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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
76
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
78
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
81
82 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
83
84 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
85
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
87
88 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90
91 extern cvar_t r_equalize_entities_fullbright;
92
93 client_static_t cls;
94 client_state_t  cl;
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_VM_ShutDown (void);
103 void CL_ClearState(void)
104 {
105         int i;
106         entity_t *ent;
107
108         CL_VM_ShutDown();
109
110 // wipe the entire cl structure
111         Mem_EmptyPool(cls.levelmempool);
112         memset (&cl, 0, sizeof(cl));
113
114         S_StopAllSounds();
115
116         // reset the view zoom interpolation
117         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
118         cl.sensitivityscale = 1.0f;
119
120         // enable rendering of the world and such
121         cl.csqc_vidvars.drawworld = true;
122         cl.csqc_vidvars.drawenginesbar = true;
123         cl.csqc_vidvars.drawcrosshair = true;
124
125         // set up the float version of the stats array for easier access to float stats
126         cl.statsf = (float *)cl.stats;
127
128         cl.num_entities = 0;
129         cl.num_static_entities = 0;
130         cl.num_brushmodel_entities = 0;
131
132         // tweak these if the game runs out
133         cl.max_entities = 256;
134         cl.max_static_entities = 256;
135         cl.max_effects = 256;
136         cl.max_beams = 256;
137         cl.max_dlights = MAX_DLIGHTS;
138         cl.max_lightstyle = MAX_LIGHTSTYLES;
139         cl.max_brushmodel_entities = MAX_EDICTS;
140         cl.max_particles = 8192; // grows dynamically
141         cl.max_decals = 2048; // grows dynamically
142         cl.max_showlmps = 0;
143
144         cl.num_dlights = 0;
145         cl.num_effects = 0;
146         cl.num_beams = 0;
147
148         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
149         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
150         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
151         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
152         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
153         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
154         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
155         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
156         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
157         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158         cl.showlmps = NULL;
159
160         // LordHavoc: have to set up the baseline info for alpha and other stuff
161         for (i = 0;i < cl.max_entities;i++)
162         {
163                 cl.entities[i].state_baseline = defaultstate;
164                 cl.entities[i].state_previous = defaultstate;
165                 cl.entities[i].state_current = defaultstate;
166         }
167
168         if (gamemode == GAME_NEXUIZ)
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
174         }
175         else
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181         }
182
183         // disable until we get textures for it
184         R_ResetSkyBox();
185
186         ent = &cl.entities[0];
187         // entire entity array was cleared, so just fill in a few fields
188         ent->state_current.active = true;
189         ent->render.model = cl.worldmodel = NULL; // no world model yet
190         ent->render.alpha = 1;
191         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193         ent->render.allowdecals = true;
194         CL_UpdateRenderEntity(&ent->render);
195
196         // noclip is turned off at start
197         noclip_anglehack = false;
198
199         // mark all frames invalid for delta
200         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
201
202         // set bestweapon data back to Quake data
203         IN_BestWeapon_ResetData();
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         int i;
211         qboolean fail = false;
212         if (!allowstarkey && key[0] == '*')
213                 fail = true;
214         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
215                 fail = true;
216         for (i = 0;key[i];i++)
217                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
218                         fail = true;
219         for (i = 0;value[i];i++)
220                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
221                         fail = true;
222         if (fail)
223         {
224                 if (!quiet)
225                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
226                 return;
227         }
228         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
229         if (cls.state == ca_connected && cls.netcon)
230         {
231                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
232                 {
233                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
235                 }
236                 else if (!strcasecmp(key, "name"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "playermodel"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playerskin"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "topcolor"))
252                 {
253                         // don't send anything, the combined color code will be updated manually
254                 }
255                 else if (!strcasecmp(key, "bottomcolor"))
256                 {
257                         // don't send anything, the combined color code will be updated manually
258                 }
259                 else if (!strcasecmp(key, "rate"))
260                 {
261                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
262                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
263                 }
264         }
265 }
266
267 void CL_ExpandEntities(int num)
268 {
269         int i, oldmaxentities;
270         entity_t *oldentities;
271         if (num >= cl.max_entities)
272         {
273                 if (!cl.entities)
274                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
275                 if (num >= MAX_EDICTS)
276                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
277                 oldmaxentities = cl.max_entities;
278                 oldentities = cl.entities;
279                 cl.max_entities = (num & ~255) + 256;
280                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
281                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
282                 Mem_Free(oldentities);
283                 for (i = oldmaxentities;i < cl.max_entities;i++)
284                 {
285                         cl.entities[i].state_baseline = defaultstate;
286                         cl.entities[i].state_previous = defaultstate;
287                         cl.entities[i].state_current = defaultstate;
288                 }
289         }
290 }
291
292 /*
293 =====================
294 CL_Disconnect
295
296 Sends a disconnect message to the server
297 This is also called on Host_Error, so it shouldn't cause any errors
298 =====================
299 */
300 void CL_Disconnect(void)
301 {
302         if (cls.state == ca_dedicated)
303                 return;
304
305         if (COM_CheckParm("-profilegameonly"))
306                 Sys_AllowProfiling(false);
307
308         Curl_Clear_forthismap();
309
310         Con_DPrintf("CL_Disconnect\n");
311
312     Cvar_SetValueQuick(&csqc_progcrc, -1);
313         Cvar_SetValueQuick(&csqc_progsize, -1);
314         CL_VM_ShutDown();
315 // stop sounds (especially looping!)
316         S_StopAllSounds ();
317
318         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
319
320         // clear contents blends
321         cl.cshifts[0].percent = 0;
322         cl.cshifts[1].percent = 0;
323         cl.cshifts[2].percent = 0;
324         cl.cshifts[3].percent = 0;
325
326         cl.worldmodel = NULL;
327
328         CL_Parse_ErrorCleanUp();
329
330         if (cls.demoplayback)
331                 CL_StopPlayback();
332         else if (cls.netcon)
333         {
334                 sizebuf_t buf;
335                 unsigned char bufdata[8];
336                 if (cls.demorecording)
337                         CL_Stop_f();
338
339                 // send disconnect message 3 times to improve chances of server
340                 // receiving it (but it still fails sometimes)
341                 memset(&buf, 0, sizeof(buf));
342                 buf.data = bufdata;
343                 buf.maxsize = sizeof(bufdata);
344                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
345                 {
346                         Con_DPrint("Sending drop command\n");
347                         MSG_WriteByte(&buf, qw_clc_stringcmd);
348                         MSG_WriteString(&buf, "drop");
349                 }
350                 else
351                 {
352                         Con_DPrint("Sending clc_disconnect\n");
353                         MSG_WriteByte(&buf, clc_disconnect);
354                 }
355                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
358                 NetConn_Close(cls.netcon);
359                 cls.netcon = NULL;
360         }
361         cls.state = ca_disconnected;
362
363         cls.demoplayback = cls.timedemo = false;
364         cls.signon = 0;
365 }
366
367 void CL_Disconnect_f(void)
368 {
369         CL_Disconnect ();
370         if (sv.active)
371                 Host_ShutdownServer ();
372 }
373
374
375
376
377 /*
378 =====================
379 CL_EstablishConnection
380
381 Host should be either "local" or a net address
382 =====================
383 */
384 void CL_EstablishConnection(const char *host)
385 {
386         if (cls.state == ca_dedicated)
387                 return;
388
389         // clear menu's connect error message
390         M_Update_Return_Reason("");
391         cls.demonum = -1;
392
393         // stop demo loop in case this fails
394         if (cls.demoplayback)
395                 CL_StopPlayback();
396
397         // if downloads are running, cancel their finishing action
398         Curl_Clear_forthismap();
399
400         // make sure the client ports are open before attempting to connect
401         NetConn_UpdateSockets();
402
403         // run a network frame
404         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405
406         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
407         {
408                 cls.connect_trying = true;
409                 cls.connect_remainingtries = 3;
410                 cls.connect_nextsendtime = 0;
411                 M_Update_Return_Reason("Trying to connect...");
412                 // run several network frames to jump into the game quickly
413                 //if (sv.active)
414                 //{
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419                 //}
420         }
421         else
422         {
423                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
424                 M_Update_Return_Reason("No network");
425         }
426 }
427
428 /*
429 ==============
430 CL_PrintEntities_f
431 ==============
432 */
433 static void CL_PrintEntities_f(void)
434 {
435         entity_t *ent;
436         int i;
437
438         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
439         {
440                 const char* modelname;
