9958ecd51d021da8686d44917218d444bb2c39f5
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CVAR_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_showlmps = 0;
147
148         cl.num_dlights = 0;
149         cl.num_effects = 0;
150         cl.num_beams = 0;
151
152         cl.csqcrenderentities = NULL;
153         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162         cl.showlmps = NULL;
163
164         // LadyHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (IS_NEXUIZ_DERIVED(gamemode))
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         char vabuf[1024];
217         if (!allowstarkey && key[0] == '*')
218                 fail = true;
219         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220                 fail = true;
221         for (i = 0;key[i];i++)
222                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
223                         fail = true;
224         for (i = 0;value[i];i++)
225                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
226                         fail = true;
227         if (fail)
228         {
229                 if (!quiet)
230                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231                 return;
232         }
233         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234         if (cls.state == ca_connected && cls.netcon)
235         {
236                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237                 {
238                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
240                 }
241                 else if (!strcasecmp(key, "name"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playermodel"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "playerskin"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
255                 }
256                 else if (!strcasecmp(key, "topcolor"))
257                 {
258                         // don't send anything, the combined color code will be updated manually
259                 }
260                 else if (!strcasecmp(key, "bottomcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "rate"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
268                 }
269                 else if (!strcasecmp(key, "rate_burstsize"))
270                 {
271                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
273                 }
274         }
275 }
276
277 void CL_ExpandEntities(int num)
278 {
279         int i, oldmaxentities;
280         entity_t *oldentities;
281         if (num >= cl.max_entities)
282         {
283                 if (!cl.entities)
284                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285                 if (num >= MAX_EDICTS)
286                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287                 oldmaxentities = cl.max_entities;
288                 oldentities = cl.entities;
289                 cl.max_entities = (num & ~255) + 256;
290                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292                 Mem_Free(oldentities);
293                 for (i = oldmaxentities;i < cl.max_entities;i++)
294                 {
295                         cl.entities[i].state_baseline = defaultstate;
296                         cl.entities[i].state_previous = defaultstate;
297                         cl.entities[i].state_current = defaultstate;
298                 }
299         }
300 }
301
302 void CL_ExpandCSQCRenderEntities(int num)
303 {
304         int i;
305         int oldmaxcsqcrenderentities;
306         entity_render_t *oldcsqcrenderentities;
307         if (num >= cl.max_csqcrenderentities)
308         {
309                 if (num >= MAX_EDICTS)
310                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312                 oldcsqcrenderentities = cl.csqcrenderentities;
313                 cl.max_csqcrenderentities = (num & ~255) + 256;
314                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315                 if (oldcsqcrenderentities)
316                 {
317                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318                         for (i = 0;i < r_refdef.scene.numentities;i++)
319                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321                         Mem_Free(oldcsqcrenderentities);
322                 }
323         }
324 }
325
326 extern cvar_t rcon_secure;
327
328 /*
329 =====================
330 CL_Disconnect
331
332 Sends a disconnect message to the server
333 This is also called on Host_Error, so it shouldn't cause any errors
334 =====================
335 */
336 void CL_Disconnect(void)
337 {
338         if (cls.state == ca_dedicated)
339                 return;
340
341         if (COM_CheckParm("-profilegameonly"))
342                 Sys_AllowProfiling(false);
343
344         Curl_Clear_forthismap();
345
346         Con_DPrintf("CL_Disconnect\n");
347
348     Cvar_SetValueQuick(&csqc_progcrc, -1);
349         Cvar_SetValueQuick(&csqc_progsize, -1);
350         CL_VM_ShutDown();
351 // stop sounds (especially looping!)
352         S_StopAllSounds ();
353
354         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
355
356         // clear contents blends
357         cl.cshifts[0].percent = 0;
358         cl.cshifts[1].percent = 0;
359         cl.cshifts[2].percent = 0;
360         cl.cshifts[3].percent = 0;
361
362         cl.worldmodel = NULL;
363
364         CL_Parse_ErrorCleanUp();
365
366         if (cls.demoplayback)
367                 CL_StopPlayback();
368         else if (cls.netcon)
369         {
370                 sizebuf_t buf;
371                 unsigned char bufdata[8];
372                 if (cls.demorecording)
373                         CL_Stop_f(&cmd_client);
374
375                 // send disconnect message 3 times to improve chances of server
376                 // receiving it (but it still fails sometimes)
377                 memset(&buf, 0, sizeof(buf));
378                 buf.data = bufdata;
379                 buf.maxsize = sizeof(bufdata);
380                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
381                 {
382                         Con_DPrint("Sending drop command\n");
383                         MSG_WriteByte(&buf, qw_clc_stringcmd);
384                         MSG_WriteString(&buf, "drop");
385                 }
386                 else
387                 {
388                         Con_DPrint("Sending clc_disconnect\n");
389                         MSG_WriteByte(&buf, clc_disconnect);
390                 }
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
393                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
394                 NetConn_Close(cls.netcon);
395                 cls.netcon = NULL;
396                 Con_Printf("Disconnected\n");
397         }
398         cls.state = ca_disconnected;
399         cl.islocalgame = false;
400
401         cls.demoplayback = cls.timedemo = false;
402         cls.signon = 0;
403
404         // If we're dropped mid-connection attempt, it won't clear otherwise.
405         SCR_ClearLoadingScreen(false);
406 }
407
408 /*
409 ==================
410 CL_Reconnect_f
411
412 This command causes the client to wait for the signon messages again.
413 This is sent just before a server changes levels
414 ==================
415 */
416 void CL_Reconnect_f(cmd_state_t *cmd)
417 {
418         char temp[128];
419         // if not connected, reconnect to the most recent server
420         if (!cls.netcon)
421         {
422                 // if we have connected to a server recently, the userinfo
423                 // will still contain its IP address, so get the address...
424                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
425                 if (temp[0])
426                         CL_EstablishConnection(temp, -1);
427                 else
428                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
429                 return;
430         }
431         // if connected, do something based on protocol
432         if (cls.protocol == PROTOCOL_QUAKEWORLD)
433         {
434                 // quakeworld can just re-login
435                 if (cls.qw_downloadmemory)  // don't change when downloading
436                         return;
437
438                 S_StopAllSounds();
439
440                 if (cls.state == ca_connected)
441                 {
442                         Con_Printf("Server is changing level...\n");
443                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
444                         MSG_WriteString(&cls.netcon->message, "new");
445                 }
446         }
447         else
448         {
449                 // netquake uses reconnect on level changes (silly)
450                 if (Cmd_Argc(cmd) != 1)
451                 {
452                         Con_Print("reconnect : wait for signon messages again\n");
453                         return;
454                 }
455                 if (!cls.signon)
456                 {
457                         Con_Print("reconnect: no signon, ignoring reconnect\n");
458                         return;
459                 }
460                 cls.signon = 0;         // need new connection messages
461         }
462 }
463
464 /*
465 =====================
466 CL_Connect_f
467
468 User command to connect to server
469 =====================
470 */
471 static void CL_Connect_f(cmd_state_t *cmd)
472 {
473         if (Cmd_Argc(cmd) < 2)
474         {
475                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
476                 return;
477         }
478         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
479         if(rcon_secure.integer <= 0)
480                 Cvar_SetQuick(&rcon_password, "");
481         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
482 }
483
484 void CL_Disconnect_f(cmd_state_t *cmd)
485 {
486         CL_Disconnect ();
487         if (sv.active)
488                 SV_Shutdown ();
489 }
490
491
492
493
494 /*
495 =====================
496 CL_EstablishConnection
497
498 Host should be either "local" or a net address
499 =====================
500 */
501 void CL_EstablishConnection(const char *host, int firstarg)
502 {
503         if (cls.state == ca_dedicated)
504                 return;
505
506         // don't connect to a server if we're benchmarking a demo
507         if (COM_CheckParm("-benchmark"))
508                 return;
509
510         // clear menu's connect error message
511 #ifdef CONFIG_MENU
512         M_Update_Return_Reason("");
513 #endif
514
515         // Disconnect from the current server, or stop a running demo.
