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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 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"};
36 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"};
37 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 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)"};
43 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)"};
44
45 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 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" };
60 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)" };
61 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" };
62
63 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 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)"};
67 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 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)"};
69 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 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)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 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)"};
80
81 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 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)"};
87
88 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"};
89 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"};
90
91 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 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)"};
94 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 client_static_t cls;
97 client_state_t  cl;
98
99 /*
100 =====================
101 CL_ClearState
102
103 =====================
104 */
105 void CL_ClearState(void)
106 {
107         int i;
108         entity_t *ent;
109
110         CL_VM_ShutDown();
111
112 // wipe the entire cl structure
113         Mem_EmptyPool(cls.levelmempool);
114         memset (&cl, 0, sizeof(cl));
115
116         S_StopAllSounds();
117
118         // reset the view zoom interpolation
119         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120         cl.sensitivityscale = 1.0f;
121
122         // enable rendering of the world and such
123         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124         cl.csqc_vidvars.drawenginesbar = true;
125         cl.csqc_vidvars.drawcrosshair = true;
126
127         // set up the float version of the stats array for easier access to float stats
128         cl.statsf = (float *)cl.stats;
129
130         cl.num_entities = 0;
131         cl.num_static_entities = 0;
132         cl.num_brushmodel_entities = 0;
133
134         // tweak these if the game runs out
135         cl.max_csqcrenderentities = 0;
136         cl.max_entities = MAX_ENITIES_INITIAL;
137         cl.max_static_entities = MAX_STATICENTITIES;
138         cl.max_effects = MAX_EFFECTS;
139         cl.max_beams = MAX_BEAMS;
140         cl.max_dlights = MAX_DLIGHTS;
141         cl.max_lightstyle = MAX_LIGHTSTYLES;
142         cl.max_brushmodel_entities = MAX_EDICTS;
143         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
144         cl.max_showlmps = 0;
145
146         cl.num_dlights = 0;
147         cl.num_effects = 0;
148         cl.num_beams = 0;
149
150         cl.csqcrenderentities = NULL;
151         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
160         cl.showlmps = NULL;
161
162         // LadyHavoc: have to set up the baseline info for alpha and other stuff
163         for (i = 0;i < cl.max_entities;i++)
164         {
165                 cl.entities[i].state_baseline = defaultstate;
166                 cl.entities[i].state_previous = defaultstate;
167                 cl.entities[i].state_current = defaultstate;
168         }
169
170         if (IS_NEXUIZ_DERIVED(gamemode))
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176         }
177         else
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183         }
184
185         // disable until we get textures for it
186         R_ResetSkyBox();
187
188         ent = &cl.entities[0];
189         // entire entity array was cleared, so just fill in a few fields
190         ent->state_current.active = true;
191         ent->render.model = cl.worldmodel = NULL; // no world model yet
192         ent->render.alpha = 1;
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         ent->render.allowdecals = true;
196         CL_UpdateRenderEntity(&ent->render);
197
198         // noclip is turned off at start
199         noclip_anglehack = false;
200
201         // mark all frames invalid for delta
202         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
203
204         // set bestweapon data back to Quake data
205         IN_BestWeapon_ResetData();
206
207         CL_Screen_NewMap();
208 }
209
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
211 {
212         int i;
213         qboolean fail = false;
214         char vabuf[1024];
215         if (!allowstarkey && key[0] == '*')
216                 fail = true;
217         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
218                 fail = true;
219         for (i = 0;key[i];i++)
220                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
221                         fail = true;
222         for (i = 0;value[i];i++)
223                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
224                         fail = true;
225         if (fail)
226         {
227                 if (!quiet)
228                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
229                 return;
230         }
231         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
232         if (cls.state == ca_connected && cls.netcon)
233         {
234                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
235                 {
236                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
238                 }
239                 else if (!strcasecmp(key, "name"))
240                 {
241                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
243                 }
244                 else if (!strcasecmp(key, "playermodel"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playerskin"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "topcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "bottomcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "rate"))
263                 {
264                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
266                 }
267                 else if (!strcasecmp(key, "rate_burstsize"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
271                 }
272         }
273 }
274
275 void CL_ExpandEntities(int num)
276 {
277         int i, oldmaxentities;
278         entity_t *oldentities;
279         if (num >= cl.max_entities)
280         {
281                 if (!cl.entities)
282                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283                 if (num >= MAX_EDICTS)
284                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285                 oldmaxentities = cl.max_entities;
286                 oldentities = cl.entities;
287                 cl.max_entities = (num & ~255) + 256;
288                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290                 Mem_Free(oldentities);
291                 for (i = oldmaxentities;i < cl.max_entities;i++)
292                 {
293                         cl.entities[i].state_baseline = defaultstate;
294                         cl.entities[i].state_previous = defaultstate;
295                         cl.entities[i].state_current = defaultstate;
296                 }
297         }
298 }
299
300 void CL_ExpandCSQCRenderEntities(int num)
301 {
302         int i;
303         int oldmaxcsqcrenderentities;
304         entity_render_t *oldcsqcrenderentities;
305         if (num >= cl.max_csqcrenderentities)
306         {
307                 if (num >= MAX_EDICTS)
308                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310                 oldcsqcrenderentities = cl.csqcrenderentities;
311                 cl.max_csqcrenderentities = (num & ~255) + 256;
312                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313                 if (oldcsqcrenderentities)
314                 {
315                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316                         for (i = 0;i < r_refdef.scene.numentities;i++)
317                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319                         Mem_Free(oldcsqcrenderentities);
320                 }
321         }
322 }
323
324 /*
325 =====================
326 CL_Disconnect
327
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
331 */
332 void CL_Disconnect(void)
333 {
334         if (cls.state == ca_dedicated)
335                 return;
336
337         if (COM_CheckParm("-profilegameonly"))
338                 Sys_AllowProfiling(false);
339
340         Curl_Clear_forthismap();
341
342         Con_DPrintf("CL_Disconnect\n");
343
344     Cvar_SetValueQuick(&csqc_progcrc, -1);
345         Cvar_SetValueQuick(&csqc_progsize, -1);
346         CL_VM_ShutDown();
347 // stop sounds (especially looping!)
348         S_StopAllSounds ();
349
350         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
351
352         // clear contents blends
353         cl.cshifts[0].percent = 0;
354         cl.cshifts[1].percent = 0;
355         cl.cshifts[2].percent = 0;
356         cl.cshifts[3].percent = 0;
357
358         cl.worldmodel = NULL;
359
360         CL_Parse_ErrorCleanUp();
361
362         if (cls.demoplayback)
363                 CL_StopPlayback();
364         else if (cls.netcon)
365         {
366                 sizebuf_t buf;
367                 unsigned char bufdata[8];
368                 if (cls.demorecording)
369                         CL_Stop_f(&cmd_client);
370
371                 // send disconnect message 3 times to improve chances of server
372                 // receiving it (but it still fails sometimes)
373                 memset(&buf, 0, sizeof(buf));
374                 buf.data = bufdata;
375                 buf.maxsize = sizeof(bufdata);
376                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
377                 {
378                         Con_DPrint("Sending drop command\n");
379                         MSG_WriteByte(&buf, qw_clc_stringcmd);
380                         MSG_WriteString(&buf, "drop");
381                 }
382                 else
383                 {
384                         Con_DPrint("Sending clc_disconnect\n");
385                         MSG_WriteByte(&buf, clc_disconnect);
386                 }
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_Close(cls.netcon);
391                 cls.netcon = NULL;
392         }
393         cls.state = ca_disconnected;
394         cl.islocalgame = false;
395
396         cls.demoplayback = cls.timedemo = false;
397         cls.signon = 0;
398 }
399
400 void CL_Disconnect_f(cmd_state_t *cmd)
401 {
402         CL_Disconnect ();
403         if (sv.active)
404                 Host_ShutdownServer ();
405 }
406
407
408
409
410 /*
411 =====================
412 CL_EstablishConnection
413
414 Host should be either "local" or a net address
415 =====================
416 */
417 void CL_EstablishConnection(const char *host, int firstarg)
418 {
419         if (cls.state == ca_dedicated)
420                 return;
421
422         // don't connect to a server if we're benchmarking a demo
423         if (COM_CheckParm("-benchmark"))
424                 return;
425
426         // clear menu's connect error message
427 #ifdef CONFIG_MENU
428         M_Update_Return_Reason("");
429 #endif
430
431         // if downloads are running, cancel their finishing action
432         Curl_Clear_forthismap();
433
434         // Disconnect from the current server, or stop a running demo.