441
442                 if (!ent->state_current.active)
443                         continue;
444
445                 if (ent->render.model)
446                         modelname = ent->render.model->name;
447                 else
448                         modelname = "--no model--";
449                 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);
450         }
451 }
452
453 /*
454 ===============
455 CL_ModelIndexList_f
456
457 List information on all models in the client modelindex
458 ===============
459 */
460 static void CL_ModelIndexList_f(void)
461 {
462         int i = 1;
463
464         // Print Header
465         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
466
467         while(cl.model_precache[i] && i != MAX_MODELS)
468         { // Valid Model
469                 if(cl.model_precache[i]->loaded || i == 1)
470                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
471                 else
472                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
473                 i++;
474         }
475 }
476
477 /*
478 ===============
479 CL_SoundIndexList_f
480
481 List all sounds in the client soundindex
482 ===============
483 */
484 static void CL_SoundIndexList_f(void)
485 {
486         int i = 1;
487
488         while(cl.sound_precache[i] && i != MAX_SOUNDS)
489         { // Valid Sound
490                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
491                 i++;
492         }
493 }
494
495 /*
496 ===============
497 CL_UpdateRenderEntity
498
499 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
500 ===============
501 */
502 void CL_UpdateRenderEntity(entity_render_t *ent)
503 {
504         vec3_t org;
505         vec_t scale;
506         dp_model_t *model = ent->model;
507         // update the inverse matrix for the renderer
508         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
509         // update the animation blend state
510         R_LerpAnimation(ent);
511         // we need the matrix origin to center the box
512         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
513         // update entity->render.scale because the renderer needs it
514         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
515         if (model)
516         {
517                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
518 #ifdef MATRIX4x4_OPENGLORIENTATION
519                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
520 #else
521                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
522 #endif
523                 {
524                         // pitch or roll
525                         VectorMA(org, scale, model->rotatedmins, ent->mins);
526                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
527                 }
528 #ifdef MATRIX4x4_OPENGLORIENTATION
529                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
530 #else
531                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
532 #endif
533                 {
534                         // yaw
535                         VectorMA(org, scale, model->yawmins, ent->mins);
536                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
537                 }
538                 else
539                 {
540                         VectorMA(org, scale, model->normalmins, ent->mins);
541                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
542                 }
543         }
544         else
545         {
546                 ent->mins[0] = org[0] - 16;
547                 ent->mins[1] = org[1] - 16;
548                 ent->mins[2] = org[2] - 16;
549                 ent->maxs[0] = org[0] + 16;
550                 ent->maxs[1] = org[1] + 16;
551                 ent->maxs[2] = org[2] + 16;
552         }
553 }
554
555 /*
556 ===============
557 CL_LerpPoint
558
559 Determines the fraction between the last two messages that the objects
560 should be put at.
561 ===============
562 */
563 static float CL_LerpPoint(void)
564 {
565         float f;
566
567         if (cl_nettimesyncboundmode.integer == 1)
568                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
569
570         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
571         if (cl.mtime[0] <= cl.mtime[1])
572         {
573                 cl.time = cl.mtime[0];
574                 return 1;
575         }
576
577         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
578         return bound(0, f, 1);
579 }
580
581 void CL_ClearTempEntities (void)
582 {
583         r_refdef.scene.numtempentities = 0;
584 }
585
586 entity_render_t *CL_NewTempEntity(double shadertime)
587 {
588         entity_render_t *render;
589
590         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
591                 return NULL;
592         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
593                 return NULL;
594         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
595         memset (render, 0, sizeof(*render));
596         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
597
598         render->shadertime = shadertime;
599         render->alpha = 1;
600         VectorSet(render->colormod, 1, 1, 1);
601         VectorSet(render->glowmod, 1, 1, 1);
602         return render;
603 }
604
605 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
606 {
607         int i;
608         cl_effect_t *e;
609         if (!modelindex) // sanity check
610                 return;
611         if (framerate < 1)
612         {
613                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
614                 return;
615         }
616         if (framecount < 1)
617         {
618                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
619                 return;
620         }
621         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
622         {
623                 if (e->active)
624                         continue;
625                 e->active = true;
626                 VectorCopy(org, e->origin);
627                 e->modelindex = modelindex;
628                 e->starttime = cl.time;
629                 e->startframe = startframe;
630                 e->endframe = startframe + framecount;
631                 e->framerate = framerate;
632
633                 e->frame = 0;
634                 e->frame1time = cl.time;
635                 e->frame2time = cl.time;
636                 cl.num_effects = max(cl.num_effects, i + 1);
637                 break;
638         }
639 }
640
641 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
642 {
643         int i;
644         dlight_t *dl;
645
646 // then look for anything else
647         dl = cl.dlights;
648         for (i = 0;i < cl.max_dlights;i++, dl++)
649                 if (!dl->radius)
650                         break;
651
652         // unable to find one
653         if (i == cl.max_dlights)
654                 return;
655
656         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
657         memset (dl, 0, sizeof(*dl));
658         cl.num_dlights = max(cl.num_dlights, i + 1);
659         Matrix4x4_Normalize(&dl->matrix, matrix);
660         dl->ent = ent;
661         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
662         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
663         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
664         dl->radius = radius;
665         dl->color[0] = red;
666         dl->color[1] = green;
667         dl->color[2] = blue;
668         dl->initialradius = radius;
669         dl->initialcolor[0] = red;
670         dl->initialcolor[1] = green;
671         dl->initialcolor[2] = blue;
672         dl->decay = decay / radius; // changed decay to be a percentage decrease
673         dl->intensity = 1; // this is what gets decayed
674         if (lifetime)
675                 dl->die = cl.time + lifetime;
676         else
677                 dl->die = 0;
678         if (cubemapnum > 0)
679                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
680         else
681                 dl->cubemapname[0] = 0;
682         dl->style = style;
683         dl->shadow = shadowenable;
684         dl->corona = corona;
685         dl->flags = flags;
686         dl->coronasizescale = coronasizescale;
687         dl->ambientscale = ambientscale;
688         dl->diffusescale = diffusescale;
689         dl->specularscale = specularscale;
690 }
691
692 void CL_DecayLightFlashes(void)
693 {
694         int i, oldmax;
695         dlight_t *dl;
696         float time;
697
698         time = bound(0, cl.time - cl.oldtime, 0.1);
699         oldmax = cl.num_dlights;
700         cl.num_dlights = 0;
701         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
702         {
703                 if (dl->radius)
704                 {
705                         dl->intensity -= time * dl->decay;
706                         if (cl.time < dl->die && dl->intensity > 0)
707                         {
708                                 if (cl_dlights_decayradius.integer)
709                                         dl->radius = dl->initialradius * dl->intensity;
710                                 else
711                                         dl->radius = dl->initialradius;
712                                 if (cl_dlights_decaybrightness.integer)
713                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
714                                 else
715                                         VectorCopy(dl->initialcolor, dl->color);
716                                 cl.num_dlights = i + 1;
717                         }
718                         else
719                                 dl->radius = 0;
720                 }
721         }
722 }
723
724 // called before entity relinking
725 void CL_RelinkLightFlashes(void)
726 {
727         int i, j, k, l;
728         dlight_t *dl;
729         float frac, f;
730         matrix4x4_t tempmatrix;
731
732         if (r_dynamic.integer)
733         {
734                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
735                 {
736                         if (dl->radius)
737                         {
738                                 tempmatrix = dl->matrix;
739                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
740                                 // we need the corona fading to be persistent
741                                 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);
742                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
743                         }
744                 }
745         }
746
747         if (!cl.lightstyle)
748         {
749                 for (j = 0;j < cl.max_lightstyle;j++)
750                 {
751                         r_refdef.scene.rtlightstylevalue[j] = 1;
752                         r_refdef.scene.lightstylevalue[j] = 256;
753                 }
754                 return;
755         }
756
757 // light animations
758 // 'm' is normal light, 'a' is no light, 'z' is double bright
759         f = cl.time * 10;
760         i = (int)floor(f);
761         frac = f - i;
762         for (j = 0;j < cl.max_lightstyle;j++)
763         {
764                 if (!cl.lightstyle[j].length)
765                 {
766                         r_refdef.scene.rtlightstylevalue[j] = 1;
767                         r_refdef.scene.lightstylevalue[j] = 256;
768                         continue;
769                 }
770                 // static lightstyle "=value"
771                 if (cl.lightstyle[j].map[0] == '=')
772                 {
773                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