516         CL_Disconnect();
517
518         // make sure the client ports are open before attempting to connect
519         NetConn_UpdateSockets();
520
521         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
522         {
523                 cls.connect_trying = true;
524                 cls.connect_remainingtries = 3;
525                 cls.connect_nextsendtime = 0;
526
527                 // only NOW, set connect_userinfo
528                 if(firstarg >= 0)
529                 {
530                         int i;
531                         *cls.connect_userinfo = 0;
532                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
533                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
534                 }
535                 else if(firstarg < -1)
536                 {
537                         // -1: keep as is (reconnect)
538                         // -2: clear
539                         *cls.connect_userinfo = 0;
540                 }
541
542 #ifdef CONFIG_MENU
543                 M_Update_Return_Reason("Trying to connect...");
544 #endif
545         }
546         else
547         {
548                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
549 #ifdef CONFIG_MENU
550                 M_Update_Return_Reason("No network");
551 #endif
552         }
553 }
554
555 /*
556 ==============
557 CL_PrintEntities_f
558 ==============
559 */
560 static void CL_PrintEntities_f(cmd_state_t *cmd)
561 {
562         entity_t *ent;
563         int i;
564
565         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
566         {
567                 const char* modelname;
568
569                 if (!ent->state_current.active)
570                         continue;
571
572                 if (ent->render.model)
573                         modelname = ent->render.model->name;
574                 else
575                         modelname = "--no model--";
576                 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);
577         }
578 }
579
580 /*
581 ===============
582 CL_ModelIndexList_f
583
584 List information on all models in the client modelindex
585 ===============
586 */
587 static void CL_ModelIndexList_f(cmd_state_t *cmd)
588 {
589         int i;
590         dp_model_t *model;
591
592         // Print Header
593         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
594
595         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
596         {
597                 model = CL_GetModelByIndex(i);
598                 if (!model)
599                         continue;
600                 if(model->loaded || i == 1)
601                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
602                 else
603                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
604                 i++;
605         }
606 }
607
608 /*
609 ===============
610 CL_SoundIndexList_f
611
612 List all sounds in the client soundindex
613 ===============
614 */
615 static void CL_SoundIndexList_f(cmd_state_t *cmd)
616 {
617         int i = 1;
618
619         while(cl.sound_precache[i] && i != MAX_SOUNDS)
620         { // Valid Sound
621                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
622                 i++;
623         }
624 }
625
626 /*
627 ===============
628 CL_UpdateRenderEntity
629
630 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
631 ===============
632 */
633 void CL_UpdateRenderEntity(entity_render_t *ent)
634 {
635         vec3_t org;
636         vec_t scale;
637         dp_model_t *model = ent->model;
638         // update the inverse matrix for the renderer
639         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
640         // update the animation blend state
641         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
642         // we need the matrix origin to center the box
643         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
644         // update entity->render.scale because the renderer needs it
645         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
646         if (model)
647         {
648                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
649 #ifdef MATRIX4x4_OPENGLORIENTATION
650                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
651 #else
652                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
653 #endif
654                 {
655                         // pitch or roll
656                         VectorMA(org, scale, model->rotatedmins, ent->mins);
657                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
658                 }
659 #ifdef MATRIX4x4_OPENGLORIENTATION
660                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
661 #else
662                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
663 #endif
664                 {
665                         // yaw
666                         VectorMA(org, scale, model->yawmins, ent->mins);
667                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
668                 }
669                 else
670                 {
671                         VectorMA(org, scale, model->normalmins, ent->mins);
672                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
673                 }
674         }
675         else
676         {
677                 ent->mins[0] = org[0] - 16;
678                 ent->mins[1] = org[1] - 16;
679                 ent->mins[2] = org[2] - 16;
680                 ent->maxs[0] = org[0] + 16;
681                 ent->maxs[1] = org[1] + 16;
682                 ent->maxs[2] = org[2] + 16;
683         }
684 }
685
686 /*
687 ===============
688 CL_LerpPoint
689
690 Determines the fraction between the last two messages that the objects
691 should be put at.
692 ===============
693 */
694 static float CL_LerpPoint(void)
695 {
696         float f;
697
698         if (cl_nettimesyncboundmode.integer == 1)
699                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
700
701         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
702         if (cl.mtime[0] <= cl.mtime[1])
703         {
704                 cl.time = cl.mtime[0];
705                 return 1;
706         }
707
708         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
709         return bound(0, f, 1 + cl_lerpexcess.value);
710 }
711
712 void CL_ClearTempEntities (void)
713 {
714         r_refdef.scene.numtempentities = 0;
715         // grow tempentities buffer on request
716         if (r_refdef.scene.expandtempentities)
717         {
718                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
719                 r_refdef.scene.maxtempentities *= 2;
720                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
721                 r_refdef.scene.expandtempentities = false;
722         }
723 }
724
725 entity_render_t *CL_NewTempEntity(double shadertime)
726 {
727         entity_render_t *render;
728
729         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
730                 return NULL;
731         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
732         {
733                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
734                 return NULL;
735         }
736         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
737         memset (render, 0, sizeof(*render));
738         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
739
740         render->shadertime = shadertime;
741         render->alpha = 1;
742         VectorSet(render->colormod, 1, 1, 1);
743         VectorSet(render->glowmod, 1, 1, 1);
744         return render;
745 }
746
747 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
748 {
749         int i;
750         cl_effect_t *e;
751         if (!modelindex) // sanity check
752                 return;
753         if (framerate < 1)
754         {
755                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
756                 return;
757         }
758         if (framecount < 1)
759         {
760                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
761                 return;
762         }
763         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
764         {
765                 if (e->active)
766                         continue;
767                 e->active = true;
768                 VectorCopy(org, e->origin);
769                 e->modelindex = modelindex;
770                 e->starttime = cl.time;
771                 e->startframe = startframe;
772                 e->endframe = startframe + framecount;
773                 e->framerate = framerate;
774
775                 e->frame = 0;
776                 e->frame1time = cl.time;
777                 e->frame2time = cl.time;
778                 cl.num_effects = max(cl.num_effects, i + 1);
779                 break;
780         }
781 }
782
783 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
784 {
785         int i;
786         dlight_t *dl;
787
788 // then look for anything else
789         dl = cl.dlights;
790         for (i = 0;i < cl.max_dlights;i++, dl++)
791                 if (!dl->radius)
792                         break;
793
794         // unable to find one
795         if (i == cl.max_dlights)
796                 return;
797
798         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
799         memset (dl, 0, sizeof(*dl));
800         cl.num_dlights = max(cl.num_dlights, i + 1);
801         Matrix4x4_Normalize(&dl->matrix, matrix);
802         dl->ent = ent;
803         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
804         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
805         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
806         dl->radius = radius;
807         dl->color[0] = red;
808         dl->color[1] = green;
809         dl->color[2] = blue;
810         dl->initialradius = radius;
811         dl->initialcolor[0] = red;
812         dl->initialcolor[1] = green;
813         dl->initialcolor[2] = blue;
814         dl->decay = decay / radius; // changed decay to be a percentage decrease
815         dl->intensity = 1; // this is what gets decayed
816         if (lifetime)
817                 dl->die = cl.time + lifetime;
818         else
819                 dl->die = 0;
820         dl->cubemapname[0] = 0;
821         if (cubemapname && cubemapname[0])
822                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
823         dl->style = style;
824         dl->shadow = shadowenable;
825         dl->corona = corona;
826         dl->flags = flags;
827         dl->coronasizescale = coronasizescale;
828         dl->ambientscale = ambientscale;
829         dl->diffusescale = diffusescale;
830         dl->specularscale = specularscale;
831 }
832
833 static void CL_DecayLightFlashes(void)
834 {
835         int i, oldmax;
836         dlight_t *dl;
837         float time;
838
839         time = bound(0, cl.time - cl.oldtime, 0.1);
840         oldmax = cl.num_dlights;
841         cl.num_dlights = 0;
842         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
843         {
844                 if (dl->radius)
845                 {
846                         dl->intensity -= time * dl->decay;
847                         if (cl.time < dl->die && dl->intensity > 0)
848                         {
849                                 if (cl_dlights_decayradius.integer)
850                                         dl->radius = dl->initialradius * dl->intensity;
851                                 else
852                                         dl->radius = dl->initialradius;
853                                 if (cl_dlights_decaybrightness.integer)
854                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
855                                 else
856                                         VectorCopy(dl->initialcolor, dl->color);
857                                 cl.num_dlights = i + 1;
858                         }
859                         else
860                                 dl->radius = 0;
861                 }
862         }
863 }
864
865 // called before entity relinking
866 void CL_RelinkLightFlashes(void)
867 {
868         int i, j, k, l;
869         dlight_t *dl;
870         float frac, f;
871         matrix4x4_t tempmatrix;
872
873         if (r_dynamic.integer)
874         {
875                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
876                 {
877                         if (dl->radius)
878                         {
879                                 tempmatrix = dl->matrix;
880                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
881                                 // we need the corona fading to be persistent
882                                 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);
883                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
884                         }
885                 }
886         }
887
888         if (!cl.lightstyle)
889         {
890                 for (j = 0;j < cl.max_lightstyle;j++)
891                 {
892                         r_refdef.scene.rtlightstylevalue[j] = 1;
893                         r_refdef.scene.lightstylevalue[j] = 256;
894                 }
895                 return;
896         }
897
898 // light animations
899 // 'm' is normal light, 'a' is no light, 'z' is double bright
900         f = cl.time * 10;
901         i = (int)floor(f);
902         frac = f - i;
903         for (j = 0;j < cl.max_lightstyle;j++)
904         {
905                 if (!cl.lightstyle[j].length)
906                 {
907                         r_refdef.scene.rtlightstylevalue[j] = 1;
908                         r_refdef.scene.lightstylevalue[j] = 256;
909                         continue;
910                 }
911                 // static lightstyle "=value"
912                 if (cl.lightstyle[j].map[0] == '=')
913                 {
914                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
915                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
916                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
917                         continue;
918                 }
919                 k = i % cl.lightstyle[j].length;
920                 l = (i-1) % cl.lightstyle[j].length;
921                 k = cl.lightstyle[j].map[k] - 'a';
922                 l = cl.lightstyle[j].map[l] - 'a';
923                 // rtlightstylevalue is always interpolated because it has no bad
924                 // consequences for performance
925                 // lightstylevalue is subject to a cvar for performance reasons;
926                 // skipping lightmap updates on most rendered frames substantially
927                 // improves framerates (but makes light fades look bad)
928                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
929                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
930         }
931 }
932
933 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
934 {
935         int frame = player->render.framegroupblend[0].frame;
936         float f;
937         entity_render_t *flagrender;
938         matrix4x4_t flagmatrix;
939
940         // this code taken from QuakeWorld
941         f = 14;
942         if (frame >= 29 && frame <= 40)
943         {
944                 if (frame >= 29 && frame <= 34)
945                 { //axpain
946                         if      (frame == 29) f = f + 2;
947                         else if (frame == 30) f = f + 8;
948                         else if (frame == 31) f = f + 12;
949                         else if (frame == 32) f = f + 11;
950                         else if (frame == 33) f = f + 10;
951                         else if (frame == 34) f = f + 4;
952                 }
953                 else if (frame >= 35 && frame <= 40)
954                 { // pain
955                         if      (frame == 35) f = f + 2;
956                         else if (frame == 36) f = f + 10;