435         CL_Disconnect();
436
437         // make sure the client ports are open before attempting to connect
438         NetConn_UpdateSockets();
439
440         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
441         {
442                 cls.connect_trying = true;
443                 cls.connect_remainingtries = 3;
444                 cls.connect_nextsendtime = 0;
445
446                 // only NOW, set connect_userinfo
447                 if(firstarg >= 0)
448                 {
449                         int i;
450                         *cls.connect_userinfo = 0;
451                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
452                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
453                 }
454                 else if(firstarg < -1)
455                 {
456                         // -1: keep as is (reconnect)
457                         // -2: clear
458                         *cls.connect_userinfo = 0;
459                 }
460
461 #ifdef CONFIG_MENU
462                 M_Update_Return_Reason("Trying to connect...");
463 #endif
464         }
465         else
466         {
467                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
468 #ifdef CONFIG_MENU
469                 M_Update_Return_Reason("No network");
470 #endif
471         }
472 }
473
474 /*
475 ==============
476 CL_PrintEntities_f
477 ==============
478 */
479 static void CL_PrintEntities_f(cmd_state_t *cmd)
480 {
481         entity_t *ent;
482         int i;
483
484         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
485         {
486                 const char* modelname;
487
488                 if (!ent->state_current.active)
489                         continue;
490
491                 if (ent->render.model)
492                         modelname = ent->render.model->name;
493                 else
494                         modelname = "--no model--";
495                 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);
496         }
497 }
498
499 /*
500 ===============
501 CL_ModelIndexList_f
502
503 List information on all models in the client modelindex
504 ===============
505 */
506 static void CL_ModelIndexList_f(cmd_state_t *cmd)
507 {
508         int i;
509         dp_model_t *model;
510
511         // Print Header
512         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
513
514         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
515         {
516                 model = CL_GetModelByIndex(i);
517                 if (!model)
518                         continue;
519                 if(model->loaded || i == 1)
520                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
521                 else
522                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
523                 i++;
524         }
525 }
526
527 /*
528 ===============
529 CL_SoundIndexList_f
530
531 List all sounds in the client soundindex
532 ===============
533 */
534 static void CL_SoundIndexList_f(cmd_state_t *cmd)
535 {
536         int i = 1;
537
538         while(cl.sound_precache[i] && i != MAX_SOUNDS)
539         { // Valid Sound
540                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
541                 i++;
542         }
543 }
544
545 /*
546 ===============
547 CL_UpdateRenderEntity
548
549 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
550 ===============
551 */
552 void CL_UpdateRenderEntity(entity_render_t *ent)
553 {
554         vec3_t org;
555         vec_t scale;
556         dp_model_t *model = ent->model;
557         // update the inverse matrix for the renderer
558         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
559         // update the animation blend state
560         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
561         // we need the matrix origin to center the box
562         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
563         // update entity->render.scale because the renderer needs it
564         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
565         if (model)
566         {
567                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
568 #ifdef MATRIX4x4_OPENGLORIENTATION
569                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
570 #else
571                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
572 #endif
573                 {
574                         // pitch or roll
575                         VectorMA(org, scale, model->rotatedmins, ent->mins);
576                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
577                 }
578 #ifdef MATRIX4x4_OPENGLORIENTATION
579                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
580 #else
581                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
582 #endif
583                 {
584                         // yaw
585                         VectorMA(org, scale, model->yawmins, ent->mins);
586                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
587                 }
588                 else
589                 {
590                         VectorMA(org, scale, model->normalmins, ent->mins);
591                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
592                 }
593         }
594         else
595         {
596                 ent->mins[0] = org[0] - 16;
597                 ent->mins[1] = org[1] - 16;
598                 ent->mins[2] = org[2] - 16;
599                 ent->maxs[0] = org[0] + 16;
600                 ent->maxs[1] = org[1] + 16;
601                 ent->maxs[2] = org[2] + 16;
602         }
603 }
604
605 /*
606 ===============
607 CL_LerpPoint
608
609 Determines the fraction between the last two messages that the objects
610 should be put at.
611 ===============
612 */
613 static float CL_LerpPoint(void)
614 {
615         float f;
616
617         if (cl_nettimesyncboundmode.integer == 1)
618                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
619
620         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
621         if (cl.mtime[0] <= cl.mtime[1])
622         {
623                 cl.time = cl.mtime[0];
624                 return 1;
625         }
626
627         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
628         return bound(0, f, 1 + cl_lerpexcess.value);
629 }
630
631 void CL_ClearTempEntities (void)
632 {
633         r_refdef.scene.numtempentities = 0;
634         // grow tempentities buffer on request
635         if (r_refdef.scene.expandtempentities)
636         {
637                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
638                 r_refdef.scene.maxtempentities *= 2;
639                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
640                 r_refdef.scene.expandtempentities = false;
641         }
642 }
643
644 entity_render_t *CL_NewTempEntity(double shadertime)
645 {
646         entity_render_t *render;
647
648         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
649                 return NULL;
650         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
651         {
652                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
653                 return NULL;
654         }
655         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
656         memset (render, 0, sizeof(*render));
657         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
658
659         render->shadertime = shadertime;
660         render->alpha = 1;
661         VectorSet(render->colormod, 1, 1, 1);
662         VectorSet(render->glowmod, 1, 1, 1);
663         return render;
664 }
665
666 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
667 {
668         int i;
669         cl_effect_t *e;
670         if (!modelindex) // sanity check
671                 return;
672         if (framerate < 1)
673         {
674                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
675                 return;
676         }
677         if (framecount < 1)
678         {
679                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
680                 return;
681         }
682         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
683         {
684                 if (e->active)
685                         continue;
686                 e->active = true;
687                 VectorCopy(org, e->origin);
688                 e->modelindex = modelindex;
689                 e->starttime = cl.time;
690                 e->startframe = startframe;
691                 e->endframe = startframe + framecount;
692                 e->framerate = framerate;
693
694                 e->frame = 0;
695                 e->frame1time = cl.time;
696                 e->frame2time = cl.time;
697                 cl.num_effects = max(cl.num_effects, i + 1);
698                 break;
699         }
700 }
701
702 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
703 {
704         int i;
705         dlight_t *dl;
706
707 // then look for anything else
708         dl = cl.dlights;
709         for (i = 0;i < cl.max_dlights;i++, dl++)
710                 if (!dl->radius)
711                         break;
712
713         // unable to find one
714         if (i == cl.max_dlights)
715                 return;
716
717         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
718         memset (dl, 0, sizeof(*dl));
719         cl.num_dlights = max(cl.num_dlights, i + 1);
720         Matrix4x4_Normalize(&dl->matrix, matrix);
721         dl->ent = ent;
722         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
723         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
724         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
725         dl->radius = radius;
726         dl->color[0] = red;
727         dl->color[1] = green;
728         dl->color[2] = blue;
729         dl->initialradius = radius;
730         dl->initialcolor[0] = red;
731         dl->initialcolor[1] = green;
732         dl->initialcolor[2] = blue;
733         dl->decay = decay / radius; // changed decay to be a percentage decrease
734         dl->intensity = 1; // this is what gets decayed
735         if (lifetime)
736                 dl->die = cl.time + lifetime;
737         else
738                 dl->die = 0;
739         if (cubemapnum > 0)
740                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
741         else
742                 dl->cubemapname[0] = 0;
743         dl->style = style;
744         dl->shadow = shadowenable;
745         dl->corona = corona;
746         dl->flags = flags;
747         dl->coronasizescale = coronasizescale;
748         dl->ambientscale = ambientscale;
749         dl->diffusescale = diffusescale;
750         dl->specularscale = specularscale;
751 }
752
753 static void CL_DecayLightFlashes(void)
754 {
755         int i, oldmax;
756         dlight_t *dl;
757         float time;
758
759         time = bound(0, cl.time - cl.oldtime, 0.1);
760         oldmax = cl.num_dlights;
761         cl.num_dlights = 0;
762         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
763         {
764                 if (dl->radius)
765                 {
766                         dl->intensity -= time * dl->decay;
767                         if (cl.time < dl->die && dl->intensity > 0)
768                         {
769                                 if (cl_dlights_decayradius.integer)
770                                         dl->radius = dl->initialradius * dl->intensity;
771                                 else
772                                         dl->radius = dl->initialradius;
773                                 if (cl_dlights_decaybrightness.integer)
774                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
775                                 else
776                                         VectorCopy(dl->initialcolor, dl->color);
777                                 cl.num_dlights = i + 1;
778                         }
779                         else
780                                 dl->radius = 0;
781                 }
782         }
783 }
784
785 // called before entity relinking
786 void CL_RelinkLightFlashes(void)
787 {
788         int i, j, k, l;
789         dlight_t *dl;
790         float frac, f;
791         matrix4x4_t tempmatrix;
792
793         if (r_dynamic.integer)
794         {
795                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
796                 {
797                         if (dl->radius)
798                         {
799                                 tempmatrix = dl->matrix;
800                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
801                                 // we need the corona fading to be persistent
802                                 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);
803                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
804                         }
805                 }
806         }
807
808         if (!cl.lightstyle)
809         {