774                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
775                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
776                         continue;
777                 }
778                 k = i % cl.lightstyle[j].length;
779                 l = (i-1) % cl.lightstyle[j].length;
780                 k = cl.lightstyle[j].map[k] - 'a';
781                 l = cl.lightstyle[j].map[l] - 'a';
782                 // rtlightstylevalue is always interpolated because it has no bad
783                 // consequences for performance
784                 // lightstylevalue is subject to a cvar for performance reasons;
785                 // skipping lightmap updates on most rendered frames substantially
786                 // improves framerates (but makes light fades look bad)
787                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
788                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
789         }
790 }
791
792 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
793 {
794         int frame = player->render.framegroupblend[0].frame;
795         float f;
796         entity_render_t *flagrender;
797         matrix4x4_t flagmatrix;
798
799         // this code taken from QuakeWorld
800         f = 14;
801         if (frame >= 29 && frame <= 40)
802         {
803                 if (frame >= 29 && frame <= 34)
804                 { //axpain
805                         if      (frame == 29) f = f + 2;
806                         else if (frame == 30) f = f + 8;
807                         else if (frame == 31) f = f + 12;
808                         else if (frame == 32) f = f + 11;
809                         else if (frame == 33) f = f + 10;
810                         else if (frame == 34) f = f + 4;
811                 }
812                 else if (frame >= 35 && frame <= 40)
813                 { // pain
814                         if      (frame == 35) f = f + 2;
815                         else if (frame == 36) f = f + 10;
816                         else if (frame == 37) f = f + 10;
817                         else if (frame == 38) f = f + 8;
818                         else if (frame == 39) f = f + 4;
819                         else if (frame == 40) f = f + 2;
820                 }
821         }
822         else if (frame >= 103 && frame <= 118)
823         {
824                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
825                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
826                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
827                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
828         }
829         // end of code taken from QuakeWorld
830
831         flagrender = CL_NewTempEntity(player->render.shadertime);
832         if (!flagrender)
833                 return;
834
835         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
836         flagrender->skinnum = skin;
837         flagrender->alpha = 1;
838         VectorSet(flagrender->colormod, 1, 1, 1);
839         VectorSet(flagrender->glowmod, 1, 1, 1);
840         // attach the flag to the player matrix
841         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
842         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
843         CL_UpdateRenderEntity(flagrender);
844 }
845
846 matrix4x4_t viewmodelmatrix;
847
848 static const vec3_t muzzleflashorigin = {18, 0, 0};
849
850 extern void V_DriftPitch(void);
851 extern void V_FadeViewFlashs(void);
852 extern void V_CalcViewBlend(void);
853 extern void V_CalcRefdef(void);
854
855 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
856 {
857         const unsigned char *cbcolor;
858         if (colormap >= 0)
859         {
860                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
861                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
862                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
863                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
864         }
865         else
866         {
867                 VectorClear(ent->colormap_pantscolor);
868                 VectorClear(ent->colormap_shirtcolor);
869         }
870 }
871
872 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
873 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
874 {
875         const matrix4x4_t *matrix;
876         matrix4x4_t blendmatrix, tempmatrix, matrix2;
877         int frame;
878         float origin[3], angles[3], lerp;
879         entity_t *t;
880         //entity_persistent_t *p = &e->persistent;
881         //entity_render_t *r = &e->render;
882         // skip inactive entities and world
883         if (!e->state_current.active || e == cl.entities)
884                 return;
885         if (recursionlimit < 1)
886                 return;
887         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
888         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
889         e->render.flags = e->state_current.flags;
890         e->render.effects = e->state_current.effects;
891         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
892         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
893         if(e >= cl.entities && e < cl.entities + cl.num_entities)
894                 e->render.entitynumber = e - cl.entities;
895         else
896                 e->render.entitynumber = 0;
897         if (e->state_current.flags & RENDER_COLORMAPPED)
898                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
899         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
900                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
901         else
902                 CL_SetEntityColormapColors(&e->render, -1);
903         e->render.skinnum = e->state_current.skin;
904         if (e->state_current.tagentity)
905         {
906                 // attached entity (gun held in player model's hand, etc)
907                 // if the tag entity is currently impossible, skip it
908                 if (e->state_current.tagentity >= cl.num_entities)
909                         return;
910                 t = cl.entities + e->state_current.tagentity;
911                 // if the tag entity is inactive, skip it
912                 if (!t->state_current.active)
913                         return;
914                 // update the parent first
915                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
916                 // make relative to the entity
917                 matrix = &t->render.matrix;
918                 // some properties of the tag entity carry over
919                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
920                 // if a valid tagindex is used, make it relative to that tag instead
921                 // FIXME: use a model function to get tag info (need to handle skeletal)
922                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && e->render.model)
923                 {
924                         if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
925                         {
926                                 // concat the tag matrices onto the entity matrix
927                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
928                                 // use the constructed tag matrix
929                                 matrix = &tempmatrix;
930                         }
931                 }
932         }
933         else if (e->render.flags & RENDER_VIEWMODEL)
934         {
935                 // view-relative entity (guns and such)
936                 if (e->render.effects & EF_NOGUNBOB)
937                         matrix = &r_refdef.view.matrix; // really attached to view
938                 else
939                         matrix = &viewmodelmatrix; // attached to gun bob matrix
940         }
941         else
942         {
943                 // world-relative entity (the normal kind)
944                 matrix = &identitymatrix;
945         }
946
947         // movement lerp
948         // if it's the predicted player entity, update according to client movement
949         // but don't lerp if going through a teleporter as it causes a bad lerp
950         // also don't use the predicted location if fixangle was set on both of
951         // the most recent server messages, as that cause means you are spectating
952         // someone or watching a cutscene of some sort
953         if (cl_nolerp.integer || cls.timedemo)
954                 interpolate = false;
955         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
956         {
957                 VectorCopy(cl.movement_origin, origin);
958                 VectorSet(angles, 0, cl.viewangles[1], 0);
959         }
960         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
961         {
962                 // interpolate the origin and angles
963                 lerp = max(0, lerp);
964                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
965 #if 0
966                 // this fails at the singularity of euler angles
967                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
968                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
969                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
970                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
971                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
972 #else
973                 {
974                         vec3_t f0, u0, f1, u1;
975                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
976                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
977                         VectorMAM(1-lerp, f0, lerp, f1, f0);
978                         VectorMAM(1-lerp, u0, lerp, u1, u0);
979                         AnglesFromVectors(angles, f0, u0, false);
980                 }
981 #endif
982         }
983         else
984         {
985                 // no interpolation
986                 VectorCopy(e->persistent.neworigin, origin);
987                 VectorCopy(e->persistent.newangles, angles);
988         }
989
990         // model setup and some modelflags
991         frame = e->state_current.frame;
992         if (e->state_current.modelindex < MAX_MODELS)
993                 e->render.model = cl.model_precache[e->state_current.modelindex];
994         else
995                 e->render.model = NULL;
996         if (e->render.model)
997         {
998                 if (e->render.skinnum >= e->render.model->numskins)
999                         e->render.skinnum = 0;
1000                 if (frame >= e->render.model->numframes)
1001                         frame = 0;
1002                 // models can set flags such as EF_ROCKET
1003                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1004                 if (!(e->render.effects & 0xFF800000))
1005                         e->render.effects |= e->render.model->effects;
1006                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1007                 if (e->render.model->type == mod_alias)
1008                         angles[0] = -angles[0];
1009                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1010                 {
1011                         VectorScale(e->render.colormod, 2, e->render.colormod);
1012                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1013                 }
1014         }
1015         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1016         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1017                 angles[0] = -angles[0];
1018                 // NOTE: this must be synced to SV_GetPitchSign!