957                         else if (frame == 37) f = f + 10;
958                         else if (frame == 38) f = f + 8;
959                         else if (frame == 39) f = f + 4;
960                         else if (frame == 40) f = f + 2;
961                 }
962         }
963         else if (frame >= 103 && frame <= 118)
964         {
965                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
966                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
967                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
968                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
969         }
970         // end of code taken from QuakeWorld
971
972         flagrender = CL_NewTempEntity(player->render.shadertime);
973         if (!flagrender)
974                 return;
975
976         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
977         flagrender->skinnum = skin;
978         flagrender->alpha = 1;
979         VectorSet(flagrender->colormod, 1, 1, 1);
980         VectorSet(flagrender->glowmod, 1, 1, 1);
981         // attach the flag to the player matrix
982         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
983         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
984         CL_UpdateRenderEntity(flagrender);
985 }
986
987 matrix4x4_t viewmodelmatrix_withbob;
988 matrix4x4_t viewmodelmatrix_nobob;
989
990 static const vec3_t muzzleflashorigin = {18, 0, 0};
991
992 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
993 {
994         const unsigned char *cbcolor;
995         if (colormap >= 0)
996         {
997                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
998                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
999                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1000                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1001         }
1002         else
1003         {
1004                 VectorClear(ent->colormap_pantscolor);
1005                 VectorClear(ent->colormap_shirtcolor);
1006         }
1007 }
1008
1009 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1010 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
1011 {
1012         const matrix4x4_t *matrix;
1013         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1014         int frame;
1015         vec_t origin[3], angles[3], lerp;
1016         entity_t *t;
1017         entity_render_t *r;
1018         //entity_persistent_t *p = &e->persistent;
1019         //entity_render_t *r = &e->render;
1020         // skip inactive entities and world
1021         if (!e->state_current.active || e == cl.entities)
1022                 return;
1023         if (recursionlimit < 1)
1024                 return;
1025         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1026         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1027         e->render.flags = e->state_current.flags;
1028         e->render.effects = e->state_current.effects;
1029         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1030         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1031         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1032                 e->render.entitynumber = e - cl.entities;
1033         else
1034                 e->render.entitynumber = 0;
1035         if (e->state_current.flags & RENDER_COLORMAPPED)
1036                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1037         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1038                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1039         else
1040                 CL_SetEntityColormapColors(&e->render, -1);
1041         e->render.skinnum = e->state_current.skin;
1042         if (e->state_current.tagentity)
1043         {
1044                 // attached entity (gun held in player model's hand, etc)
1045                 // if the tag entity is currently impossible, skip it
1046                 if (e->state_current.tagentity >= cl.num_entities)
1047                         return;
1048                 t = cl.entities + e->state_current.tagentity;
1049                 // if the tag entity is inactive, skip it
1050                 if (t->state_current.active)
1051                 {
1052                         // update the parent first
1053                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1054                         r = &t->render;
1055                 }
1056                 else
1057                 {
1058                         // it may still be a CSQC entity... trying to use its
1059                         // info from last render frame (better than nothing)
1060                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1061                                 return;
1062                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1063                         if(!r->entitynumber)
1064                                 return; // neither CSQC nor legacy entity... can't attach
1065                 }
1066                 // make relative to the entity
1067                 matrix = &r->matrix;
1068                 // some properties of the tag entity carry over
1069                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1070                 // if a valid tagindex is used, make it relative to that tag instead
1071                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1072                 {
1073                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1074                         {
1075                                 // concat the tag matrices onto the entity matrix
1076                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1077                                 // use the constructed tag matrix
1078                                 matrix = &tempmatrix;
1079                         }
1080                 }
1081         }
1082         else if (e->render.flags & RENDER_VIEWMODEL)
1083         {
1084                 // view-relative entity (guns and such)
1085                 if (e->render.effects & EF_NOGUNBOB)
1086                         matrix = &viewmodelmatrix_nobob; // really attached to view
1087                 else
1088                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1089         }
1090         else
1091         {
1092                 // world-relative entity (the normal kind)
1093                 matrix = &identitymatrix;
1094         }
1095
1096         // movement lerp
1097         // if it's the predicted player entity, update according to client movement
1098         // but don't lerp if going through a teleporter as it causes a bad lerp
1099         // also don't use the predicted location if fixangle was set on both of
1100         // the most recent server messages, as that cause means you are spectating
1101         // someone or watching a cutscene of some sort
1102         if (cl_nolerp.integer || cls.timedemo)
1103                 interpolate = false;
1104         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1105         {
1106                 VectorCopy(cl.movement_origin, origin);
1107                 VectorSet(angles, 0, cl.viewangles[1], 0);
1108         }
1109         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1110         {
1111                 // interpolate the origin and angles
1112                 lerp = max(0, lerp);
1113                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1114 #if 0
1115                 // this fails at the singularity of euler angles
1116                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1117                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1118                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1119                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1120                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1121 #else
1122                 {
1123                         vec3_t f0, u0, f1, u1;
1124                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1125                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1126                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1127                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1128                         AnglesFromVectors(angles, f0, u0, false);
1129                 }
1130 #endif
1131         }
1132         else
1133         {
1134                 // no interpolation
1135                 VectorCopy(e->persistent.neworigin, origin);
1136                 VectorCopy(e->persistent.newangles, angles);
1137         }
1138
1139         // model setup and some modelflags
1140         frame = e->state_current.frame;
1141         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1142         if (e->render.model)
1143         {
1144                 if (e->render.skinnum >= e->render.model->numskins)
1145                         e->render.skinnum = 0;
1146                 if (frame >= e->render.model->numframes)
1147                         frame = 0;
1148                 // models can set flags such as EF_ROCKET
1149                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1150                 if (!(e->render.effects & 0xFF800000))
1151                         e->render.effects |= e->render.model->effects;
1152                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1153                 if (e->render.model->type == mod_alias)
1154                         angles[0] = -angles[0];
1155                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1156                 {
1157                         VectorScale(e->render.colormod, 2, e->render.colormod);
1158                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1159                 }
1160         }
1161         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1162         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1163                 angles[0] = -angles[0];
1164                 // NOTE: this must be synced to SV_GetPitchSign!
1165
1166         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1167         {
1168                 angles[1] = ANGLEMOD(100*cl.time);
1169                 if (cl_itembobheight.value)
1170                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1171         }
1172
1173         // animation lerp
1174         e->render.skeleton = NULL;
1175         if (e->render.flags & RENDER_COMPLEXANIMATION)
1176         {
1177                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1178                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1179                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1180                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1181                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1182                         e->render.skeleton = &e->state_current.skeletonobject;
1183         }
1184         else if (e->render.framegroupblend[0].frame == frame)
1185         {
1186                 // update frame lerp fraction
1187                 e->render.framegroupblend[0].lerp = 1;
1188                 e->render.framegroupblend[1].lerp = 0;
1189                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1190                 {
1191                         // make sure frame lerp won't last longer than 100ms
1192                         // (this mainly helps with models that use framegroups and
1193                         // switch between them infrequently)
1194                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1195                         if(e->render.model)
1196                         if(e->render.model->animscenes)
1197                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1198                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1199                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1200                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1201                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1202                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1203                 }
1204         }
1205         else
1206         {
1207                 // begin a new frame lerp
1208                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1209                 e->render.framegroupblend[1].lerp = 1;
1210                 e->render.framegroupblend[0].frame = frame;
1211                 e->render.framegroupblend[0].start = cl.time;
1212                 e->render.framegroupblend[0].lerp = 0;
1213         }
1214
1215         // set up the render matrix
1216         if (matrix)
1217         {
1218                 // attached entity, this requires a matrix multiply (concat)
1219                 // FIXME: e->render.scale should go away
1220                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1221                 // concat the matrices to make the entity relative to its tag
1222                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1223                 // get the origin from the new matrix
1224                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1225         }
1226         else
1227         {
1228                 // unattached entities are faster to process
1229                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1230         }
1231
1232         // tenebrae's sprites are all additive mode (weird)
1233         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1234                 e->render.flags |= RENDER_ADDITIVE;
1235         // player model is only shown with chase_active on
1236         if (e->state_current.number == cl.viewentity)
1237                 e->render.flags |= RENDER_EXTERIORMODEL;
1238         // either fullbright or lit
1239         if(!r_fullbright.integer)
1240         {
1241                 if (!(e->render.effects & EF_FULLBRIGHT))
1242                         e->render.flags |= RENDER_LIGHT;
1243         }
1244         // hide player shadow during intermission or nehahra movie
1245         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1246          && (e->render.alpha >= 1)
1247          && !(e->render.flags & RENDER_VIEWMODEL)
1248          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1249                 e->render.flags |= RENDER_SHADOW;
1250         if (e->render.flags & RENDER_VIEWMODEL)
1251                 e->render.flags |= RENDER_NOSELFSHADOW;
1252         if (e->render.effects & EF_NOSELFSHADOW)
1253                 e->render.flags |= RENDER_NOSELFSHADOW;
1254         if (e->render.effects & EF_NODEPTHTEST)
1255                 e->render.flags |= RENDER_NODEPTHTEST;
1256         if (e->render.effects & EF_ADDITIVE)
1257                 e->render.flags |= RENDER_ADDITIVE;
1258         if (e->render.effects & EF_DOUBLESIDED)
1259                 e->render.flags |= RENDER_DOUBLESIDED;
1260         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1261                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1262
1263         // make the other useful stuff
1264         e->render.allowdecals = true;
1265         CL_UpdateRenderEntity(&e->render);
1266 }
1267
1268 // creates light and trails from an entity
1269 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1270 {
1271         effectnameindex_t trailtype;
1272         vec3_t origin;
1273
1274         // bmodels are treated specially since their origin is usually '0 0 0' and
1275         // their actual geometry is far from '0 0 0'
1276         if (e->render.model && e->render.model->soundfromcenter)
1277         {
1278                 vec3_t o;
1279                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1280                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1281         }
1282         else
1283                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1284
1285         // handle particle trails and such effects now that we know where this
1286         // entity is in the world...