810                 for (j = 0;j < cl.max_lightstyle;j++)
811                 {
812                         r_refdef.scene.rtlightstylevalue[j] = 1;
813                         r_refdef.scene.lightstylevalue[j] = 256;
814                 }
815                 return;
816         }
817
818 // light animations
819 // 'm' is normal light, 'a' is no light, 'z' is double bright
820         f = cl.time * 10;
821         i = (int)floor(f);
822         frac = f - i;
823         for (j = 0;j < cl.max_lightstyle;j++)
824         {
825                 if (!cl.lightstyle[j].length)
826                 {
827                         r_refdef.scene.rtlightstylevalue[j] = 1;
828                         r_refdef.scene.lightstylevalue[j] = 256;
829                         continue;
830                 }
831                 // static lightstyle "=value"
832                 if (cl.lightstyle[j].map[0] == '=')
833                 {
834                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
835                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
836                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
837                         continue;
838                 }
839                 k = i % cl.lightstyle[j].length;
840                 l = (i-1) % cl.lightstyle[j].length;
841                 k = cl.lightstyle[j].map[k] - 'a';
842                 l = cl.lightstyle[j].map[l] - 'a';
843                 // rtlightstylevalue is always interpolated because it has no bad
844                 // consequences for performance
845                 // lightstylevalue is subject to a cvar for performance reasons;
846                 // skipping lightmap updates on most rendered frames substantially
847                 // improves framerates (but makes light fades look bad)
848                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
849                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
850         }
851 }
852
853 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
854 {
855         int frame = player->render.framegroupblend[0].frame;
856         float f;
857         entity_render_t *flagrender;
858         matrix4x4_t flagmatrix;
859
860         // this code taken from QuakeWorld
861         f = 14;
862         if (frame >= 29 && frame <= 40)
863         {
864                 if (frame >= 29 && frame <= 34)
865                 { //axpain
866                         if      (frame == 29) f = f + 2;
867                         else if (frame == 30) f = f + 8;
868                         else if (frame == 31) f = f + 12;
869                         else if (frame == 32) f = f + 11;
870                         else if (frame == 33) f = f + 10;
871                         else if (frame == 34) f = f + 4;
872                 }
873                 else if (frame >= 35 && frame <= 40)
874                 { // pain
875                         if      (frame == 35) f = f + 2;
876                         else if (frame == 36) f = f + 10;
877                         else if (frame == 37) f = f + 10;
878                         else if (frame == 38) f = f + 8;
879                         else if (frame == 39) f = f + 4;
880                         else if (frame == 40) f = f + 2;
881                 }
882         }
883         else if (frame >= 103 && frame <= 118)
884         {
885                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
886                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
887                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
888                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
889         }
890         // end of code taken from QuakeWorld
891
892         flagrender = CL_NewTempEntity(player->render.shadertime);
893         if (!flagrender)
894                 return;
895
896         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
897         flagrender->skinnum = skin;
898         flagrender->alpha = 1;
899         VectorSet(flagrender->colormod, 1, 1, 1);
900         VectorSet(flagrender->glowmod, 1, 1, 1);
901         // attach the flag to the player matrix
902         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
903         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
904         CL_UpdateRenderEntity(flagrender);
905 }
906
907 matrix4x4_t viewmodelmatrix_withbob;
908 matrix4x4_t viewmodelmatrix_nobob;
909
910 static const vec3_t muzzleflashorigin = {18, 0, 0};
911
912 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
913 {
914         const unsigned char *cbcolor;
915         if (colormap >= 0)
916         {
917                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
918                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
919                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
920                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
921         }
922         else
923         {
924                 VectorClear(ent->colormap_pantscolor);
925                 VectorClear(ent->colormap_shirtcolor);
926         }
927 }
928
929 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
930 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
931 {
932         const matrix4x4_t *matrix;
933         matrix4x4_t blendmatrix, tempmatrix, matrix2;
934         int frame;
935         vec_t origin[3], angles[3], lerp;
936         entity_t *t;
937         entity_render_t *r;
938         //entity_persistent_t *p = &e->persistent;
939         //entity_render_t *r = &e->render;
940         // skip inactive entities and world
941         if (!e->state_current.active || e == cl.entities)
942                 return;
943         if (recursionlimit < 1)
944                 return;
945         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
946         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
947         e->render.flags = e->state_current.flags;
948         e->render.effects = e->state_current.effects;
949         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
950         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
951         if(e >= cl.entities && e < cl.entities + cl.num_entities)
952                 e->render.entitynumber = e - cl.entities;
953         else
954                 e->render.entitynumber = 0;
955         if (e->state_current.flags & RENDER_COLORMAPPED)
956                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
957         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
958                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
959         else
960                 CL_SetEntityColormapColors(&e->render, -1);
961         e->render.skinnum = e->state_current.skin;
962         if (e->state_current.tagentity)
963         {
964                 // attached entity (gun held in player model's hand, etc)
965                 // if the tag entity is currently impossible, skip it
966                 if (e->state_current.tagentity >= cl.num_entities)
967                         return;
968                 t = cl.entities + e->state_current.tagentity;
969                 // if the tag entity is inactive, skip it
970                 if (t->state_current.active)
971                 {
972                         // update the parent first
973                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
974                         r = &t->render;
975                 }
976                 else
977                 {
978                         // it may still be a CSQC entity... trying to use its
979                         // info from last render frame (better than nothing)
980                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
981                                 return;
982                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
983                         if(!r->entitynumber)
984                                 return; // neither CSQC nor legacy entity... can't attach
985                 }
986                 // make relative to the entity
987                 matrix = &r->matrix;
988                 // some properties of the tag entity carry over
989                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
990                 // if a valid tagindex is used, make it relative to that tag instead
991                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
992                 {
993                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
994                         {
995                                 // concat the tag matrices onto the entity matrix
996                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
997                                 // use the constructed tag matrix
998                                 matrix = &tempmatrix;
999                         }
1000                 }
1001         }
1002         else if (e->render.flags & RENDER_VIEWMODEL)
1003         {
1004                 // view-relative entity (guns and such)
1005                 if (e->render.effects & EF_NOGUNBOB)
1006                         matrix = &viewmodelmatrix_nobob; // really attached to view
1007                 else
1008                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1009         }
1010         else
1011         {
1012                 // world-relative entity (the normal kind)
1013                 matrix = &identitymatrix;
1014         }
1015
1016         // movement lerp
1017         // if it's the predicted player entity, update according to client movement
1018         // but don't lerp if going through a teleporter as it causes a bad lerp
1019         // also don't use the predicted location if fixangle was set on both of
1020         // the most recent server messages, as that cause means you are spectating
1021         // someone or watching a cutscene of some sort
1022         if (cl_nolerp.integer || cls.timedemo)
1023                 interpolate = false;
1024         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1025         {
1026                 VectorCopy(cl.movement_origin, origin);
1027                 VectorSet(angles, 0, cl.viewangles[1], 0);
1028         }
1029         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1030         {
1031                 // interpolate the origin and angles
1032                 lerp = max(0, lerp);
1033                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1034 #if 0
1035                 // this fails at the singularity of euler angles
1036                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1037                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1038                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1039                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1040                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1041 #else
1042                 {
1043                         vec3_t f0, u0, f1, u1;
1044                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1045                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1046                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1047                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1048                         AnglesFromVectors(angles, f0, u0, false);
1049                 }
1050 #endif
1051         }
1052         else
1053         {
1054                 // no interpolation
1055                 VectorCopy(e->persistent.neworigin, origin);
1056                 VectorCopy(e->persistent.newangles, angles);
1057         }
1058
1059         // model setup and some modelflags
1060         frame = e->state_current.frame;
1061         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1062         if (e->render.model)
1063         {
1064                 if (e->render.skinnum >= e->render.model->numskins)
1065                         e->render.skinnum = 0;
1066                 if (frame >= e->render.model->numframes)
1067                         frame = 0;
1068                 // models can set flags such as EF_ROCKET
1069                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1070                 if (!(e->render.effects & 0xFF800000))
1071                         e->render.effects |= e->render.model->effects;
1072                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1073                 if (e->render.model->type == mod_alias)
1074                         angles[0] = -angles[0];
1075                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1076                 {
1077                         VectorScale(e->render.colormod, 2, e->render.colormod);
1078                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1079                 }
1080         }
1081         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1082         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1083                 angles[0] = -angles[0];
1084                 // NOTE: this must be synced to SV_GetPitchSign!