1019
1020         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1021         {
1022                 angles[1] = ANGLEMOD(100*cl.time);
1023                 if (cl_itembobheight.value)
1024                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1025         }
1026
1027         // animation lerp
1028         if (e->render.framegroupblend[0].frame == frame)
1029         {
1030                 // update frame lerp fraction
1031                 e->render.framegroupblend[0].lerp = 1;
1032                 e->render.framegroupblend[1].lerp = 0;
1033                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1034                 {
1035                         // make sure frame lerp won't last longer than 100ms
1036                         // (this mainly helps with models that use framegroups and
1037                         // switch between them infrequently)
1038                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1039                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1040                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1041                 }
1042         }
1043         else
1044         {
1045                 // begin a new frame lerp
1046                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1047                 e->render.framegroupblend[1].lerp = 1;
1048                 e->render.framegroupblend[0].frame = frame;
1049                 e->render.framegroupblend[0].start = cl.time;
1050                 e->render.framegroupblend[0].lerp = 0;
1051         }
1052
1053         // set up the render matrix
1054         if (matrix)
1055         {
1056                 // attached entity, this requires a matrix multiply (concat)
1057                 // FIXME: e->render.scale should go away
1058                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1059                 // concat the matrices to make the entity relative to its tag
1060                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1061                 // get the origin from the new matrix
1062                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1063         }
1064         else
1065         {
1066                 // unattached entities are faster to process
1067                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1068         }
1069
1070         // tenebrae's sprites are all additive mode (weird)
1071         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1072                 e->render.flags |= RENDER_ADDITIVE;
1073         // player model is only shown with chase_active on
1074         if (e->state_current.number == cl.viewentity)
1075                 e->render.flags |= RENDER_EXTERIORMODEL;
1076         // either fullbright or lit
1077         if(!r_fullbright.integer)
1078         {
1079                 if (!(e->render.effects & EF_FULLBRIGHT))
1080                         e->render.flags |= RENDER_LIGHT;
1081                 else if(r_equalize_entities_fullbright.integer)
1082                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1083         }
1084         // hide player shadow during intermission or nehahra movie
1085         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1086          && (e->render.alpha >= 1)
1087          && !(e->render.flags & RENDER_VIEWMODEL)
1088          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1089                 e->render.flags |= RENDER_SHADOW;
1090         if (e->render.flags & RENDER_VIEWMODEL)
1091                 e->render.flags |= RENDER_NOSELFSHADOW;
1092         if (e->render.effects & EF_NOSELFSHADOW)
1093                 e->render.flags |= RENDER_NOSELFSHADOW;
1094         if (e->render.effects & EF_NODEPTHTEST)
1095                 e->render.flags |= RENDER_NODEPTHTEST;
1096         if (e->render.effects & EF_ADDITIVE)
1097                 e->render.flags |= RENDER_ADDITIVE;
1098         if (e->render.effects & EF_DOUBLESIDED)
1099                 e->render.flags |= RENDER_DOUBLESIDED;
1100
1101         // make the other useful stuff
1102         e->render.allowdecals = true;
1103         CL_UpdateRenderEntity(&e->render);
1104 }
1105
1106 // creates light and trails from an entity
1107 void CL_UpdateNetworkEntityTrail(entity_t *e)
1108 {
1109         effectnameindex_t trailtype;
1110         vec3_t origin;
1111
1112         // bmodels are treated specially since their origin is usually '0 0 0' and
1113         // their actual geometry is far from '0 0 0'
1114         if (e->render.model && e->render.model->soundfromcenter)
1115         {
1116                 vec3_t o;
1117                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1118                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1119         }
1120         else
1121                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1122
1123         // handle particle trails and such effects now that we know where this
1124         // entity is in the world...
1125         trailtype = EFFECT_NONE;
1126         // LordHavoc: if the entity has no effects, don't check each
1127         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1128         {
1129                 if (e->render.effects & EF_BRIGHTFIELD)
1130                 {
1131                         if (gamemode == GAME_NEXUIZ)
1132                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1133                         else
1134                                 CL_EntityParticles(e);
1135                 }
1136                 if (e->render.effects & EF_FLAME)
1137                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1138                 if (e->render.effects & EF_STARDUST)
1139                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1140         }
1141         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1142         {
1143                 // these are only set on player entities
1144                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1145         }
1146         // muzzleflash fades over time
1147         if (e->persistent.muzzleflash > 0)
1148                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1149         // LordHavoc: if the entity has no effects, don't check each
1150         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1151         {
1152                 if (e->render.effects & EF_GIB)
1153                         trailtype = EFFECT_TR_BLOOD;
1154                 else if (e->render.effects & EF_ZOMGIB)
1155                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1156                 else if (e->render.effects & EF_TRACER)
1157                         trailtype = EFFECT_TR_WIZSPIKE;
1158                 else if (e->render.effects & EF_TRACER2)
1159                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1160                 else if (e->render.effects & EF_ROCKET)
1161                         trailtype = EFFECT_TR_ROCKET;
1162                 else if (e->render.effects & EF_GRENADE)
1163                 {
1164                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1165                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1166                 }
1167                 else if (e->render.effects & EF_TRACER3)
1168                         trailtype = EFFECT_TR_VORESPIKE;
1169         }
1170         // do trails
1171         if (e->render.flags & RENDER_GLOWTRAIL)
1172                 trailtype = EFFECT_TR_GLOWTRAIL;
1173         // check if a trail is allowed (it is not after a teleport for example)
1174         if (trailtype && e->persistent.trail_allowed)
1175         {
1176                 float len;
1177                 vec3_t vel;
1178                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1179                 len = e->state_current.time - e->state_previous.time;
1180                 if (len > 0)
1181                         len = 1.0f / len;
1182                 VectorScale(vel, len, vel);
1183                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1184         }
1185         // now that the entity has survived one trail update it is allowed to
1186         // leave a real trail on later frames
1187         e->persistent.trail_allowed = true;
1188         VectorCopy(origin, e->persistent.trail_origin);
1189 }
1190
1191
1192 /*
1193 ===============
1194 CL_UpdateViewEntities
1195 ===============
1196 */
1197 void CL_UpdateViewEntities(void)
1198 {
1199         int i;
1200         // update any RENDER_VIEWMODEL entities to use the new view matrix
1201         for (i = 1;i < cl.num_entities;i++)
1202         {
1203                 if (cl.entities_active[i])
1204                 {
1205                         entity_t *ent = cl.entities + i;
1206                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1207                                 CL_UpdateNetworkEntity(ent, 32, true);
1208                 }
1209         }
1210         // and of course the engine viewmodel needs updating as well
1211         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1212 }
1213
1214 /*
1215 ===============
1216 CL_UpdateNetworkCollisionEntities
1217 ===============
1218 */
1219 void CL_UpdateNetworkCollisionEntities(void)
1220 {
1221         entity_t *ent;
1222         int i;
1223
1224         // start on the entity after the world
1225         cl.num_brushmodel_entities = 0;
1226         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1227         {
1228                 if (cl.entities_active[i])
1229                 {
1230                         ent = cl.entities + i;
1231                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1232                         {
1233                                 // do not interpolate the bmodels for this
1234                                 CL_UpdateNetworkEntity(ent, 32, false);
1235                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1236                         }
1237                 }
1238         }
1239 }
1240
1241 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1242
1243 /*
1244 ===============
1245 CL_UpdateNetworkEntities
1246 ===============
1247 */
1248 void CL_UpdateNetworkEntities(void)
1249 {
1250         entity_t *ent;
1251         int i;
1252
1253         // start on the entity after the world
1254         for (i = 1;i < cl.num_entities;i++)
1255         {
1256                 if (cl.entities_active[i])
1257                 {
1258                         ent = cl.entities + i;
1259                         if (ent->state_current.active)
1260                         {
1261                                 CL_UpdateNetworkEntity(ent, 32, true);
1262                                 // view models should never create light/trails
1263                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1264                                         CL_UpdateNetworkEntityTrail(ent);
1265                         }
1266                         else
1267                         {
1268                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1269                                 cl.entities_active[i] = false;
1270                         }
1271                 }
1272         }
1273 }
1274
1275 void CL_UpdateViewModel(void)
1276 {
1277         entity_t *ent;
1278         ent = &cl.viewent;
1279         ent->state_previous = ent->state_current;
1280         ent->state_current = defaultstate;
1281         ent->state_current.time = cl.time;
1282         ent->state_current.number = (unsigned short)-1;
1283         ent->state_current.active = true;
1284         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1285         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1286         ent->state_current.flags = RENDER_VIEWMODEL;