1287         trailtype = EFFECT_NONE;
1288         // LadyHavoc: if the entity has no effects, don't check each
1289         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1290         {
1291                 if (e->render.effects & EF_BRIGHTFIELD)
1292                 {
1293                         if (IS_NEXUIZ_DERIVED(gamemode))
1294                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1295                         else
1296                                 CL_EntityParticles(e);
1297                 }
1298                 if (e->render.effects & EF_FLAME)
1299                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1300                 if (e->render.effects & EF_STARDUST)
1301                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1302         }
1303         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1304         {
1305                 // these are only set on player entities
1306                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1307         }
1308         // muzzleflash fades over time
1309         if (e->persistent.muzzleflash > 0)
1310                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1311         // LadyHavoc: if the entity has no effects, don't check each
1312         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1313         {
1314                 if (e->render.effects & EF_GIB)
1315                         trailtype = EFFECT_TR_BLOOD;
1316                 else if (e->render.effects & EF_ZOMGIB)
1317                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1318                 else if (e->render.effects & EF_TRACER)
1319                         trailtype = EFFECT_TR_WIZSPIKE;
1320                 else if (e->render.effects & EF_TRACER2)
1321                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1322                 else if (e->render.effects & EF_ROCKET)
1323                         trailtype = EFFECT_TR_ROCKET;
1324                 else if (e->render.effects & EF_GRENADE)
1325                 {
1326                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1327                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1328                 }
1329                 else if (e->render.effects & EF_TRACER3)
1330                         trailtype = EFFECT_TR_VORESPIKE;
1331         }
1332         // do trails
1333         if (e->render.flags & RENDER_GLOWTRAIL)
1334                 trailtype = EFFECT_TR_GLOWTRAIL;
1335         if (e->state_current.traileffectnum)
1336                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1337         // check if a trail is allowed (it is not after a teleport for example)
1338         if (trailtype && e->persistent.trail_allowed)
1339         {
1340                 float len;
1341                 vec3_t vel;
1342                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1343                 len = e->state_current.time - e->state_previous.time;
1344                 if (len > 0)
1345                         len = 1.0f / len;
1346                 VectorScale(vel, len, vel);
1347                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1348                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1349         }
1350         // now that the entity has survived one trail update it is allowed to
1351         // leave a real trail on later frames
1352         e->persistent.trail_allowed = true;
1353         VectorCopy(origin, e->persistent.trail_origin);
1354 }
1355
1356
1357 /*
1358 ===============
1359 CL_UpdateViewEntities
1360 ===============
1361 */
1362 void CL_UpdateViewEntities(void)
1363 {
1364         int i;
1365         // update any RENDER_VIEWMODEL entities to use the new view matrix
1366         for (i = 1;i < cl.num_entities;i++)
1367         {
1368                 if (cl.entities_active[i])
1369                 {
1370                         entity_t *ent = cl.entities + i;
1371                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1372                                 CL_UpdateNetworkEntity(ent, 32, true);
1373                 }
1374         }
1375         // and of course the engine viewmodel needs updating as well
1376         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1377 }
1378
1379 /*
1380 ===============
1381 CL_UpdateNetworkCollisionEntities
1382 ===============
1383 */
1384 static void CL_UpdateNetworkCollisionEntities(void)
1385 {
1386         entity_t *ent;
1387         int i;
1388
1389         // start on the entity after the world
1390         cl.num_brushmodel_entities = 0;
1391         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1392         {
1393                 if (cl.entities_active[i])
1394                 {
1395                         ent = cl.entities + i;
1396                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1397                         {
1398                                 // do not interpolate the bmodels for this
1399                                 CL_UpdateNetworkEntity(ent, 32, false);
1400                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1401                         }
1402                 }
1403         }
1404 }
1405
1406 /*
1407 ===============
1408 CL_UpdateNetworkEntities
1409 ===============
1410 */
1411 static void CL_UpdateNetworkEntities(void)
1412 {
1413         entity_t *ent;
1414         int i;
1415
1416         // start on the entity after the world
1417         for (i = 1;i < cl.num_entities;i++)
1418         {
1419                 if (cl.entities_active[i])
1420                 {
1421                         ent = cl.entities + i;
1422                         if (ent->state_current.active)
1423                         {
1424                                 CL_UpdateNetworkEntity(ent, 32, true);
1425                                 // view models should never create light/trails
1426                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1427                                         CL_UpdateNetworkEntityTrail(ent);
1428                         }
1429                         else
1430                         {
1431                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1432                                 cl.entities_active[i] = false;
1433                         }
1434                 }
1435         }
1436 }
1437
1438 static void CL_UpdateViewModel(void)
1439 {
1440         entity_t *ent;
1441         ent = &cl.viewent;
1442         ent->state_previous = ent->state_current;
1443         ent->state_current = defaultstate;
1444         ent->state_current.time = cl.time;
1445         ent->state_current.number = (unsigned short)-1;
1446         ent->state_current.active = true;
1447         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1448         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1449         ent->state_current.flags = RENDER_VIEWMODEL;
1450         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1451                 ent->state_current.modelindex = 0;
1452         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1453         {
1454                 if (gamemode == GAME_TRANSFUSION)
1455                         ent->state_current.alpha = 128;
1456                 else
1457                         ent->state_current.modelindex = 0;
1458         }
1459         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1460         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1461
1462         // reset animation interpolation on weaponmodel if model changed
1463         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1464         {
1465                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1466                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1467                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1468         }
1469         CL_UpdateNetworkEntity(ent, 32, true);
1470 }
1471
1472 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1473 static void CL_LinkNetworkEntity(entity_t *e)
1474 {
1475         effectnameindex_t trailtype;
1476         vec3_t origin;
1477         vec3_t dlightcolor;
1478         vec_t dlightradius;
1479         char vabuf[1024];
1480
1481         // skip inactive entities and world
1482         if (!e->state_current.active || e == cl.entities)
1483                 return;
1484         if (e->state_current.tagentity)
1485         {
1486                 // if the tag entity is currently impossible, skip it
1487                 if (e->state_current.tagentity >= cl.num_entities)
1488                         return;
1489                 // if the tag entity is inactive, skip it
1490                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1491                 {
1492                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1493                                 return;
1494                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1495                                 return;
1496                         // if we get here, it's properly csqc networked and attached
1497                 }
1498         }
1499
1500         // create entity dlights associated with this entity
1501         if (e->render.model && e->render.model->soundfromcenter)
1502         {
1503                 // bmodels are treated specially since their origin is usually '0 0 0'
1504                 vec3_t o;
1505                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1506                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1507         }
1508         else
1509                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1510         trailtype = EFFECT_NONE;
1511         dlightradius = 0;
1512         dlightcolor[0] = 0;
1513         dlightcolor[1] = 0;
1514         dlightcolor[2] = 0;
1515         // LadyHavoc: if the entity has no effects, don't check each
1516         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1517         {
1518                 if (e->render.effects & EF_BRIGHTFIELD)
1519                 {
1520                         if (IS_NEXUIZ_DERIVED(gamemode))
1521                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1522                 }
1523                 if (e->render.effects & EF_DIMLIGHT)
1524                 {
1525                         dlightradius = max(dlightradius, 200);
1526                         dlightcolor[0] += 1.50f;
1527                         dlightcolor[1] += 1.50f;
1528                         dlightcolor[2] += 1.50f;
1529                 }
1530                 if (e->render.effects & EF_BRIGHTLIGHT)
1531                 {
1532                         dlightradius = max(dlightradius, 400);
1533                         dlightcolor[0] += 3.00f;
1534                         dlightcolor[1] += 3.00f;
1535                         dlightcolor[2] += 3.00f;
1536                 }
1537                 // LadyHavoc: more effects
1538                 if (e->render.effects & EF_RED) // red
1539                 {
1540                         dlightradius = max(dlightradius, 200);
1541                         dlightcolor[0] += 1.50f;
1542                         dlightcolor[1] += 0.15f;
1543                         dlightcolor[2] += 0.15f;
1544                 }
1545                 if (e->render.effects & EF_BLUE) // blue
1546                 {
1547                         dlightradius = max(dlightradius, 200);
1548                         dlightcolor[0] += 0.15f;
1549                         dlightcolor[1] += 0.15f;
1550                         dlightcolor[2] += 1.50f;
1551                 }
1552                 if (e->render.effects & EF_FLAME)
1553                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1554                 if (e->render.effects & EF_STARDUST)
1555                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1556         }
1557         // muzzleflash fades over time, and is offset a bit
1558         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1559         {
1560                 vec3_t v2;
1561                 vec3_t color;
1562                 trace_t trace;
1563                 matrix4x4_t tempmatrix;
1564                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1565                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1566                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1567                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1568                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1569                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1570                 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);
1571                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1572         }
1573         // LadyHavoc: if the model has no flags, don't check each
1574         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1575         {
1576                 if (e->render.effects & EF_GIB)
1577                         trailtype = EFFECT_TR_BLOOD;
1578                 else if (e->render.effects & EF_ZOMGIB)
1579                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1580                 else if (e->render.effects & EF_TRACER)
1581                         trailtype = EFFECT_TR_WIZSPIKE;
1582                 else if (e->render.effects & EF_TRACER2)
1583                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1584                 else if (e->render.effects & EF_ROCKET)
1585                         trailtype = EFFECT_TR_ROCKET;
1586                 else if (e->render.effects & EF_GRENADE)