1085
1086         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1087         {
1088                 angles[1] = ANGLEMOD(100*cl.time);
1089                 if (cl_itembobheight.value)
1090                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1091         }
1092
1093         // animation lerp
1094         e->render.skeleton = NULL;
1095         if (e->render.flags & RENDER_COMPLEXANIMATION)
1096         {
1097                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1098                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1099                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1100                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1101                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1102                         e->render.skeleton = &e->state_current.skeletonobject;
1103         }
1104         else if (e->render.framegroupblend[0].frame == frame)
1105         {
1106                 // update frame lerp fraction
1107                 e->render.framegroupblend[0].lerp = 1;
1108                 e->render.framegroupblend[1].lerp = 0;
1109                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1110                 {
1111                         // make sure frame lerp won't last longer than 100ms
1112                         // (this mainly helps with models that use framegroups and
1113                         // switch between them infrequently)
1114                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1115                         if(e->render.model)
1116                         if(e->render.model->animscenes)
1117                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1118                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1119                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1120                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1121                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1122                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1123                 }
1124         }
1125         else
1126         {
1127                 // begin a new frame lerp
1128                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1129                 e->render.framegroupblend[1].lerp = 1;
1130                 e->render.framegroupblend[0].frame = frame;
1131                 e->render.framegroupblend[0].start = cl.time;
1132                 e->render.framegroupblend[0].lerp = 0;
1133         }
1134
1135         // set up the render matrix
1136         if (matrix)
1137         {
1138                 // attached entity, this requires a matrix multiply (concat)
1139                 // FIXME: e->render.scale should go away
1140                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1141                 // concat the matrices to make the entity relative to its tag
1142                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1143                 // get the origin from the new matrix
1144                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1145         }
1146         else
1147         {
1148                 // unattached entities are faster to process
1149                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1150         }
1151
1152         // tenebrae's sprites are all additive mode (weird)
1153         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1154                 e->render.flags |= RENDER_ADDITIVE;
1155         // player model is only shown with chase_active on
1156         if (e->state_current.number == cl.viewentity)
1157                 e->render.flags |= RENDER_EXTERIORMODEL;
1158         // either fullbright or lit
1159         if(!r_fullbright.integer)
1160         {
1161                 if (!(e->render.effects & EF_FULLBRIGHT))
1162                         e->render.flags |= RENDER_LIGHT;
1163         }
1164         // hide player shadow during intermission or nehahra movie
1165         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1166          && (e->render.alpha >= 1)
1167          && !(e->render.flags & RENDER_VIEWMODEL)
1168          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1169                 e->render.flags |= RENDER_SHADOW;
1170         if (e->render.flags & RENDER_VIEWMODEL)
1171                 e->render.flags |= RENDER_NOSELFSHADOW;
1172         if (e->render.effects & EF_NOSELFSHADOW)
1173                 e->render.flags |= RENDER_NOSELFSHADOW;
1174         if (e->render.effects & EF_NODEPTHTEST)
1175                 e->render.flags |= RENDER_NODEPTHTEST;
1176         if (e->render.effects & EF_ADDITIVE)
1177                 e->render.flags |= RENDER_ADDITIVE;
1178         if (e->render.effects & EF_DOUBLESIDED)
1179                 e->render.flags |= RENDER_DOUBLESIDED;
1180         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1181                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1182
1183         // make the other useful stuff
1184         e->render.allowdecals = true;
1185         CL_UpdateRenderEntity(&e->render);
1186 }
1187
1188 // creates light and trails from an entity
1189 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1190 {
1191         effectnameindex_t trailtype;
1192         vec3_t origin;
1193
1194         // bmodels are treated specially since their origin is usually '0 0 0' and
1195         // their actual geometry is far from '0 0 0'
1196         if (e->render.model && e->render.model->soundfromcenter)
1197         {
1198                 vec3_t o;
1199                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1200                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1201         }
1202         else
1203                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1204
1205         // handle particle trails and such effects now that we know where this
1206         // entity is in the world...
1207         trailtype = EFFECT_NONE;
1208         // LadyHavoc: if the entity has no effects, don't check each
1209         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1210         {
1211                 if (e->render.effects & EF_BRIGHTFIELD)
1212                 {
1213                         if (IS_NEXUIZ_DERIVED(gamemode))
1214                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1215                         else
1216                                 CL_EntityParticles(e);
1217                 }
1218                 if (e->render.effects & EF_FLAME)
1219                         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);
1220                 if (e->render.effects & EF_STARDUST)
1221                         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);
1222         }
1223         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1224         {
1225                 // these are only set on player entities
1226                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1227         }
1228         // muzzleflash fades over time
1229         if (e->persistent.muzzleflash > 0)
1230                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1231         // LadyHavoc: if the entity has no effects, don't check each
1232         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1233         {
1234                 if (e->render.effects & EF_GIB)
1235                         trailtype = EFFECT_TR_BLOOD;
1236                 else if (e->render.effects & EF_ZOMGIB)
1237                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1238                 else if (e->render.effects & EF_TRACER)
1239                         trailtype = EFFECT_TR_WIZSPIKE;
1240                 else if (e->render.effects & EF_TRACER2)
1241                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1242                 else if (e->render.effects & EF_ROCKET)
1243                         trailtype = EFFECT_TR_ROCKET;
1244                 else if (e->render.effects & EF_GRENADE)
1245                 {
1246                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1247                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1248                 }
1249                 else if (e->render.effects & EF_TRACER3)
1250                         trailtype = EFFECT_TR_VORESPIKE;
1251         }
1252         // do trails
1253         if (e->render.flags & RENDER_GLOWTRAIL)
1254                 trailtype = EFFECT_TR_GLOWTRAIL;
1255         if (e->state_current.traileffectnum)
1256                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1257         // check if a trail is allowed (it is not after a teleport for example)
1258         if (trailtype && e->persistent.trail_allowed)
1259         {
1260                 float len;
1261                 vec3_t vel;
1262                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1263                 len = e->state_current.time - e->state_previous.time;
1264                 if (len > 0)
1265                         len = 1.0f / len;
1266                 VectorScale(vel, len, vel);
1267                 // 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
1268                 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);
1269         }
1270         // now that the entity has survived one trail update it is allowed to
1271         // leave a real trail on later frames
1272         e->persistent.trail_allowed = true;
1273         VectorCopy(origin, e->persistent.trail_origin);
1274 }
1275
1276
1277 /*
1278 ===============
1279 CL_UpdateViewEntities
1280 ===============
1281 */
1282 void CL_UpdateViewEntities(void)
1283 {
1284         int i;
1285         // update any RENDER_VIEWMODEL entities to use the new view matrix
1286         for (i = 1;i < cl.num_entities;i++)
1287         {
1288                 if (cl.entities_active[i])
1289                 {
1290                         entity_t *ent = cl.entities + i;
1291                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1292                                 CL_UpdateNetworkEntity(ent, 32, true);
1293                 }
1294         }
1295         // and of course the engine viewmodel needs updating as well
1296         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1297 }
1298
1299 /*
1300 ===============
1301 CL_UpdateNetworkCollisionEntities
1302 ===============
1303 */
1304 static void CL_UpdateNetworkCollisionEntities(void)
1305 {
1306         entity_t *ent;
1307         int i;
1308
1309         // start on the entity after the world
1310         cl.num_brushmodel_entities = 0;
1311         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1312         {
1313                 if (cl.entities_active[i])
1314                 {
1315                         ent = cl.entities + i;
1316                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1317                         {
1318                                 // do not interpolate the bmodels for this
1319                                 CL_UpdateNetworkEntity(ent, 32, false);
1320                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1321                         }
1322                 }
1323         }
1324 }
1325
1326 /*
1327 ===============
1328 CL_UpdateNetworkEntities
1329 ===============
1330 */
1331 static void CL_UpdateNetworkEntities(void)
1332 {
1333         entity_t *ent;
1334         int i;
1335
1336         // start on the entity after the world
1337         for (i = 1;i < cl.num_entities;i++)
1338         {
1339                 if (cl.entities_active[i])
1340                 {
1341                         ent = cl.entities + i;
1342                         if (ent->state_current.active)