1287         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1288                 ent->state_current.modelindex = 0;
1289         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1290         {
1291                 if (gamemode == GAME_TRANSFUSION)
1292                         ent->state_current.alpha = 128;
1293                 else
1294                         ent->state_current.modelindex = 0;
1295         }
1296         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1297         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1298
1299         // reset animation interpolation on weaponmodel if model changed
1300         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1301         {
1302                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1303                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1304                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1305         }
1306         CL_UpdateNetworkEntity(ent, 32, true);
1307 }
1308
1309 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1310 void CL_LinkNetworkEntity(entity_t *e)
1311 {
1312         effectnameindex_t trailtype;
1313         vec3_t origin;
1314         vec3_t dlightcolor;
1315         vec_t dlightradius;
1316
1317         // skip inactive entities and world
1318         if (!e->state_current.active || e == cl.entities)
1319                 return;
1320         if (e->state_current.tagentity)
1321         {
1322                 // if the tag entity is currently impossible, skip it
1323                 if (e->state_current.tagentity >= cl.num_entities)
1324                         return;
1325                 // if the tag entity is inactive, skip it
1326                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1327                         return;
1328         }
1329
1330         // create entity dlights associated with this entity
1331         if (e->render.model && e->render.model->soundfromcenter)
1332         {
1333                 // bmodels are treated specially since their origin is usually '0 0 0'
1334                 vec3_t o;
1335                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1336                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1337         }
1338         else
1339                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1340         trailtype = EFFECT_NONE;
1341         dlightradius = 0;
1342         dlightcolor[0] = 0;
1343         dlightcolor[1] = 0;
1344         dlightcolor[2] = 0;
1345         // LordHavoc: if the entity has no effects, don't check each
1346         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1347         {
1348                 if (e->render.effects & EF_BRIGHTFIELD)
1349                 {
1350                         if (gamemode == GAME_NEXUIZ)
1351                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1352                 }
1353                 if (e->render.effects & EF_DIMLIGHT)
1354                 {
1355                         dlightradius = max(dlightradius, 200);
1356                         dlightcolor[0] += 1.50f;
1357                         dlightcolor[1] += 1.50f;
1358                         dlightcolor[2] += 1.50f;
1359                 }
1360                 if (e->render.effects & EF_BRIGHTLIGHT)
1361                 {
1362                         dlightradius = max(dlightradius, 400);
1363                         dlightcolor[0] += 3.00f;
1364                         dlightcolor[1] += 3.00f;
1365                         dlightcolor[2] += 3.00f;
1366                 }
1367                 // LordHavoc: more effects
1368                 if (e->render.effects & EF_RED) // red
1369                 {
1370                         dlightradius = max(dlightradius, 200);
1371                         dlightcolor[0] += 1.50f;
1372                         dlightcolor[1] += 0.15f;
1373                         dlightcolor[2] += 0.15f;
1374                 }
1375                 if (e->render.effects & EF_BLUE) // blue
1376                 {
1377                         dlightradius = max(dlightradius, 200);
1378                         dlightcolor[0] += 0.15f;
1379                         dlightcolor[1] += 0.15f;
1380                         dlightcolor[2] += 1.50f;
1381                 }
1382                 if (e->render.effects & EF_FLAME)
1383                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1384                 if (e->render.effects & EF_STARDUST)
1385                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1386         }
1387         // muzzleflash fades over time, and is offset a bit
1388         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1389         {
1390                 vec3_t v2;
1391                 vec3_t color;
1392                 trace_t trace;
1393                 matrix4x4_t tempmatrix;
1394                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1395                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1396                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1397                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1398                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1399                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1400                 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);
1401                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1402         }
1403         // LordHavoc: if the model has no flags, don't check each
1404         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1405         {
1406                 if (e->render.effects & EF_GIB)
1407                         trailtype = EFFECT_TR_BLOOD;
1408                 else if (e->render.effects & EF_ZOMGIB)
1409                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1410                 else if (e->render.effects & EF_TRACER)
1411                         trailtype = EFFECT_TR_WIZSPIKE;
1412                 else if (e->render.effects & EF_TRACER2)
1413                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1414                 else if (e->render.effects & EF_ROCKET)
1415                         trailtype = EFFECT_TR_ROCKET;
1416                 else if (e->render.effects & EF_GRENADE)
1417                 {
1418                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1419                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1420                 }
1421                 else if (e->render.effects & EF_TRACER3)
1422                         trailtype = EFFECT_TR_VORESPIKE;
1423         }
1424         // LordHavoc: customizable glow
1425         if (e->state_current.glowsize)
1426         {
1427                 // * 4 for the expansion from 0-255 to 0-1023 range,
1428                 // / 255 to scale down byte colors
1429                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1430                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1431         }
1432         // custom rtlight
1433         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1434         {
1435                 matrix4x4_t dlightmatrix;
1436                 float light[4];
1437                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1438                 light[3] = e->state_current.light[3];
1439                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1440                         VectorSet(light, 1, 1, 1);
1441                 if (light[3] == 0)
1442                         light[3] = 350;
1443                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1444                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1445                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1446                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1447                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1448         }
1449         // make the glow dlight
1450         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1451         {
1452                 matrix4x4_t dlightmatrix;
1453                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1454                 // hack to make glowing player light shine on their gun
1455                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1456                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1457                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1458                 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);
1459                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1460         }
1461         // do trail light
1462         if (e->render.flags & RENDER_GLOWTRAIL)
1463                 trailtype = EFFECT_TR_GLOWTRAIL;
1464         if (trailtype)
1465                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1466
1467         // don't show viewmodels in certain situations
1468         if (e->render.flags & RENDER_VIEWMODEL)
1469                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1470                         return;
1471         // don't show entities with no modelindex (note: this still shows
1472         // entities which have a modelindex that resolved to a NULL model)
1473         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1474                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1475         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1476         //      Matrix4x4_Print(&e->render.matrix);
1477 }
1478
1479 void CL_RelinkWorld(void)
1480 {
1481         entity_t *ent = &cl.entities[0];
1482         // FIXME: this should be done at load
1483         ent->render.matrix = identitymatrix;
1484         ent->render.flags = RENDER_SHADOW;
1485         if (!r_fullbright.integer)
1486                 ent->render.flags |= RENDER_LIGHT;
1487         VectorSet(ent->render.colormod, 1, 1, 1);
1488         VectorSet(ent->render.glowmod, 1, 1, 1);
1489         ent->render.allowdecals = true;
1490         CL_UpdateRenderEntity(&ent->render);
1491         r_refdef.scene.worldentity = &ent->render;
1492         r_refdef.scene.worldmodel = cl.worldmodel;
1493 }
1494
1495 static void CL_RelinkStaticEntities(void)
1496 {
1497         int i;
1498         entity_t *e;
1499         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1500         {
1501                 e->render.flags = 0;
1502                 // if the model was not loaded when the static entity was created we
1503                 // need to re-fetch the model pointer
1504                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1505                 // either fullbright or lit
1506                 if(!r_fullbright.integer)
1507                 {
1508                         if (!(e->render.effects & EF_FULLBRIGHT))
1509                                 e->render.flags |= RENDER_LIGHT;
1510                         else if(r_equalize_entities_fullbright.integer)
1511                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1512                 }
1513                 // hide player shadow during intermission or nehahra movie
1514                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1515                         e->render.flags |= RENDER_SHADOW;
1516                 VectorSet(e->render.colormod, 1, 1, 1);
1517                 VectorSet(e->render.glowmod, 1, 1, 1);
1518                 R_LerpAnimation(&e->render);
1519                 e->render.allowdecals = true;
1520                 CL_UpdateRenderEntity(&e->render);
1521                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1522         }
1523 }
1524
1525 /*
1526 ===============
1527 CL_RelinkEntities