1587                 {
1588                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1589                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1590                 }
1591                 else if (e->render.effects & EF_TRACER3)
1592                         trailtype = EFFECT_TR_VORESPIKE;
1593         }
1594         // LadyHavoc: customizable glow
1595         if (e->state_current.glowsize)
1596         {
1597                 // * 4 for the expansion from 0-255 to 0-1023 range,
1598                 // / 255 to scale down byte colors
1599                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1600                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1601         }
1602         // custom rtlight
1603         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1604         {
1605                 matrix4x4_t dlightmatrix;
1606                 vec4_t light;
1607                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1608                 light[3] = e->state_current.light[3];
1609                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1610                         VectorSet(light, 1, 1, 1);
1611                 if (light[3] == 0)
1612                         light[3] = 350;
1613                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1614                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1615                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1616                 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);
1617                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1618         }
1619         // make the glow dlight
1620         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1621         {
1622                 matrix4x4_t dlightmatrix;
1623                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1624                 // hack to make glowing player light shine on their gun
1625                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1626                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1627                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1628                 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);
1629                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1630         }
1631         // do trail light
1632         if (e->render.flags & RENDER_GLOWTRAIL)
1633                 trailtype = EFFECT_TR_GLOWTRAIL;
1634         if (e->state_current.traileffectnum)
1635                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1636         if (trailtype)
1637                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1638
1639         // don't show entities with no modelindex (note: this still shows
1640         // entities which have a modelindex that resolved to a NULL model)
1641         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1642                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1643         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1644         //      Matrix4x4_Print(&e->render.matrix);
1645 }
1646
1647 static void CL_RelinkWorld(void)
1648 {
1649         entity_t *ent = &cl.entities[0];
1650         // FIXME: this should be done at load
1651         ent->render.matrix = identitymatrix;
1652         ent->render.flags = RENDER_SHADOW;
1653         if (!r_fullbright.integer)
1654                 ent->render.flags |= RENDER_LIGHT;
1655         VectorSet(ent->render.colormod, 1, 1, 1);
1656         VectorSet(ent->render.glowmod, 1, 1, 1);
1657         ent->render.allowdecals = true;
1658         CL_UpdateRenderEntity(&ent->render);
1659         r_refdef.scene.worldentity = &ent->render;
1660         r_refdef.scene.worldmodel = cl.worldmodel;
1661
1662         // if the world is q2bsp, animate the textures
1663         if (ent->render.model && ent->render.model->brush.isq2bsp)
1664                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1665 }
1666
1667 static void CL_RelinkStaticEntities(void)
1668 {
1669         int i;
1670         entity_t *e;
1671         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1672         {
1673                 e->render.flags = 0;
1674                 // if the model was not loaded when the static entity was created we
1675                 // need to re-fetch the model pointer
1676                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1677                 // either fullbright or lit
1678                 if(!r_fullbright.integer)
1679                 {
1680                         if (!(e->render.effects & EF_FULLBRIGHT))
1681                                 e->render.flags |= RENDER_LIGHT;
1682                 }
1683                 // hide player shadow during intermission or nehahra movie
1684                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1685                         e->render.flags |= RENDER_SHADOW;
1686                 VectorSet(e->render.colormod, 1, 1, 1);
1687                 VectorSet(e->render.glowmod, 1, 1, 1);
1688                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1689                 e->render.allowdecals = true;
1690                 CL_UpdateRenderEntity(&e->render);
1691                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1692         }
1693 }
1694
1695 /*
1696 ===============
1697 CL_RelinkEntities
1698 ===============
1699 */
1700 static void CL_RelinkNetworkEntities(void)
1701 {
1702         entity_t *ent;
1703         int i;
1704
1705         // start on the entity after the world
1706         for (i = 1;i < cl.num_entities;i++)
1707         {
1708                 if (cl.entities_active[i])
1709                 {
1710                         ent = cl.entities + i;
1711                         if (ent->state_current.active)
1712                                 CL_LinkNetworkEntity(ent);
1713                         else
1714                                 cl.entities_active[i] = false;
1715                 }
1716         }
1717 }
1718
1719 static void CL_RelinkEffects(void)
1720 {
1721         int i, intframe;
1722         cl_effect_t *e;
1723         entity_render_t *entrender;
1724         float frame;
1725
1726         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1727         {
1728                 if (e->active)
1729                 {
1730                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1731                         intframe = (int)frame;
1732                         if (intframe < 0 || intframe >= e->endframe)
1733                         {
1734                                 memset(e, 0, sizeof(*e));
1735                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1736                                         cl.num_effects--;
1737                                 continue;
1738                         }
1739
1740                         if (intframe != e->frame)
1741                         {
1742                                 e->frame = intframe;
1743                                 e->frame1time = e->frame2time;
1744                                 e->frame2time = cl.time;
1745                         }
1746
1747                         // if we're drawing effects, get a new temp entity
1748                         // (NewTempEntity adds it to the render entities list for us)
1749                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1750                         {
1751                                 // interpolation stuff
1752                                 entrender->framegroupblend[0].frame = intframe;
1753                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1754                                 entrender->framegroupblend[0].start = e->frame1time;
1755                                 if (intframe + 1 >= e->endframe)
1756                                 {
1757                                         entrender->framegroupblend[1].frame = 0; // disappear
1758                                         entrender->framegroupblend[1].lerp = 0;
1759                                         entrender->framegroupblend[1].start = 0;
1760                                 }
1761                                 else
1762                                 {
1763                                         entrender->framegroupblend[1].frame = intframe + 1;
1764                                         entrender->framegroupblend[1].lerp = frame - intframe;
1765                                         entrender->framegroupblend[1].start = e->frame2time;
1766                                 }
1767
1768                                 // normal stuff
1769                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1770                                 entrender->alpha = 1;
1771                                 VectorSet(entrender->colormod, 1, 1, 1);
1772                                 VectorSet(entrender->glowmod, 1, 1, 1);
1773
1774                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1775                                 CL_UpdateRenderEntity(entrender);
1776                         }
1777                 }
1778         }
1779 }
1780
1781 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1782 {
1783         VectorCopy(b->start, start);
1784         VectorCopy(b->end, end);
1785
1786         // if coming from the player, update the start position
1787         if (b->entity == cl.viewentity)
1788         {
1789                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1790                 {
1791                         // LadyHavoc: this is a stupid hack from Quake that makes your
1792                         // lightning appear to come from your waist and cover less of your
1793                         // view
1794                         // in Quake this hack was applied to all players (causing the
1795                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1796                         // only applies to your own lightning, and only in first person
1797                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1798                 }
1799                 if (cl_beams_instantaimhack.integer)
1800                 {
1801                         vec3_t dir, localend;
1802                         vec_t len;
1803                         // LadyHavoc: this updates the beam direction to match your
1804                         // viewangles
1805                         VectorSubtract(end, start, dir);
1806                         len = VectorLength(dir);
1807                         VectorNormalize(dir);
1808                         VectorSet(localend, len, 0, 0);
1809                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1810                 }
1811         }
1812 }
1813
1814 void CL_RelinkBeams(void)
1815 {
1816         int i;
1817         beam_t *b;
1818         vec3_t dist, org, start, end;
1819         float d;
1820         entity_render_t *entrender;
1821         double yaw, pitch;
1822         float forward;
1823         matrix4x4_t tempmatrix;
1824
1825         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1826         {
1827                 if (!b->model)
1828                         continue;
1829                 if (b->endtime < cl.time)
1830                 {
1831                         b->model = NULL;
1832                         continue;
1833                 }
1834
1835                 CL_Beam_CalculatePositions(b, start, end);
1836
1837                 if (b->lightning)
1838                 {
1839                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1840                         {
1841                                 // FIXME: create a matrix from the beam start/end orientation
1842                                 vec3_t dlightcolor;
1843                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1844                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1845                                 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);
1846                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1847                         }
1848                         if (cl_beams_polygons.integer)
1849                         {
1850                                 CL_Beam_AddPolygons(b);
1851                                 continue;
1852                         }
1853                 }
1854
1855                 // calculate pitch and yaw
1856                 // (this is similar to the QuakeC builtin function vectoangles)
1857                 VectorSubtract(end, start, dist);
1858                 if (dist[1] == 0 && dist[0] == 0)
1859                 {
1860                         yaw = 0;
1861                         if (dist[2] > 0)
1862                                 pitch = 90;
1863                         else
1864                                 pitch = 270;
1865                 }
1866                 else
1867                 {
1868                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1869                         if (yaw < 0)
1870                                 yaw += 360;
1871
1872                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1873                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1874                         if (pitch < 0)
1875                                 pitch += 360;
1876                 }
1877
1878                 // add new entities for the lightning
1879                 VectorCopy (start, org);
1880                 d = VectorNormalizeLength(dist);
1881                 while (d > 0)
1882                 {