1343                         {
1344                                 CL_UpdateNetworkEntity(ent, 32, true);
1345                                 // view models should never create light/trails
1346                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1347                                         CL_UpdateNetworkEntityTrail(ent);
1348                         }
1349                         else
1350                         {
1351                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1352                                 cl.entities_active[i] = false;
1353                         }
1354                 }
1355         }
1356 }
1357
1358 static void CL_UpdateViewModel(void)
1359 {
1360         entity_t *ent;
1361         ent = &cl.viewent;
1362         ent->state_previous = ent->state_current;
1363         ent->state_current = defaultstate;
1364         ent->state_current.time = cl.time;
1365         ent->state_current.number = (unsigned short)-1;
1366         ent->state_current.active = true;
1367         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1368         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1369         ent->state_current.flags = RENDER_VIEWMODEL;
1370         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1371                 ent->state_current.modelindex = 0;
1372         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1373         {
1374                 if (gamemode == GAME_TRANSFUSION)
1375                         ent->state_current.alpha = 128;
1376                 else
1377                         ent->state_current.modelindex = 0;
1378         }
1379         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1380         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1381
1382         // reset animation interpolation on weaponmodel if model changed
1383         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1384         {
1385                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1386                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1387                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1388         }
1389         CL_UpdateNetworkEntity(ent, 32, true);
1390 }
1391
1392 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1393 static void CL_LinkNetworkEntity(entity_t *e)
1394 {
1395         effectnameindex_t trailtype;
1396         vec3_t origin;
1397         vec3_t dlightcolor;
1398         vec_t dlightradius;
1399         char vabuf[1024];
1400
1401         // skip inactive entities and world
1402         if (!e->state_current.active || e == cl.entities)
1403                 return;
1404         if (e->state_current.tagentity)
1405         {
1406                 // if the tag entity is currently impossible, skip it
1407                 if (e->state_current.tagentity >= cl.num_entities)
1408                         return;
1409                 // if the tag entity is inactive, skip it
1410                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1411                 {
1412                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1413                                 return;
1414                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1415                                 return;
1416                         // if we get here, it's properly csqc networked and attached
1417                 }
1418         }
1419
1420         // create entity dlights associated with this entity
1421         if (e->render.model && e->render.model->soundfromcenter)
1422         {
1423                 // bmodels are treated specially since their origin is usually '0 0 0'
1424                 vec3_t o;
1425                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1426                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1427         }
1428         else
1429                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1430         trailtype = EFFECT_NONE;
1431         dlightradius = 0;
1432         dlightcolor[0] = 0;
1433         dlightcolor[1] = 0;
1434         dlightcolor[2] = 0;
1435         // LadyHavoc: if the entity has no effects, don't check each
1436         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1437         {
1438                 if (e->render.effects & EF_BRIGHTFIELD)
1439                 {
1440                         if (IS_NEXUIZ_DERIVED(gamemode))
1441                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1442                 }
1443                 if (e->render.effects & EF_DIMLIGHT)
1444                 {
1445                         dlightradius = max(dlightradius, 200);
1446                         dlightcolor[0] += 1.50f;
1447                         dlightcolor[1] += 1.50f;
1448                         dlightcolor[2] += 1.50f;
1449                 }
1450                 if (e->render.effects & EF_BRIGHTLIGHT)
1451                 {
1452                         dlightradius = max(dlightradius, 400);
1453                         dlightcolor[0] += 3.00f;
1454                         dlightcolor[1] += 3.00f;
1455                         dlightcolor[2] += 3.00f;
1456                 }
1457                 // LadyHavoc: more effects
1458                 if (e->render.effects & EF_RED) // red
1459                 {
1460                         dlightradius = max(dlightradius, 200);
1461                         dlightcolor[0] += 1.50f;
1462                         dlightcolor[1] += 0.15f;
1463                         dlightcolor[2] += 0.15f;
1464                 }
1465                 if (e->render.effects & EF_BLUE) // blue
1466                 {
1467                         dlightradius = max(dlightradius, 200);
1468                         dlightcolor[0] += 0.15f;
1469                         dlightcolor[1] += 0.15f;
1470                         dlightcolor[2] += 1.50f;
1471                 }
1472                 if (e->render.effects & EF_FLAME)
1473                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1474                 if (e->render.effects & EF_STARDUST)
1475                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1476         }
1477         // muzzleflash fades over time, and is offset a bit
1478         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1479         {
1480                 vec3_t v2;
1481                 vec3_t color;
1482                 trace_t trace;
1483                 matrix4x4_t tempmatrix;
1484                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1485                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1486                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1487                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1488                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1489                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1490                 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);
1491                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1492         }
1493         // LadyHavoc: if the model has no flags, don't check each
1494         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1495         {
1496                 if (e->render.effects & EF_GIB)
1497                         trailtype = EFFECT_TR_BLOOD;
1498                 else if (e->render.effects & EF_ZOMGIB)
1499                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1500                 else if (e->render.effects & EF_TRACER)
1501                         trailtype = EFFECT_TR_WIZSPIKE;
1502                 else if (e->render.effects & EF_TRACER2)
1503                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1504                 else if (e->render.effects & EF_ROCKET)
1505                         trailtype = EFFECT_TR_ROCKET;
1506                 else if (e->render.effects & EF_GRENADE)
1507                 {
1508                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1509                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1510                 }
1511                 else if (e->render.effects & EF_TRACER3)
1512                         trailtype = EFFECT_TR_VORESPIKE;
1513         }
1514         // LadyHavoc: customizable glow
1515         if (e->state_current.glowsize)
1516         {
1517                 // * 4 for the expansion from 0-255 to 0-1023 range,
1518                 // / 255 to scale down byte colors
1519                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1520                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1521         }
1522         // custom rtlight
1523         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1524         {
1525                 matrix4x4_t dlightmatrix;
1526                 vec4_t light;
1527                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1528                 light[3] = e->state_current.light[3];
1529                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1530                         VectorSet(light, 1, 1, 1);
1531                 if (light[3] == 0)
1532                         light[3] = 350;
1533                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1534                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1535                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1536                 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);
1537                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1538         }
1539         // make the glow dlight
1540         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1541         {
1542                 matrix4x4_t dlightmatrix;
1543                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1544                 // hack to make glowing player light shine on their gun
1545                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1546                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1547                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1548                 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);
1549                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1550         }
1551         // do trail light
1552         if (e->render.flags & RENDER_GLOWTRAIL)
1553                 trailtype = EFFECT_TR_GLOWTRAIL;
1554         if (e->state_current.traileffectnum)
1555                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1556         if (trailtype)
1557                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1558
1559         // don't show entities with no modelindex (note: this still shows
1560         // entities which have a modelindex that resolved to a NULL model)
1561         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1562                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1563         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1564         //      Matrix4x4_Print(&e->render.matrix);
1565 }
1566
1567 static void CL_RelinkWorld(void)
1568 {
1569         entity_t *ent = &cl.entities[0];
1570         // FIXME: this should be done at load
1571         ent->render.matrix = identitymatrix;
1572         ent->render.flags = RENDER_SHADOW;
1573         if (!r_fullbright.integer)
1574                 ent->render.flags |= RENDER_LIGHT;
1575         VectorSet(ent->render.colormod, 1, 1, 1);
1576         VectorSet(ent->render.glowmod, 1, 1, 1);
1577         ent->render.allowdecals = true;
1578         CL_UpdateRenderEntity(&ent->render);
1579         r_refdef.scene.worldentity = &ent->render;
1580         r_refdef.scene.worldmodel = cl.worldmodel;
1581
1582         // if the world is q2bsp, animate the textures