1528 ===============
1529 */
1530 static void CL_RelinkNetworkEntities(void)
1531 {
1532         entity_t *ent;
1533         int i;
1534
1535         // start on the entity after the world
1536         for (i = 1;i < cl.num_entities;i++)
1537         {
1538                 if (cl.entities_active[i])
1539                 {
1540                         ent = cl.entities + i;
1541                         if (ent->state_current.active)
1542                                 CL_LinkNetworkEntity(ent);
1543                         else
1544                                 cl.entities_active[i] = false;
1545                 }
1546         }
1547 }
1548
1549 static void CL_RelinkEffects(void)
1550 {
1551         int i, intframe;
1552         cl_effect_t *e;
1553         entity_render_t *entrender;
1554         float frame;
1555
1556         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1557         {
1558                 if (e->active)
1559                 {
1560                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1561                         intframe = (int)frame;
1562                         if (intframe < 0 || intframe >= e->endframe)
1563                         {
1564                                 memset(e, 0, sizeof(*e));
1565                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1566                                         cl.num_effects--;
1567                                 continue;
1568                         }
1569
1570                         if (intframe != e->frame)
1571                         {
1572                                 e->frame = intframe;
1573                                 e->frame1time = e->frame2time;
1574                                 e->frame2time = cl.time;
1575                         }
1576
1577                         // if we're drawing effects, get a new temp entity
1578                         // (NewTempEntity adds it to the render entities list for us)
1579                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1580                         {
1581                                 // interpolation stuff
1582                                 entrender->framegroupblend[0].frame = intframe;
1583                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1584                                 entrender->framegroupblend[0].start = e->frame1time;
1585                                 if (intframe + 1 >= e->endframe)
1586                                 {
1587                                         entrender->framegroupblend[1].frame = 0; // disappear
1588                                         entrender->framegroupblend[1].lerp = 0;
1589                                         entrender->framegroupblend[1].start = 0;
1590                                 }
1591                                 else
1592                                 {
1593                                         entrender->framegroupblend[1].frame = intframe + 1;
1594                                         entrender->framegroupblend[1].lerp = frame - intframe;
1595                                         entrender->framegroupblend[1].start = e->frame2time;
1596                                 }
1597
1598                                 // normal stuff
1599                                 if(e->modelindex < MAX_MODELS)
1600                                         entrender->model = cl.model_precache[e->modelindex];
1601                                 else
1602                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1603                                 entrender->alpha = 1;
1604                                 VectorSet(entrender->colormod, 1, 1, 1);
1605                                 VectorSet(entrender->glowmod, 1, 1, 1);
1606
1607                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1608                                 CL_UpdateRenderEntity(entrender);
1609                         }
1610                 }
1611         }
1612 }
1613
1614 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1615 {
1616         VectorCopy(b->start, start);
1617         VectorCopy(b->end, end);
1618
1619         // if coming from the player, update the start position
1620         if (b->entity == cl.viewentity)
1621         {
1622                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1623                 {
1624                         // LordHavoc: this is a stupid hack from Quake that makes your
1625                         // lightning appear to come from your waist and cover less of your
1626                         // view
1627                         // in Quake this hack was applied to all players (causing the
1628                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1629                         // only applies to your own lightning, and only in first person
1630                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1631                 }
1632                 if (cl_beams_instantaimhack.integer)
1633                 {
1634                         vec3_t dir, localend;
1635                         vec_t len;
1636                         // LordHavoc: this updates the beam direction to match your
1637                         // viewangles
1638                         VectorSubtract(end, start, dir);
1639                         len = VectorLength(dir);
1640                         VectorNormalize(dir);
1641                         VectorSet(localend, len, 0, 0);
1642                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1643                 }
1644         }
1645 }
1646
1647 void CL_RelinkBeams(void)
1648 {
1649         int i;
1650         beam_t *b;
1651         vec3_t dist, org, start, end;
1652         float d;
1653         entity_render_t *entrender;
1654         double yaw, pitch;
1655         float forward;
1656         matrix4x4_t tempmatrix;
1657
1658         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1659         {
1660                 if (!b->model)
1661                         continue;
1662                 if (b->endtime < cl.time)
1663                 {
1664                         b->model = NULL;
1665                         continue;
1666                 }
1667
1668                 CL_Beam_CalculatePositions(b, start, end);
1669
1670                 if (b->lightning)
1671                 {
1672                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1673                         {
1674                                 // FIXME: create a matrix from the beam start/end orientation
1675                                 vec3_t dlightcolor;
1676                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1677                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1678                                 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);
1679                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1680                         }
1681                         if (cl_beams_polygons.integer)
1682                                 continue;
1683                 }
1684
1685                 // calculate pitch and yaw
1686                 // (this is similar to the QuakeC builtin function vectoangles)
1687                 VectorSubtract(end, start, dist);
1688                 if (dist[1] == 0 && dist[0] == 0)
1689                 {
1690                         yaw = 0;
1691                         if (dist[2] > 0)
1692                                 pitch = 90;
1693                         else
1694                                 pitch = 270;
1695                 }
1696                 else
1697                 {
1698                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1699                         if (yaw < 0)
1700                                 yaw += 360;
1701
1702                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1703                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1704                         if (pitch < 0)
1705                                 pitch += 360;
1706                 }
1707
1708                 // add new entities for the lightning
1709                 VectorCopy (start, org);
1710                 d = VectorNormalizeLength(dist);
1711                 while (d > 0)
1712                 {
1713                         entrender = CL_NewTempEntity (0);
1714                         if (!entrender)
1715                                 return;
1716                         //VectorCopy (org, ent->render.origin);
1717                         entrender->model = b->model;
1718                         //ent->render.effects = EF_FULLBRIGHT;
1719                         //ent->render.angles[0] = pitch;
1720                         //ent->render.angles[1] = yaw;
1721                         //ent->render.angles[2] = rand()%360;
1722                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1723                         CL_UpdateRenderEntity(entrender);
1724                         VectorMA(org, 30, dist, org);
1725                         d -= 30;
1726                 }
1727         }
1728
1729         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1730                 cl.num_beams--;
1731 }
1732
1733 static void CL_RelinkQWNails(void)
1734 {
1735         int i;
1736         vec_t *v;
1737         entity_render_t *entrender;
1738
1739         for (i = 0;i < cl.qw_num_nails;i++)
1740         {
1741                 v = cl.qw_nails[i];
1742
1743                 // if we're drawing effects, get a new temp entity
1744                 // (NewTempEntity adds it to the render entities list for us)
1745                 if (!(entrender = CL_NewTempEntity(0)))
1746                         continue;
1747
1748                 // normal stuff
1749                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1750                 entrender->alpha = 1;
1751                 VectorSet(entrender->colormod, 1, 1, 1);
1752                 VectorSet(entrender->glowmod, 1, 1, 1);
1753
1754                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1755                 CL_UpdateRenderEntity(entrender);
1756         }
1757 }
1758
1759 void CL_LerpPlayer(float frac)
1760 {
1761         int i;
1762
1763         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1764         for (i = 0;i < 3;i++)
1765         {
1766                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1767                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1768                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1769         }
1770
1771         // interpolate the angles if playing a demo or spectating someone
1772         if (cls.demoplayback || cl.fixangle[0])
1773         {
1774                 for (i = 0;i < 3;i++)
1775                 {
1776                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1777                         if (d > 180)
1778                                 d -= 360;
1779                         else if (d < -180)
1780                                 d += 360;
1781                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1782                 }
1783         }
1784 }
1785
1786 void CSQC_RelinkAllEntities (int drawmask)
1787 {
1788         // link stuff
1789         CL_RelinkWorld();
1790         CL_RelinkStaticEntities();
1791         CL_RelinkBeams();
1792         CL_RelinkEffects();
1793
1794         // link stuff
1795         if (drawmask & ENTMASK_ENGINE)
1796         {
1797                 CL_RelinkNetworkEntities();
1798                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1799                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1800                 CL_RelinkQWNails();
1801         }
1802
1803         // update view blend