1883                         entrender = CL_NewTempEntity (0);
1884                         if (!entrender)
1885                                 return;
1886                         entrender->model = b->model;
1887                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1888                         CL_UpdateRenderEntity(entrender);
1889                         VectorMA(org, 30, dist, org);
1890                         d -= 30;
1891                 }
1892         }
1893
1894         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1895                 cl.num_beams--;
1896 }
1897
1898 static void CL_RelinkQWNails(void)
1899 {
1900         int i;
1901         vec_t *v;
1902         entity_render_t *entrender;
1903
1904         for (i = 0;i < cl.qw_num_nails;i++)
1905         {
1906                 v = cl.qw_nails[i];
1907
1908                 // if we're drawing effects, get a new temp entity
1909                 // (NewTempEntity adds it to the render entities list for us)
1910                 if (!(entrender = CL_NewTempEntity(0)))
1911                         continue;
1912
1913                 // normal stuff
1914                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1915                 entrender->alpha = 1;
1916                 VectorSet(entrender->colormod, 1, 1, 1);
1917                 VectorSet(entrender->glowmod, 1, 1, 1);
1918
1919                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1920                 CL_UpdateRenderEntity(entrender);
1921         }
1922 }
1923
1924 static void CL_LerpPlayer(float frac)
1925 {
1926         int i;
1927
1928         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1929         for (i = 0;i < 3;i++)
1930         {
1931                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1932                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1933                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1934         }
1935
1936         // interpolate the angles if playing a demo or spectating someone
1937         if (cls.demoplayback || cl.fixangle[0])
1938         {
1939                 for (i = 0;i < 3;i++)
1940                 {
1941                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1942                         if (d > 180)
1943                                 d -= 360;
1944                         else if (d < -180)
1945                                 d += 360;
1946                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1947                 }
1948         }
1949 }
1950
1951 void CSQC_RelinkAllEntities (int drawmask)
1952 {
1953         // link stuff
1954         CL_RelinkWorld();
1955         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1956         CL_MeshEntities_Scene_AddRenderEntity();
1957         CL_RelinkStaticEntities();
1958         CL_RelinkBeams();
1959         CL_RelinkEffects();
1960         CL_RelinkLightFlashes();
1961
1962         // link stuff
1963         if (drawmask & ENTMASK_ENGINE)
1964         {
1965                 CL_RelinkNetworkEntities();
1966                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1967                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1968                 CL_RelinkQWNails();
1969         }
1970
1971         // update view blend
1972         V_CalcViewBlend();
1973 }
1974
1975 /*
1976 ===============
1977 CL_UpdateWorld
1978
1979 Update client game world for a new frame
1980 ===============
1981 */
1982 void CL_UpdateWorld(void)
1983 {
1984         r_refdef.scene.extraupdate = !r_speeds.integer;
1985         r_refdef.scene.numentities = 0;
1986         r_refdef.scene.numlights = 0;
1987         r_refdef.view.matrix = identitymatrix;
1988         r_refdef.view.quality = 1;
1989                 
1990         cl.num_brushmodel_entities = 0;
1991
1992         if (cls.state == ca_connected && cls.signon == SIGNONS)
1993         {
1994                 // prepare for a new frame
1995                 CL_LerpPlayer(CL_LerpPoint());
1996                 CL_DecayLightFlashes();
1997                 CL_ClearTempEntities();
1998                 V_DriftPitch();
1999                 V_FadeViewFlashs();
2000
2001                 // if prediction is enabled we have to update all the collidable
2002                 // network entities before the prediction code can be run
2003                 CL_UpdateNetworkCollisionEntities();
2004
2005                 // now update the player prediction
2006                 CL_ClientMovement_Replay();
2007
2008                 // update the player entity (which may be predicted)
2009                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2010
2011                 // now update the view (which depends on that player entity)
2012                 V_CalcRefdef();
2013
2014                 // now update all the network entities and create particle trails
2015                 // (some entities may depend on the view)
2016                 CL_UpdateNetworkEntities();
2017
2018                 // update the engine-based viewmodel
2019                 CL_UpdateViewModel();
2020
2021                 // when csqc is loaded, it will call this in CSQC_UpdateView
2022                 if (!cl.csqc_loaded)
2023                 {
2024                         // clear the CL_Mesh_Scene() used for some engine effects
2025                         CL_MeshEntities_Scene_Clear();
2026                         // add engine entities and effects
2027                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2028                 }
2029
2030                 // decals, particles, and explosions will be updated during rneder
2031         }
2032
2033         r_refdef.scene.time = cl.time;
2034 }
2035
2036 /*
2037 ======================
2038 CL_Fog_f
2039 ======================
2040 */
2041 static void CL_Fog_f(cmd_state_t *cmd)
2042 {
2043         if (Cmd_Argc (cmd) == 1)
2044         {
2045                 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);
2046                 return;
2047         }
2048         FOG_clear(); // so missing values get good defaults
2049         if(Cmd_Argc(cmd) > 1)
2050                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2051         if(Cmd_Argc(cmd) > 2)
2052                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2053         if(Cmd_Argc(cmd) > 3)
2054                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2055         if(Cmd_Argc(cmd) > 4)
2056                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2057         if(Cmd_Argc(cmd) > 5)
2058                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2059         if(Cmd_Argc(cmd) > 6)
2060                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2061         if(Cmd_Argc(cmd) > 7)
2062                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2063         if(Cmd_Argc(cmd) > 8)
2064                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2065         if(Cmd_Argc(cmd) > 9)
2066                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2067 }
2068
2069 /*
2070 ======================
2071 CL_FogHeightTexture_f
2072 ======================
2073 */
2074 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2075 {
2076         if (Cmd_Argc (cmd) < 11)
2077         {
2078                 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);
2079                 return;
2080         }
2081         FOG_clear(); // so missing values get good defaults
2082         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2083         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2084         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2085         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2086         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2087         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2088         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2089         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2090         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2091         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2092 }
2093
2094
2095 /*
2096 ====================
2097 CL_TimeRefresh_f
2098
2099 For program optimization
2100 ====================
2101 */
2102 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2103 {
2104         int i;
2105         double timestart, timedelta;
2106
2107         r_refdef.scene.extraupdate = false;
2108
2109         timestart = Sys_DirtyTime();
2110         for (i = 0;i < 128;i++)
2111         {
2112                 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);
2113                 r_refdef.view.quality = 1;
2114                 CL_UpdateScreen();
2115         }
2116         timedelta = Sys_DirtyTime() - timestart;
2117
2118         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2119 }
2120
2121 static void CL_AreaStats_f(cmd_state_t *cmd)
2122 {
2123         World_PrintAreaStats(&cl.world, "client");
2124 }
2125
2126 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2127 {
2128         int i;
2129         cl_locnode_t *loc;
2130         cl_locnode_t *best;
2131         vec3_t nearestpoint;
2132         vec_t dist, bestdist;
2133         best = NULL;
2134         bestdist = 0;
2135         for (loc = cl.locnodes;loc;loc = loc->next)
2136         {
2137                 for (i = 0;i < 3;i++)
2138                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2139                 dist = VectorDistance2(nearestpoint, point);
2140                 if (bestdist > dist || !best)
2141                 {
2142                         bestdist = dist;
2143                         best = loc;
2144                         if (bestdist < 1)
2145                                 break;
2146                 }
2147         }
2148         return best;
2149 }
2150
2151 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2152 {
2153         cl_locnode_t *loc;
2154         loc = CL_Locs_FindNearest(point);
2155         if (loc)
2156                 strlcpy(buffer, loc->name, buffersize);
2157         else
2158                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2159 }
2160
2161 static void CL_Locs_FreeNode(cl_locnode_t *node)
2162 {
2163         cl_locnode_t **pointer, **next;
2164         for (pointer = &cl.locnodes;*pointer;pointer = next)
2165         {
2166                 next = &(*pointer)->next;
2167                 if (*pointer == node)
2168                 {
2169                         *pointer = node->next;
2170                         Mem_Free(node);
2171                         return;
2172                 }
2173         }
2174         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2175 }
2176
2177 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2178 {
2179         cl_locnode_t *node, **pointer;
2180         int namelen;
2181         if (!name)
2182                 name = "";
2183         namelen = (int)strlen(name);
2184         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2185         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2186         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2187         node->name = (char *)(node + 1);
2188         memcpy(node->name, name, namelen);
2189         node->name[namelen] = 0;
2190         // link it into the tail of the list to preserve the order
2191         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2192                 ;
2193         *pointer = node;
2194 }
2195
2196 static void CL_Locs_Add_f(cmd_state_t *cmd)
2197 {
2198         vec3_t mins, maxs;
2199         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2200         {
2201                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2202                 return;
2203         }
2204         mins[0] = atof(Cmd_Argv(cmd, 1));
2205         mins[1] = atof(Cmd_Argv(cmd, 2));
2206         mins[2] = atof(Cmd_Argv(cmd, 3));
2207         if (Cmd_Argc(cmd) == 8)
2208         {
2209                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2210                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2211                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2212                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2213         }
2214         else
2215                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2216 }
2217
2218 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2219 {
2220         cl_locnode_t *loc;
2221         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2222         if (loc)
2223                 CL_Locs_FreeNode(loc);
2224         else
2225                 Con_Printf("no loc point or box found for your location\n");
2226 }
2227
2228 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2229 {
2230         while (cl.locnodes)
2231                 CL_Locs_FreeNode(cl.locnodes);
2232 }
2233
2234 static void CL_Locs_Save_f(cmd_state_t *cmd)
2235 {
2236         cl_locnode_t *loc;
2237         qfile_t *outfile;
2238         char locfilename[MAX_QPATH];
2239         if (!cl.locnodes)
2240         {
2241                 Con_Printf("No loc points/boxes exist!\n");
2242                 return;
2243         }
2244         if (cls.state != ca_connected || !cl.worldmodel)
2245         {
2246                 Con_Printf("No level loaded!\n");
2247                 return;
2248         }
2249         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2250
2251         outfile = FS_OpenRealFile(locfilename, "w", false);
2252         if (!outfile)
2253                 return;