1583         if (ent->render.model && ent->render.model->brush.isq2bsp)
1584                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1585 }
1586
1587 static void CL_RelinkStaticEntities(void)
1588 {
1589         int i;
1590         entity_t *e;
1591         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1592         {
1593                 e->render.flags = 0;
1594                 // if the model was not loaded when the static entity was created we
1595                 // need to re-fetch the model pointer
1596                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1597                 // either fullbright or lit
1598                 if(!r_fullbright.integer)
1599                 {
1600                         if (!(e->render.effects & EF_FULLBRIGHT))
1601                                 e->render.flags |= RENDER_LIGHT;
1602                 }
1603                 // hide player shadow during intermission or nehahra movie
1604                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1605                         e->render.flags |= RENDER_SHADOW;
1606                 VectorSet(e->render.colormod, 1, 1, 1);
1607                 VectorSet(e->render.glowmod, 1, 1, 1);
1608                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1609                 e->render.allowdecals = true;
1610                 CL_UpdateRenderEntity(&e->render);
1611                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1612         }
1613 }
1614
1615 /*
1616 ===============
1617 CL_RelinkEntities
1618 ===============
1619 */
1620 static void CL_RelinkNetworkEntities(void)
1621 {
1622         entity_t *ent;
1623         int i;
1624
1625         // start on the entity after the world
1626         for (i = 1;i < cl.num_entities;i++)
1627         {
1628                 if (cl.entities_active[i])
1629                 {
1630                         ent = cl.entities + i;
1631                         if (ent->state_current.active)
1632                                 CL_LinkNetworkEntity(ent);
1633                         else
1634                                 cl.entities_active[i] = false;
1635                 }
1636         }
1637 }
1638
1639 static void CL_RelinkEffects(void)
1640 {
1641         int i, intframe;
1642         cl_effect_t *e;
1643         entity_render_t *entrender;
1644         float frame;
1645
1646         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1647         {
1648                 if (e->active)
1649                 {
1650                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1651                         intframe = (int)frame;
1652                         if (intframe < 0 || intframe >= e->endframe)
1653                         {
1654                                 memset(e, 0, sizeof(*e));
1655                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1656                                         cl.num_effects--;
1657                                 continue;
1658                         }
1659
1660                         if (intframe != e->frame)
1661                         {
1662                                 e->frame = intframe;
1663                                 e->frame1time = e->frame2time;
1664                                 e->frame2time = cl.time;
1665                         }
1666
1667                         // if we're drawing effects, get a new temp entity
1668                         // (NewTempEntity adds it to the render entities list for us)
1669                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1670                         {
1671                                 // interpolation stuff
1672                                 entrender->framegroupblend[0].frame = intframe;
1673                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1674                                 entrender->framegroupblend[0].start = e->frame1time;
1675                                 if (intframe + 1 >= e->endframe)
1676                                 {
1677                                         entrender->framegroupblend[1].frame = 0; // disappear
1678                                         entrender->framegroupblend[1].lerp = 0;
1679                                         entrender->framegroupblend[1].start = 0;
1680                                 }
1681                                 else
1682                                 {
1683                                         entrender->framegroupblend[1].frame = intframe + 1;
1684                                         entrender->framegroupblend[1].lerp = frame - intframe;
1685                                         entrender->framegroupblend[1].start = e->frame2time;
1686                                 }
1687
1688                                 // normal stuff
1689                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1690                                 entrender->alpha = 1;
1691                                 VectorSet(entrender->colormod, 1, 1, 1);
1692                                 VectorSet(entrender->glowmod, 1, 1, 1);
1693
1694                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1695                                 CL_UpdateRenderEntity(entrender);
1696                         }
1697                 }
1698         }
1699 }
1700
1701 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1702 {
1703         VectorCopy(b->start, start);
1704         VectorCopy(b->end, end);
1705
1706         // if coming from the player, update the start position
1707         if (b->entity == cl.viewentity)
1708         {
1709                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1710                 {
1711                         // LadyHavoc: this is a stupid hack from Quake that makes your
1712                         // lightning appear to come from your waist and cover less of your
1713                         // view
1714                         // in Quake this hack was applied to all players (causing the
1715                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1716                         // only applies to your own lightning, and only in first person
1717                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1718                 }
1719                 if (cl_beams_instantaimhack.integer)
1720                 {
1721                         vec3_t dir, localend;
1722                         vec_t len;
1723                         // LadyHavoc: this updates the beam direction to match your
1724                         // viewangles
1725                         VectorSubtract(end, start, dir);
1726                         len = VectorLength(dir);
1727                         VectorNormalize(dir);
1728                         VectorSet(localend, len, 0, 0);
1729                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1730                 }
1731         }
1732 }
1733
1734 void CL_RelinkBeams(void)
1735 {
1736         int i;
1737         beam_t *b;
1738         vec3_t dist, org, start, end;
1739         float d;
1740         entity_render_t *entrender;
1741         double yaw, pitch;
1742         float forward;
1743         matrix4x4_t tempmatrix;
1744
1745         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1746         {
1747                 if (!b->model)
1748                         continue;
1749                 if (b->endtime < cl.time)
1750                 {
1751                         b->model = NULL;
1752                         continue;
1753                 }
1754
1755                 CL_Beam_CalculatePositions(b, start, end);
1756
1757                 if (b->lightning)
1758                 {
1759                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1760                         {
1761                                 // FIXME: create a matrix from the beam start/end orientation
1762                                 vec3_t dlightcolor;
1763                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1764                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1765                                 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);
1766                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1767                         }
1768                         if (cl_beams_polygons.integer)
1769                         {
1770                                 CL_Beam_AddPolygons(b);
1771                                 continue;
1772                         }
1773                 }
1774
1775                 // calculate pitch and yaw
1776                 // (this is similar to the QuakeC builtin function vectoangles)
1777                 VectorSubtract(end, start, dist);
1778                 if (dist[1] == 0 && dist[0] == 0)
1779                 {
1780                         yaw = 0;
1781                         if (dist[2] > 0)
1782                                 pitch = 90;
1783                         else
1784                                 pitch = 270;
1785                 }
1786                 else
1787                 {
1788                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1789                         if (yaw < 0)
1790                                 yaw += 360;
1791
1792                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1793                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1794                         if (pitch < 0)
1795                                 pitch += 360;
1796                 }
1797
1798                 // add new entities for the lightning
1799                 VectorCopy (start, org);
1800                 d = VectorNormalizeLength(dist);
1801                 while (d > 0)
1802                 {
1803                         entrender = CL_NewTempEntity (0);
1804                         if (!entrender)
1805                                 return;
1806                         entrender->model = b->model;
1807                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1808                         CL_UpdateRenderEntity(entrender);
1809                         VectorMA(org, 30, dist, org);
1810                         d -= 30;
1811                 }
1812         }
1813
1814         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1815                 cl.num_beams--;
1816 }
1817
1818 static void CL_RelinkQWNails(void)
1819 {
1820         int i;
1821         vec_t *v;
1822         entity_render_t *entrender;
1823
1824         for (i = 0;i < cl.qw_num_nails;i++)
1825         {
1826                 v = cl.qw_nails[i];
1827
1828                 // if we're drawing effects, get a new temp entity
1829                 // (NewTempEntity adds it to the render entities list for us)
1830                 if (!(entrender = CL_NewTempEntity(0)))
1831                         continue;
1832
1833                 // normal stuff
1834                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1835                 entrender->alpha = 1;
1836                 VectorSet(entrender->colormod, 1, 1, 1);
1837                 VectorSet(entrender->glowmod, 1, 1, 1);
1838
1839                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1840                 CL_UpdateRenderEntity(entrender);
1841         }
1842 }
1843
1844 static void CL_LerpPlayer(float frac)
1845 {
1846         int i;
1847
1848         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1849         for (i = 0;i < 3;i++)
1850         {
1851                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1852                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1853                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1854         }
1855
1856         // interpolate the angles if playing a demo or spectating someone