1804         V_CalcViewBlend();
1805 }
1806
1807 /*
1808 ===============
1809 CL_UpdateWorld
1810
1811 Update client game world for a new frame
1812 ===============
1813 */
1814 void CL_UpdateWorld(void)
1815 {
1816         r_refdef.scene.extraupdate = !r_speeds.integer;
1817         r_refdef.scene.numentities = 0;
1818         r_refdef.scene.numlights = 0;
1819         r_refdef.view.matrix = identitymatrix;
1820         r_refdef.view.quality = 1;
1821
1822         cl.num_brushmodel_entities = 0;
1823
1824         if (cls.state == ca_connected && cls.signon == SIGNONS)
1825         {
1826                 // prepare for a new frame
1827                 CL_LerpPlayer(CL_LerpPoint());
1828                 CL_DecayLightFlashes();
1829                 CL_ClearTempEntities();
1830                 V_DriftPitch();
1831                 V_FadeViewFlashs();
1832
1833                 // if prediction is enabled we have to update all the collidable
1834                 // network entities before the prediction code can be run
1835                 CL_UpdateNetworkCollisionEntities();
1836
1837                 // now update the player prediction
1838                 CL_ClientMovement_Replay();
1839
1840                 // update the player entity (which may be predicted)
1841                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1842
1843                 // now update the view (which depends on that player entity)
1844                 V_CalcRefdef();
1845
1846                 // now update all the network entities and create particle trails
1847                 // (some entities may depend on the view)
1848                 CL_UpdateNetworkEntities();
1849
1850                 // update the engine-based viewmodel
1851                 CL_UpdateViewModel();
1852
1853                 CL_RelinkLightFlashes();
1854                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1855
1856                 // decals, particles, and explosions will be updated during rneder
1857         }
1858
1859         r_refdef.scene.time = cl.time;
1860 }
1861
1862 // LordHavoc: pausedemo command
1863 static void CL_PauseDemo_f (void)
1864 {
1865         cls.demopaused = !cls.demopaused;
1866         if (cls.demopaused)
1867                 Con_Print("Demo paused\n");
1868         else
1869                 Con_Print("Demo unpaused\n");
1870 }
1871
1872 /*
1873 ======================
1874 CL_Fog_f
1875 ======================
1876 */
1877 static void CL_Fog_f (void)
1878 {
1879         if (Cmd_Argc () == 1)
1880         {
1881                 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);
1882                 return;
1883         }
1884         FOG_clear(); // so missing values get good defaults
1885         if(Cmd_Argc() > 1)
1886                 r_refdef.fog_density = atof(Cmd_Argv(1));
1887         if(Cmd_Argc() > 2)
1888                 r_refdef.fog_red = atof(Cmd_Argv(2));
1889         if(Cmd_Argc() > 3)
1890                 r_refdef.fog_green = atof(Cmd_Argv(3));
1891         if(Cmd_Argc() > 4)
1892                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1893         if(Cmd_Argc() > 5)
1894                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1895         if(Cmd_Argc() > 6)
1896                 r_refdef.fog_start = atof(Cmd_Argv(6));
1897         if(Cmd_Argc() > 7)
1898                 r_refdef.fog_end = atof(Cmd_Argv(7));
1899         if(Cmd_Argc() > 8)
1900                 r_refdef.fog_height = atof(Cmd_Argv(8));
1901         if(Cmd_Argc() > 9)
1902                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1903 }
1904
1905 /*
1906 ====================
1907 CL_TimeRefresh_f
1908
1909 For program optimization
1910 ====================
1911 */
1912 static void CL_TimeRefresh_f (void)
1913 {
1914         int i;
1915         float timestart, timedelta;
1916
1917         r_refdef.scene.extraupdate = false;
1918
1919         timestart = Sys_DoubleTime();
1920         for (i = 0;i < 128;i++)
1921         {
1922                 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);
1923                 r_refdef.view.quality = 1;
1924                 CL_UpdateScreen();
1925         }
1926         timedelta = Sys_DoubleTime() - timestart;
1927
1928         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1929 }
1930
1931 void CL_AreaStats_f(void)
1932 {
1933         World_PrintAreaStats(&cl.world, "client");
1934 }
1935
1936 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1937 {
1938         int i;
1939         cl_locnode_t *loc;
1940         cl_locnode_t *best;
1941         vec3_t nearestpoint;
1942         vec_t dist, bestdist;
1943         best = NULL;
1944         bestdist = 0;
1945         for (loc = cl.locnodes;loc;loc = loc->next)
1946         {
1947                 for (i = 0;i < 3;i++)
1948                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1949                 dist = VectorDistance2(nearestpoint, point);
1950                 if (bestdist > dist || !best)
1951                 {
1952                         bestdist = dist;
1953                         best = loc;
1954                         if (bestdist < 1)
1955                                 break;
1956                 }
1957         }
1958         return best;
1959 }
1960
1961 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1962 {
1963         cl_locnode_t *loc;
1964         loc = CL_Locs_FindNearest(point);
1965         if (loc)
1966                 strlcpy(buffer, loc->name, buffersize);
1967         else
1968                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1969 }
1970
1971 void CL_Locs_FreeNode(cl_locnode_t *node)
1972 {
1973         cl_locnode_t **pointer, **next;
1974         for (pointer = &cl.locnodes;*pointer;pointer = next)
1975         {
1976                 next = &(*pointer)->next;
1977                 if (*pointer == node)
1978                 {
1979                         *pointer = node->next;
1980                         Mem_Free(node);
1981                         return;
1982                 }
1983         }
1984         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1985 }
1986
1987 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1988 {
1989         cl_locnode_t *node, **pointer;
1990         int namelen;
1991         if (!name)
1992                 name = "";
1993         namelen = strlen(name);
1994         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1995         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1996         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1997         node->name = (char *)(node + 1);
1998         memcpy(node->name, name, namelen);
1999         node->name[namelen] = 0;
2000         // link it into the tail of the list to preserve the order
2001         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2002                 ;
2003         *pointer = node;
2004 }
2005
2006 void CL_Locs_Add_f(void)
2007 {
2008         vec3_t mins, maxs;
2009         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2010         {
2011                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2012                 return;
2013         }
2014         mins[0] = atof(Cmd_Argv(1));
2015         mins[1] = atof(Cmd_Argv(2));
2016         mins[2] = atof(Cmd_Argv(3));
2017         if (Cmd_Argc() == 8)
2018         {
2019                 maxs[0] = atof(Cmd_Argv(4));
2020                 maxs[1] = atof(Cmd_Argv(5));
2021                 maxs[2] = atof(Cmd_Argv(6));
2022                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2023         }
2024         else
2025                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2026 }
2027
2028 void CL_Locs_RemoveNearest_f(void)
2029 {
2030         cl_locnode_t *loc;
2031         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2032         if (loc)
2033                 CL_Locs_FreeNode(loc);
2034         else
2035                 Con_Printf("no loc point or box found for your location\n");
2036 }
2037
2038 void CL_Locs_Clear_f(void)
2039 {
2040         while (cl.locnodes)
2041                 CL_Locs_FreeNode(cl.locnodes);
2042 }
2043
2044 void CL_Locs_Save_f(void)
2045 {
2046         cl_locnode_t *loc;
2047         qfile_t *outfile;
2048         char locfilename[MAX_QPATH];
2049         if (!cl.locnodes)
2050         {
2051                 Con_Printf("No loc points/boxes exist!\n");
2052                 return;
2053         }
2054         if (cls.state != ca_connected || !cl.worldmodel)
2055         {
2056                 Con_Printf("No level loaded!\n");
2057                 return;
2058         }
2059         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2060         strlcat(locfilename, ".loc", sizeof(locfilename));
2061
2062         outfile = FS_OpenRealFile(locfilename, "w", false);
2063         if (!outfile)
2064                 return;
2065         // if any boxes are used then this is a proquake-format loc file, which
2066         // allows comments, so add some relevant information at the start
2067         for (loc = cl.locnodes;loc;loc = loc->next)
2068                 if (!VectorCompare(loc->mins, loc->maxs))
2069                         break;
2070         if (loc)
2071         {
2072                 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);
2073                 for (loc = cl.locnodes;loc;loc = loc->next)
2074                         if (VectorCompare(loc->mins, loc->maxs))
2075                                 break;
2076                 if (loc)
2077                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2078         }
2079         for (loc = cl.locnodes;loc;loc = loc->next)
2080         {
2081                 if (VectorCompare(loc->mins, loc->maxs))
2082                 {
2083                         int len;
2084                         const char *s;
2085                         const char *in = loc->name;
2086                         char name[MAX_INPUTLINE];
2087                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2088                         {
2089                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2090                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2091                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2092                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2093                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2094                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2095                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2096                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2097                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2098                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2099                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2100                                 else s = NULL;
2101                                 if (s)
2102                                 {
2103                                         while (len < (int)sizeof(name) - 1 && *s)
2104                                                 name[len++] = *s++;
2105                                         continue;
2106                                 }
2107                                 name[len++] = *in++;
2108                         }
2109                         name[len] = 0;
2110                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2111                 }
2112                 else
2113                         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);
2114         }
2115         FS_Close(outfile);
2116 }
2117
2118 void CL_Locs_Reload_f(void)
2119 {
2120         int i, linenumber, limit, len;
2121         const char *s;