2254         // if any boxes are used then this is a proquake-format loc file, which
2255         // allows comments, so add some relevant information at the start
2256         for (loc = cl.locnodes;loc;loc = loc->next)
2257                 if (!VectorCompare(loc->mins, loc->maxs))
2258                         break;
2259         if (loc)
2260         {
2261                 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);
2262                 for (loc = cl.locnodes;loc;loc = loc->next)
2263                         if (VectorCompare(loc->mins, loc->maxs))
2264                                 break;
2265                 if (loc)
2266                         Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2267         }
2268         for (loc = cl.locnodes;loc;loc = loc->next)
2269         {
2270                 if (VectorCompare(loc->mins, loc->maxs))
2271                 {
2272                         int len;
2273                         const char *s;
2274                         const char *in = loc->name;
2275                         char name[MAX_INPUTLINE];
2276                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2277                         {
2278                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2279                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2280                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2281                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2282                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2283                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2284                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2285                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2286                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2287                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2288                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2289                                 else s = NULL;
2290                                 if (s)
2291                                 {
2292                                         while (len < (int)sizeof(name) - 1 && *s)
2293                                                 name[len++] = *s++;
2294                                         continue;
2295                                 }
2296                                 name[len++] = *in++;
2297                         }
2298                         name[len] = 0;
2299                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2300                 }
2301                 else
2302                         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);
2303         }
2304         FS_Close(outfile);
2305 }
2306
2307 void CL_Locs_Reload_f(cmd_state_t *cmd)
2308 {
2309         int i, linenumber, limit, len;
2310         const char *s;
2311         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2312         fs_offset_t filesize;
2313         vec3_t mins, maxs;
2314         char locfilename[MAX_QPATH];
2315         char name[MAX_INPUTLINE];
2316
2317         if (cls.state != ca_connected || !cl.worldmodel)
2318         {
2319                 Con_Printf("No level loaded!\n");
2320                 return;
2321         }
2322
2323         CL_Locs_Clear_f(cmd);
2324
2325         // try maps/something.loc first (LadyHavoc: where I think they should be)
2326         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2327         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2328         if (!filedata)
2329         {
2330                 // try proquake name as well (LadyHavoc: I hate path mangling)
2331                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2332                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2333                 if (!filedata)
2334                         return;
2335         }
2336         text = filedata;
2337         textend = filedata + filesize;
2338         for (linenumber = 1;text < textend;linenumber++)
2339         {
2340                 linestart = text;
2341                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2342                         ;
2343                 lineend = text;
2344                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2345                         text++;
2346                 if (text < textend)
2347                         text++;
2348                 // trim trailing whitespace
2349                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2350                         lineend--;
2351                 // trim leading whitespace
2352                 while (linestart < lineend && ISWHITESPACE(*linestart))
2353                         linestart++;
2354                 // check if this is a comment
2355                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2356                         continue;
2357                 linetext = linestart;
2358                 limit = 3;
2359                 for (i = 0;i < limit;i++)
2360                 {
2361                         if (linetext >= lineend)
2362                                 break;
2363                         // note: a missing number is interpreted as 0
2364                         if (i < 3)
2365                                 mins[i] = atof(linetext);
2366                         else
2367                                 maxs[i - 3] = atof(linetext);
2368                         // now advance past the number
2369                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2370                                 linetext++;
2371                         // advance through whitespace
2372                         if (linetext < lineend)
2373                         {
2374                                 if (*linetext == ',')
2375                                 {
2376                                         linetext++;
2377                                         limit = 6;
2378                                         // note: comma can be followed by whitespace
2379                                 }
2380                                 if (ISWHITESPACE(*linetext))
2381                                 {
2382                                         // skip whitespace
2383                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2384                                                 linetext++;
2385                                 }
2386                         }
2387                 }
2388                 // if this is a quoted name, remove the quotes
2389                 if (i == 6)
2390                 {
2391                         if (linetext >= lineend || *linetext != '"')
2392                                 continue; // proquake location names are always quoted
2393                         lineend--;
2394                         linetext++;
2395                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2396                         memcpy(name, linetext, len);
2397                         name[len] = 0;
2398                         // add the box to the list
2399                         CL_Locs_AddNode(mins, maxs, name);
2400                 }
2401                 // if a point was parsed, it needs to be scaled down by 8 (since
2402                 // point-based loc files were invented by a proxy which dealt
2403                 // directly with quake protocol coordinates, which are *8), turn
2404                 // it into a box
2405                 else if (i == 3)
2406                 {
2407                         // interpret silly fuhquake macros
2408                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2409                         {
2410                                 if (*linetext == '$')
2411                                 {
2412                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2413                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2414                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2415                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2416                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2417                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2418                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2419                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2420                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2421                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2422                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2423                                         else s = NULL;
2424                                         if (s)
2425                                         {
2426                                                 while (len < (int)sizeof(name) - 1 && *s)
2427                                                         name[len++] = *s++;
2428                                                 continue;
2429                                         }
2430                                 }
2431                                 name[len++] = *linetext++;
2432                         }
2433                         name[len] = 0;
2434                         // add the point to the list
2435                         VectorScale(mins, (1.0 / 8.0), mins);
2436                         CL_Locs_AddNode(mins, mins, name);
2437                 }
2438                 else
2439                         continue;
2440         }
2441 }
2442
2443 entity_t cl_meshentities[NUM_MESHENTITIES];
2444 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2445 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2446 {
2447         "MESH_SCENE",
2448         "MESH_UI",
2449 };
2450
2451 static void CL_MeshEntities_Restart(void)
2452 {
2453         int i;
2454         entity_t *ent;
2455         for (i = 0; i < NUM_MESHENTITIES; i++)
2456         {
2457                 ent = cl_meshentities + i;
2458                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2459         }
2460 }
2461
2462 static void CL_MeshEntities_Init(void)
2463 {
2464         int i;
2465         entity_t *ent;
2466         for (i = 0; i < NUM_MESHENTITIES; i++)
2467         {
2468                 ent = cl_meshentities + i;
2469                 ent->state_current.active = true;
2470                 ent->render.model = cl_meshentitymodels + i;
2471                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2472                 ent->render.alpha = 1;
2473                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2474                 ent->render.framegroupblend[0].lerp = 1;
2475                 ent->render.frameblend[0].lerp = 1;
2476                 VectorSet(ent->render.colormod, 1, 1, 1);
2477                 VectorSet(ent->render.glowmod, 1, 1, 1);
2478                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2479                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2480                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2481                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2482                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2483                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2484                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2485                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2486                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2487                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2488                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2489                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2490                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2491                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2492
2493                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2494                 CL_UpdateRenderEntity(&ent->render);
2495         }
2496         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2497         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2498 }
2499
2500 void CL_MeshEntities_Scene_Clear(void)
2501 {
2502         Mod_Mesh_Reset(CL_Mesh_Scene());
2503 }
2504
2505 void CL_MeshEntities_Scene_AddRenderEntity(void)
2506 {
2507         entity_t* ent = &cl_meshentities[MESH_SCENE];
2508         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2509 }
2510
2511 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2512 {
2513         entity_t *ent = &cl_meshentities[MESH_SCENE];
2514         Mod_Mesh_Finalize(ent->render.model);
2515         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2516         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2517 }
2518
2519 static void CL_MeshEntities_Shutdown(void)
2520 {
2521 }
2522
2523 extern cvar_t r_overheadsprites_pushback;
2524 extern cvar_t r_fullbright_directed_pitch_relative;
2525 extern cvar_t r_fullbright_directed_pitch;
2526 extern cvar_t r_fullbright_directed_ambient;
2527 extern cvar_t r_fullbright_directed_diffuse;
2528 extern cvar_t r_fullbright_directed;
2529 extern cvar_t r_hdr_glowintensity;
2530
2531 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2532 {
2533         vec3_t angles;
2534
2535         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2536         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2537
2538         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2539         // same for all stereo views, and to better handle pitches outside
2540         // [-90, 90] (in_pitch_* cvars allow that).
