728                 R_Modules_Init();
2729                 Palette_Init();
2730 #ifdef CONFIG_MENU
2731                 MR_Init_Commands();
2732 #endif
2733                 VID_Shared_Init();
2734                 VID_Init();
2735                 Render_Init();
2736                 S_Init();
2737                 CDAudio_Init();
2738                 Key_Init();
2739
2740
2741                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2742                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2743
2744                 memset(&r_refdef, 0, sizeof(r_refdef));
2745                 // max entities sent to renderer per frame
2746                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2747                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2748
2749                 // max temp entities
2750                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2751                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2752
2753                 CL_InitInput ();
2754
2755         //
2756         // register our commands
2757         //
2758                 Cvar_RegisterVariable (&cl_upspeed);
2759                 Cvar_RegisterVariable (&cl_forwardspeed);
2760                 Cvar_RegisterVariable (&cl_backspeed);
2761                 Cvar_RegisterVariable (&cl_sidespeed);
2762                 Cvar_RegisterVariable (&cl_movespeedkey);
2763                 Cvar_RegisterVariable (&cl_yawspeed);
2764                 Cvar_RegisterVariable (&cl_pitchspeed);
2765                 Cvar_RegisterVariable (&cl_anglespeedkey);
2766                 Cvar_RegisterVariable (&cl_shownet);
2767                 Cvar_RegisterVariable (&cl_nolerp);
2768                 Cvar_RegisterVariable (&cl_lerpexcess);
2769                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2770                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2771                 Cvar_RegisterVariable (&cl_deathfade);
2772                 Cvar_RegisterVariable (&lookspring);
2773                 Cvar_RegisterVariable (&lookstrafe);
2774                 Cvar_RegisterVariable (&sensitivity);
2775                 Cvar_RegisterVariable (&freelook);
2776
2777                 Cvar_RegisterVariable (&m_pitch);
2778                 Cvar_RegisterVariable (&m_yaw);
2779                 Cvar_RegisterVariable (&m_forward);
2780                 Cvar_RegisterVariable (&m_side);
2781
2782                 Cvar_RegisterVariable (&cl_itembobspeed);
2783                 Cvar_RegisterVariable (&cl_itembobheight);
2784
2785                 CL_Demo_Init();
2786
2787                 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2788                 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2789                 Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2790                 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2791
2792                 // Support Client-side Model Index List
2793                 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2794                 // Support Client-side Sound Index List
2795                 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2796
2797                 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2798                 Cmd_AddCommand(CMD_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2799
2800                 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2801
2802                 Cvar_RegisterVariable(&r_draweffects);
2803                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2804                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2805                 Cvar_RegisterVariable(&cl_explosions_size_start);
2806                 Cvar_RegisterVariable(&cl_explosions_size_end);
2807                 Cvar_RegisterVariable(&cl_explosions_lifetime);
2808                 Cvar_RegisterVariable(&cl_stainmaps);
2809                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2810                 Cvar_RegisterVariable(&cl_beams_polygons);
2811                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2812                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2813                 Cvar_RegisterVariable(&cl_beams_lightatend);
2814                 Cvar_RegisterVariable(&cl_noplayershadow);
2815                 Cvar_RegisterVariable(&cl_dlights_decayradius);
2816                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2817
2818                 Cvar_RegisterVariable(&cl_prydoncursor);
2819                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2820
2821                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2822
2823                 // for QW connections
2824                 Cvar_RegisterVariable(&qport);
2825                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2826
2827                 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2828
2829                 Cvar_RegisterVariable(&cl_locs_enable);
2830                 Cvar_RegisterVariable(&cl_locs_show);
2831                 Cmd_AddCommand(CMD_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2832                 Cmd_AddCommand(CMD_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2833                 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2834                 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2835                 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2836
2837                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2838
2839                 CL_Parse_Init();
2840                 CL_Particles_Init();
2841                 CL_Screen_Init();
2842                 CL_MeshEntities_Init();
2843
2844                 CL_Video_Init();
2845
2846                 #ifdef CONFIG_MENU
2847                 Cbuf_InsertText(&cmd_client,"menu_start\n");
2848                 #endif
2849         }
2850 }