2122         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2123         fs_offset_t filesize;
2124         vec3_t mins, maxs;
2125         char locfilename[MAX_QPATH];
2126         char name[MAX_INPUTLINE];
2127
2128         if (cls.state != ca_connected || !cl.worldmodel)
2129         {
2130                 Con_Printf("No level loaded!\n");
2131                 return;
2132         }
2133
2134         CL_Locs_Clear_f();
2135
2136         // try maps/something.loc first (LordHavoc: where I think they should be)
2137         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2138         strlcat(locfilename, ".loc", sizeof(locfilename));
2139         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2140         if (!filedata)
2141         {
2142                 // try proquake name as well (LordHavoc: I hate path mangling)
2143                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2144                 strlcat(locfilename, ".loc", sizeof(locfilename));
2145                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2146                 if (!filedata)
2147                         return;
2148         }
2149         text = filedata;
2150         textend = filedata + filesize;
2151         for (linenumber = 1;text < textend;linenumber++)
2152         {
2153                 linestart = text;
2154                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2155                         ;
2156                 lineend = text;
2157                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2158                         text++;
2159                 if (text < textend)
2160                         text++;
2161                 // trim trailing whitespace
2162                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2163                         lineend--;
2164                 // trim leading whitespace
2165                 while (linestart < lineend && ISWHITESPACE(*linestart))
2166                         linestart++;
2167                 // check if this is a comment
2168                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2169                         continue;
2170                 linetext = linestart;
2171                 limit = 3;
2172                 for (i = 0;i < limit;i++)
2173                 {
2174                         if (linetext >= lineend)
2175                                 break;
2176                         // note: a missing number is interpreted as 0
2177                         if (i < 3)
2178                                 mins[i] = atof(linetext);
2179                         else
2180                                 maxs[i - 3] = atof(linetext);
2181                         // now advance past the number
2182                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2183                                 linetext++;
2184                         // advance through whitespace
2185                         if (linetext < lineend)
2186                         {
2187                                 if (*linetext == ',')
2188                                 {
2189                                         linetext++;
2190                                         limit = 6;
2191                                         // note: comma can be followed by whitespace
2192                                 }
2193                                 if (ISWHITESPACE(*linetext))
2194                                 {
2195                                         // skip whitespace
2196                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2197                                                 linetext++;
2198                                 }
2199                         }
2200                 }
2201                 // if this is a quoted name, remove the quotes
2202                 if (i == 6)
2203                 {
2204                         if (linetext >= lineend || *linetext != '"')
2205                                 continue; // proquake location names are always quoted
2206                         lineend--;
2207                         linetext++;
2208                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2209                         memcpy(name, linetext, len);
2210                         name[len] = 0;
2211                         // add the box to the list
2212                         CL_Locs_AddNode(mins, maxs, name);
2213                 }
2214                 // if a point was parsed, it needs to be scaled down by 8 (since
2215                 // point-based loc files were invented by a proxy which dealt
2216                 // directly with quake protocol coordinates, which are *8), turn
2217                 // it into a box
2218                 else if (i == 3)
2219                 {
2220                         // interpret silly fuhquake macros
2221                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2222                         {
2223                                 if (*linetext == '$')
2224                                 {
2225                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2226                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2227                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2228                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2229                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2230                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2231                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2232                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2233                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2234                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2235                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2236                                         else s = NULL;
2237                                         if (s)
2238                                         {
2239                                                 while (len < (int)sizeof(name) - 1 && *s)
2240                                                         name[len++] = *s++;
2241                                                 continue;
2242                                         }
2243                                 }
2244                                 name[len++] = *linetext++;
2245                         }
2246                         name[len] = 0;
2247                         // add the point to the list
2248                         VectorScale(mins, (1.0 / 8.0), mins);
2249                         CL_Locs_AddNode(mins, mins, name);
2250                 }
2251                 else
2252                         continue;
2253         }
2254 }
2255
2256 /*
2257 ===========
2258 CL_Shutdown
2259 ===========
2260 */
2261 void CL_Shutdown (void)
2262 {
2263         CL_Screen_Shutdown();
2264         CL_Particles_Shutdown();
2265         CL_Parse_Shutdown();
2266
2267         Mem_FreePool (&cls.permanentmempool);
2268         Mem_FreePool (&cls.levelmempool);
2269 }
2270
2271 /*
2272 =================
2273 CL_Init
2274 =================
2275 */
2276 void CL_Init (void)
2277 {
2278         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2279         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2280
2281         memset(&r_refdef, 0, sizeof(r_refdef));
2282         // max entities sent to renderer per frame
2283         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2284         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2285
2286         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2287         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2288
2289         CL_InitInput ();
2290
2291 //
2292 // register our commands
2293 //
2294         Cvar_RegisterVariable (&cl_upspeed);
2295         Cvar_RegisterVariable (&cl_forwardspeed);
2296         Cvar_RegisterVariable (&cl_backspeed);
2297         Cvar_RegisterVariable (&cl_sidespeed);
2298         Cvar_RegisterVariable (&cl_movespeedkey);
2299         Cvar_RegisterVariable (&cl_yawspeed);
2300         Cvar_RegisterVariable (&cl_pitchspeed);
2301         Cvar_RegisterVariable (&cl_anglespeedkey);
2302         Cvar_RegisterVariable (&cl_shownet);
2303         Cvar_RegisterVariable (&cl_nolerp);
2304         Cvar_RegisterVariable (&cl_deathfade);
2305         Cvar_RegisterVariable (&lookspring);
2306         Cvar_RegisterVariable (&lookstrafe);
2307         Cvar_RegisterVariable (&sensitivity);
2308         Cvar_RegisterVariable (&freelook);
2309
2310         Cvar_RegisterVariable (&m_pitch);
2311         Cvar_RegisterVariable (&m_yaw);
2312         Cvar_RegisterVariable (&m_forward);
2313         Cvar_RegisterVariable (&m_side);
2314
2315         Cvar_RegisterVariable (&cl_itembobspeed);
2316         Cvar_RegisterVariable (&cl_itembobheight);
2317
2318         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2319         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2320         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2321         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2322         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2323         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2324
2325         // Support Client-side Model Index List
2326         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2327         // Support Client-side Sound Index List
2328         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2329
2330         Cvar_RegisterVariable (&cl_autodemo);
2331         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2332
2333         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2334
2335         // LordHavoc: added pausedemo
2336         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2337
2338         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2339
2340         Cvar_RegisterVariable(&r_draweffects);
2341         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2342         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2343         Cvar_RegisterVariable(&cl_explosions_size_start);
2344         Cvar_RegisterVariable(&cl_explosions_size_end);
2345         Cvar_RegisterVariable(&cl_explosions_lifetime);
2346         Cvar_RegisterVariable(&cl_stainmaps);
2347         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2348         Cvar_RegisterVariable(&cl_beams_polygons);
2349         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2350         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2351         Cvar_RegisterVariable(&cl_beams_lightatend);
2352         Cvar_RegisterVariable(&cl_noplayershadow);
2353         Cvar_RegisterVariable(&cl_dlights_decayradius);
2354         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2355
2356         Cvar_RegisterVariable(&cl_prydoncursor);
2357
2358         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2359
2360         // for QW connections
2361         Cvar_RegisterVariable(&qport);
2362         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2363
2364         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2365
2366         Cvar_RegisterVariable(&cl_locs_enable);
2367         Cvar_RegisterVariable(&cl_locs_show);
2368         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2369         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2370         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2371         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2372         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2373
2374         CL_Parse_Init();
2375         CL_Particles_Init();
2376         CL_Screen_Init();
2377
2378         CL_Video_Init();
2379         CL_Gecko_Init();
2380 }
2381
2382
2383