1857         if (cls.demoplayback || cl.fixangle[0])
1858         {
1859                 for (i = 0;i < 3;i++)
1860                 {
1861                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1862                         if (d > 180)
1863                                 d -= 360;
1864                         else if (d < -180)
1865                                 d += 360;
1866                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1867                 }
1868         }
1869 }
1870
1871 void CSQC_RelinkAllEntities (int drawmask)
1872 {
1873         // link stuff
1874         CL_RelinkWorld();
1875         CL_RelinkStaticEntities();
1876         CL_RelinkBeams();
1877         CL_RelinkEffects();
1878         CL_RelinkLightFlashes();
1879
1880         // link stuff
1881         if (drawmask & ENTMASK_ENGINE)
1882         {
1883                 CL_RelinkNetworkEntities();
1884                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1885                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1886                 CL_RelinkQWNails();
1887         }
1888
1889         // update view blend
1890         V_CalcViewBlend();
1891
1892         CL_MeshEntities_AddToScene();
1893 }
1894
1895 /*
1896 ===============
1897 CL_UpdateWorld
1898
1899 Update client game world for a new frame
1900 ===============
1901 */
1902 void CL_UpdateWorld(void)
1903 {
1904         r_refdef.scene.extraupdate = !r_speeds.integer;
1905         r_refdef.scene.numentities = 0;
1906         r_refdef.scene.numlights = 0;
1907         r_refdef.view.matrix = identitymatrix;
1908         r_refdef.view.quality = 1;
1909                 
1910         cl.num_brushmodel_entities = 0;
1911
1912         if (cls.state == ca_connected && cls.signon == SIGNONS)
1913         {
1914                 // prepare for a new frame
1915                 CL_LerpPlayer(CL_LerpPoint());
1916                 CL_DecayLightFlashes();
1917                 CL_ClearTempEntities();
1918                 V_DriftPitch();
1919                 V_FadeViewFlashs();
1920
1921                 // if prediction is enabled we have to update all the collidable
1922                 // network entities before the prediction code can be run
1923                 CL_UpdateNetworkCollisionEntities();
1924
1925                 // now update the player prediction
1926                 CL_ClientMovement_Replay();
1927
1928                 // update the player entity (which may be predicted)
1929                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1930
1931                 // now update the view (which depends on that player entity)
1932                 V_CalcRefdef();
1933
1934                 // now update all the network entities and create particle trails
1935                 // (some entities may depend on the view)
1936                 CL_UpdateNetworkEntities();
1937
1938                 // update the engine-based viewmodel
1939                 CL_UpdateViewModel();
1940
1941                 // when csqc is loaded, it will call this in CSQC_UpdateView
1942                 if (!cl.csqc_loaded)
1943                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1944
1945                 // decals, particles, and explosions will be updated during rneder
1946         }
1947
1948         r_refdef.scene.time = cl.time;
1949 }
1950
1951 // LadyHavoc: pausedemo command
1952 static void CL_PauseDemo_f(cmd_state_t *cmd)
1953 {
1954         cls.demopaused = !cls.demopaused;
1955         if (cls.demopaused)
1956                 Con_Print("Demo paused\n");
1957         else
1958                 Con_Print("Demo unpaused\n");
1959 }
1960
1961 /*
1962 ======================
1963 CL_Fog_f
1964 ======================
1965 */
1966 static void CL_Fog_f(cmd_state_t *cmd)
1967 {
1968         if (Cmd_Argc (cmd) == 1)
1969         {
1970                 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);
1971                 return;
1972         }
1973         FOG_clear(); // so missing values get good defaults
1974         if(Cmd_Argc(cmd) > 1)
1975                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1976         if(Cmd_Argc(cmd) > 2)
1977                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1978         if(Cmd_Argc(cmd) > 3)
1979                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1980         if(Cmd_Argc(cmd) > 4)
1981                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1982         if(Cmd_Argc(cmd) > 5)
1983                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1984         if(Cmd_Argc(cmd) > 6)
1985                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1986         if(Cmd_Argc(cmd) > 7)
1987                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1988         if(Cmd_Argc(cmd) > 8)
1989                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1990         if(Cmd_Argc(cmd) > 9)
1991                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1992 }
1993
1994 /*
1995 ======================
1996 CL_FogHeightTexture_f
1997 ======================
1998 */
1999 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2000 {
2001         if (Cmd_Argc (cmd) < 11)
2002         {
2003                 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);
2004                 return;
2005         }
2006         FOG_clear(); // so missing values get good defaults
2007         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2008         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2009         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2010         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2011         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2012         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2013         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2014         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2015         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2016         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2017 }
2018
2019
2020 /*
2021 ====================
2022 CL_TimeRefresh_f
2023
2024 For program optimization
2025 ====================
2026 */
2027 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2028 {
2029         int i;
2030         double timestart, timedelta;
2031
2032         r_refdef.scene.extraupdate = false;
2033
2034         timestart = Sys_DirtyTime();
2035         for (i = 0;i < 128;i++)
2036         {
2037                 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);
2038                 r_refdef.view.quality = 1;
2039                 CL_UpdateScreen();
2040         }
2041         timedelta = Sys_DirtyTime() - timestart;
2042
2043         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2044 }
2045
2046 static void CL_AreaStats_f(cmd_state_t *cmd)
2047 {
2048         World_PrintAreaStats(&cl.world, "client");
2049 }
2050
2051 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2052 {
2053         int i;
2054         cl_locnode_t *loc;
2055         cl_locnode_t *best;
2056         vec3_t nearestpoint;
2057         vec_t dist, bestdist;
2058         best = NULL;
2059         bestdist = 0;
2060         for (loc = cl.locnodes;loc;loc = loc->next)
2061         {
2062                 for (i = 0;i < 3;i++)
2063                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2064                 dist = VectorDistance2(nearestpoint, point);
2065                 if (bestdist > dist || !best)
2066                 {
2067                         bestdist = dist;
2068                         best = loc;
2069                         if (bestdist < 1)
2070                                 break;
2071                 }
2072         }
2073         return best;
2074 }
2075
2076 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2077 {
2078         cl_locnode_t *loc;
2079         loc = CL_Locs_FindNearest(point);
2080         if (loc)
2081                 strlcpy(buffer, loc->name, buffersize);
2082         else
2083                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2084 }
2085
2086 static void CL_Locs_FreeNode(cl_locnode_t *node)
2087 {
2088         cl_locnode_t **pointer, **next;
2089         for (pointer = &cl.locnodes;*pointer;pointer = next)
2090         {
2091                 next = &(*pointer)->next;
2092                 if (*pointer == node)
2093                 {
2094                         *pointer = node->next;
2095                         Mem_Free(node);
2096                         return;
2097                 }
2098         }
2099         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2100 }
2101
2102 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2103 {
2104         cl_locnode_t *node, **pointer;
2105         int namelen;
2106         if (!name)
2107                 name = "";
2108         namelen = (int)strlen(name);
2109         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2110         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2111         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2112         node->name = (char *)(node + 1);
2113         memcpy(node->name, name, namelen);
2114         node->name[namelen] = 0;
2115         // link it into the tail of the list to preserve the order
2116         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2117                 ;
2118         *pointer = node;
2119 }
2120
2121 static void CL_Locs_Add_f(cmd_state_t *cmd)
2122 {
2123         vec3_t mins, maxs;
2124         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2125         {
2126                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2127                 return;
2128         }
2129         mins[0] = atof(Cmd_Argv(cmd, 1));
2130         mins[1] = atof(Cmd_Argv(cmd, 2));
2131         mins[2] = atof(Cmd_Argv(cmd, 3));
2132         if (Cmd_Argc(cmd) == 8)
2133         {
2134                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2135                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2136                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2137                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2138         }
2139         else
2140                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2141 }
2142
2143 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2144 {
2145         cl_locnode_t *loc;
2146         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2147         if (loc)
2148                 CL_Locs_FreeNode(loc);
2149         else
2150                 Con_Printf("no loc point or box found for your location\n");
2151 }
2152
2153 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2154 {
2155         while (cl.locnodes)
2156                 CL_Locs_FreeNode(cl.locnodes);
2157 }
2158
2159 static void CL_Locs_Save_f(cmd_state_t *cmd)
2160 {
2161         cl_locnode_t *loc;
2162         qfile_t *outfile;
2163         char locfilename[MAX_QPATH];
2164         if (!cl.locnodes)
2165         {
2166                 Con_Printf("No loc points/boxes exist!\n");
2167                 return;
2168         }
2169         if (cls.state != ca_connected || !cl.worldmodel)
2170         {
2171                 Con_Printf("No level loaded!\n");
2172                 return;
2173         }
2174         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2175
2176         outfile = FS_OpenRealFile(locfilename, "w", false);
2177         if (!outfile)
2178                 return;
2179         // if any boxes are used then this is a proquake-format loc file, which
2180         // allows comments, so add some relevant information at the start
2181         for (loc = cl.locnodes;loc;loc = loc->next)