2541         VectorCopy(cl.viewangles, angles);
2542         if (r_fullbright_directed_pitch_relative.integer) {
2543                 angles[PITCH] += r_fullbright_directed_pitch.value;
2544         }
2545         else {
2546                 angles[PITCH] = r_fullbright_directed_pitch.value;
2547         }
2548         AngleVectors(angles, worldspacenormal, NULL, NULL);
2549         VectorNegate(worldspacenormal, worldspacenormal);
2550 }
2551
2552 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2553 {
2554         float shadingorigin[3], a[3], c[3], dir[3];
2555         int q;
2556
2557         for (q = 0; q < 3; q++)
2558                 a[q] = c[q] = dir[q] = 0;
2559
2560         ent->render_lightgrid = false;
2561         ent->render_modellight_forced = false;
2562         ent->render_rtlight_disabled = false;
2563
2564         // pick an appropriate value for render_modellight_origin - if this is an
2565         // attachment we want to use the parent's render_modellight_origin so that
2566         // shading is the same (also important for r_shadows to cast shadows in the
2567         // same direction)
2568         if (VectorLength2(ent->custommodellight_origin))
2569         {
2570                 // CSQC entities always provide this (via CL_GetTagMatrix)
2571                 for (q = 0; q < 3; q++)
2572                         shadingorigin[q] = ent->custommodellight_origin[q];
2573         }
2574         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2575         {
2576                 // network entity - follow attachment chain back to a root entity,
2577                 int entnum = ent->entitynumber, recursion;
2578                 for (recursion = 32; recursion > 0; --recursion)
2579                 {
2580                         int parentnum = cl.entities[entnum].state_current.tagentity;
2581                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2582                                 break;
2583                         entnum = parentnum;
2584                 }
2585                 // grab the root entity's origin
2586                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2587         }
2588         else
2589         {
2590                 // not a CSQC entity (which sets custommodellight_origin), not a network
2591                 // entity - so it's probably not attached to anything
2592                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2593         }
2594
2595         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2596         {
2597                 // intentionally EF_FULLBRIGHT entity
2598                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2599                 // CSQC can still provide its own customized modellight values
2600                 ent->render_rtlight_disabled = true;
2601                 ent->render_modellight_forced = true;
2602                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2603                 {
2604                         // custom colors provided by CSQC
2605                         for (q = 0; q < 3; q++)
2606                         {
2607                                 a[q] = ent->custommodellight_ambient[q];
2608                                 c[q] = ent->custommodellight_diffuse[q];
2609                                 dir[q] = ent->custommodellight_lightdir[q];
2610                         }
2611                 }
2612                 else if (r_fullbright_directed.integer)
2613                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2614                 else
2615                         for (q = 0; q < 3; q++)
2616                                 a[q] = 1;
2617         }
2618         else
2619         {
2620                 // fetch the lighting from the worldmodel data
2621
2622                 // CSQC can provide its own customized modellight values
2623                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2624                 {
2625                         ent->render_modellight_forced = true;
2626                         for (q = 0; q < 3; q++)
2627                         {
2628                                 a[q] = ent->custommodellight_ambient[q];
2629                                 c[q] = ent->custommodellight_diffuse[q];
2630                                 dir[q] = ent->custommodellight_lightdir[q];
2631                         }
2632                 }
2633                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2634                 {
2635                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2636                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2637                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2638                         ent->render_modellight_forced = true;
2639                         ent->render_rtlight_disabled = true;
2640                 }
2641                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2642                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2643                 {
2644                         ent->render_lightgrid = true;
2645                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2646                 }
2647                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2648                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2649                 else if (r_fullbright_directed.integer)
2650                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2651                 else
2652                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2653         }
2654
2655         for (q = 0; q < 3; q++)
2656         {
2657                 ent->render_fullbright[q] = ent->colormod[q];
2658                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2659                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2660                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2661                 ent->render_modellight_specular[q] = c[q];
2662                 ent->render_modellight_lightdir[q] = dir[q];
2663                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2664                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2665                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2666                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2667                 ent->render_rtlight_specular[q] = 1;
2668         }
2669
2670         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2671         if (ent->render_modellight_forced)
2672                 for (q = 0; q < 3; q++)
2673                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2674         if (ent->render_rtlight_disabled)
2675                 for (q = 0; q < 3; q++)
2676                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2677
2678         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2679                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2680         VectorNormalize(ent->render_modellight_lightdir);
2681 }
2682
2683
2684 void CL_UpdateEntityShading(void)
2685 {
2686         int i;
2687         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2688         for (i = 0; i < r_refdef.scene.numentities; i++)
2689                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2690 }
2691
2692 /*
2693 ===========
2694 CL_Shutdown
2695 ===========
2696 */
2697 void CL_Shutdown (void)
2698 {
2699         CL_Screen_Shutdown();
2700         CL_Particles_Shutdown();
2701         CL_Parse_Shutdown();
2702         CL_MeshEntities_Shutdown();
2703
2704         Mem_FreePool (&cls.permanentmempool);
2705         Mem_FreePool (&cls.levelmempool);
2706 }
2707
2708 /*
2709 =================
2710 CL_Init
2711 =================
2712 */
2713 void CL_Init (void)
2714 {
2715         if (cls.state == ca_dedicated)
2716         {
2717                 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2718         }
2719         else
2720         {
2721                 Con_DPrintf("Initializing client\n");
2722
2723                 R_Modules_Init();
2724                 Palette_Init();
2725 #ifdef CONFIG_MENU
2726                 MR_Init_Commands();
2727 #endif
2728                 VID_Shared_Init();
2729                 VID_Init();
2730                 Render_Init();
2731                 S_Init();
2732                 CDAudio_Init();
2733                 Key_Init();
2734
2735
2736                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2737                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2738
2739                 memset(&r_refdef, 0, sizeof(r_refdef));
2740                 // max entities sent to renderer per frame
2741                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2742                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2743
2744                 // max temp entities
2745                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2746                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2747
2748                 CL_InitInput ();
2749
2750         //
2751         // register our commands
2752         //
2753                 Cvar_RegisterVariable (&cl_upspeed);
2754                 Cvar_RegisterVariable (&cl_forwardspeed);
2755                 Cvar_RegisterVariable (&cl_backspeed);
2756                 Cvar_RegisterVariable (&cl_sidespeed);
2757                 Cvar_RegisterVariable (&cl_movespeedkey);
2758                 Cvar_RegisterVariable (&cl_yawspeed);
2759                 Cvar_RegisterVariable (&cl_pitchspeed);
2760                 Cvar_RegisterVariable (&cl_anglespeedkey);
2761                 Cvar_RegisterVariable (&cl_shownet);
2762                 Cvar_RegisterVariable (&cl_nolerp);
2763                 Cvar_RegisterVariable (&cl_lerpexcess);
2764                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2765                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2766                 Cvar_RegisterVariable (&cl_deathfade);
2767                 Cvar_RegisterVariable (&lookspring);
2768                 Cvar_RegisterVariable (&lookstrafe);
2769                 Cvar_RegisterVariable (&sensitivity);
2770                 Cvar_RegisterVariable (&freelook);
2771
2772                 Cvar_RegisterVariable (&m_pitch);
2773                 Cvar_RegisterVariable (&m_yaw);
2774                 Cvar_RegisterVariable (&m_forward);
2775                 Cvar_RegisterVariable (&m_side);
2776
2777                 Cvar_RegisterVariable (&cl_itembobspeed);
2778                 Cvar_RegisterVariable (&cl_itembobheight);
2779
2780                 CL_Demo_Init();
2781
2782                 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2783                 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2784                 Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2785                 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2786
2787                 // Support Client-side Model Index List
2788                 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2789                 // Support Client-side Sound Index List
2790                 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2791
2792                 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2793                 Cmd_AddCommand(CMD_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2794
2795                 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2796
2797                 Cvar_RegisterVariable(&r_draweffects);
2798                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2799                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2800                 Cvar_RegisterVariable(&cl_explosions_size_start);
2801                 Cvar_RegisterVariable(&cl_explosions_size_end);
2802                 Cvar_RegisterVariable(&cl_explosions_lifetime);
2803                 Cvar_RegisterVariable(&cl_stainmaps);
2804                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2805                 Cvar_RegisterVariable(&cl_beams_polygons);
2806                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2807                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2808                 Cvar_RegisterVariable(&cl_beams_lightatend);
2809                 Cvar_RegisterVariable(&cl_noplayershadow);
2810                 Cvar_RegisterVariable(&cl_dlights_decayradius);
2811                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2812
2813                 Cvar_RegisterVariable(&cl_prydoncursor);
2814                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2815
2816                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2817
2818                 // for QW connections
2819                 Cvar_RegisterVariable(&qport);
2820                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2821
2822                 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2823
2824                 Cvar_RegisterVariable(&cl_locs_enable);
2825                 Cvar_RegisterVariable(&cl_locs_show);
2826                 Cmd_AddCommand(CMD_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2827                 Cmd_AddCommand(CMD_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2828                 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2829                 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2830                 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2831
2832                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2833
2834                 CL_Parse_Init();
2835                 CL_Particles_Init();
2836                 CL_Screen_Init();
2837                 CL_MeshEntities_Init();
2838
2839                 CL_Video_Init();
2840
2841                 #ifdef CONFIG_MENU
2842                 Cbuf_InsertText(&cmd_client,"menu_start\n");
2843                 #endif
2844         }
2845 }