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