2182                 if (!VectorCompare(loc->mins, loc->maxs))
2183                         break;
2184         if (loc)
2185         {
2186                 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);
2187                 for (loc = cl.locnodes;loc;loc = loc->next)
2188                         if (VectorCompare(loc->mins, loc->maxs))
2189                                 break;
2190                 if (loc)
2191                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2192         }
2193         for (loc = cl.locnodes;loc;loc = loc->next)
2194         {
2195                 if (VectorCompare(loc->mins, loc->maxs))
2196                 {
2197                         int len;
2198                         const char *s;
2199                         const char *in = loc->name;
2200                         char name[MAX_INPUTLINE];
2201                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2202                         {
2203                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2204                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2205                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2206                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2207                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2208                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2209                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2210                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2211                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2212                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2213                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2214                                 else s = NULL;
2215                                 if (s)
2216                                 {
2217                                         while (len < (int)sizeof(name) - 1 && *s)
2218                                                 name[len++] = *s++;
2219                                         continue;
2220                                 }
2221                                 name[len++] = *in++;
2222                         }
2223                         name[len] = 0;
2224                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2225                 }
2226                 else
2227                         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);
2228         }
2229         FS_Close(outfile);
2230 }
2231
2232 void CL_Locs_Reload_f(cmd_state_t *cmd)
2233 {
2234         int i, linenumber, limit, len;
2235         const char *s;
2236         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2237         fs_offset_t filesize;
2238         vec3_t mins, maxs;
2239         char locfilename[MAX_QPATH];
2240         char name[MAX_INPUTLINE];
2241
2242         if (cls.state != ca_connected || !cl.worldmodel)
2243         {
2244                 Con_Printf("No level loaded!\n");
2245                 return;
2246         }
2247
2248         CL_Locs_Clear_f(cmd);
2249
2250         // try maps/something.loc first (LadyHavoc: where I think they should be)
2251         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2252         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2253         if (!filedata)
2254         {
2255                 // try proquake name as well (LadyHavoc: I hate path mangling)
2256                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2257                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2258                 if (!filedata)
2259                         return;
2260         }
2261         text = filedata;
2262         textend = filedata + filesize;
2263         for (linenumber = 1;text < textend;linenumber++)
2264         {
2265                 linestart = text;
2266                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2267                         ;
2268                 lineend = text;
2269                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2270                         text++;
2271                 if (text < textend)
2272                         text++;
2273                 // trim trailing whitespace
2274                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2275                         lineend--;
2276                 // trim leading whitespace
2277                 while (linestart < lineend && ISWHITESPACE(*linestart))
2278                         linestart++;
2279                 // check if this is a comment
2280                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2281                         continue;
2282                 linetext = linestart;
2283                 limit = 3;
2284                 for (i = 0;i < limit;i++)
2285                 {
2286                         if (linetext >= lineend)
2287                                 break;
2288                         // note: a missing number is interpreted as 0
2289                         if (i < 3)
2290                                 mins[i] = atof(linetext);
2291                         else
2292                                 maxs[i - 3] = atof(linetext);
2293                         // now advance past the number
2294                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2295                                 linetext++;
2296                         // advance through whitespace
2297                         if (linetext < lineend)
2298                         {
2299                                 if (*linetext == ',')
2300                                 {
2301                                         linetext++;
2302                                         limit = 6;
2303                                         // note: comma can be followed by whitespace
2304                                 }
2305                                 if (ISWHITESPACE(*linetext))
2306                                 {
2307                                         // skip whitespace
2308                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2309                                                 linetext++;
2310                                 }
2311                         }
2312                 }
2313                 // if this is a quoted name, remove the quotes
2314                 if (i == 6)
2315                 {
2316                         if (linetext >= lineend || *linetext != '"')
2317                                 continue; // proquake location names are always quoted
2318                         lineend--;
2319                         linetext++;
2320                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2321                         memcpy(name, linetext, len);
2322                         name[len] = 0;
2323                         // add the box to the list
2324                         CL_Locs_AddNode(mins, maxs, name);
2325                 }
2326                 // if a point was parsed, it needs to be scaled down by 8 (since
2327                 // point-based loc files were invented by a proxy which dealt
2328                 // directly with quake protocol coordinates, which are *8), turn
2329                 // it into a box
2330                 else if (i == 3)
2331                 {
2332                         // interpret silly fuhquake macros
2333                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2334                         {
2335                                 if (*linetext == '$')
2336                                 {
2337                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2338                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2339                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2340                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2341                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2342                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2343                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2344                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2348                                         else s = NULL;
2349                                         if (s)
2350                                         {
2351                                                 while (len < (int)sizeof(name) - 1 && *s)
2352                                                         name[len++] = *s++;
2353                                                 continue;
2354                                         }
2355                                 }
2356                                 name[len++] = *linetext++;
2357                         }
2358                         name[len] = 0;
2359                         // add the point to the list
2360                         VectorScale(mins, (1.0 / 8.0), mins);
2361                         CL_Locs_AddNode(mins, mins, name);
2362                 }
2363                 else
2364                         continue;
2365         }
2366 }
2367
2368 entity_t cl_meshentities[NUM_MESHENTITIES];
2369 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2370 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2371 {
2372         "MESH_DEBUG",
2373         "MESH_CSQC_POLYGONS",
2374         "MESH_PARTICLES",
2375         "MESH_UI",
2376 };
2377
2378 static void CL_MeshEntities_Restart(void)
2379 {
2380         int i;
2381         entity_t *ent;
2382         for (i = 0; i < NUM_MESHENTITIES; i++)
2383         {
2384                 ent = cl_meshentities + i;
2385                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2386         }
2387 }
2388
2389 static void CL_MeshEntities_Init(void)
2390 {
2391         int i;
2392         entity_t *ent;
2393         for (i = 0; i < NUM_MESHENTITIES; i++)
2394         {
2395                 ent = cl_meshentities + i;
2396                 ent->state_current.active = true;
2397                 ent->render.model = cl_meshentitymodels + i;
2398                 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2399                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2400                 ent->render.framegroupblend[0].lerp = 1;
2401                 ent->render.frameblend[0].lerp = 1;
2402                 VectorSet(ent->render.colormod, 1, 1, 1);
2403                 VectorSet(ent->render.glowmod, 1, 1, 1);
2404                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2405                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2406                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2407                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2408                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2409                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2410                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2411                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2412                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2413                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2414                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2415                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2416                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2417                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2418
2419                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2420                 CL_UpdateRenderEntity(&ent->render);
2421         }
2422         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2423         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2424 }
2425
2426 void CL_MeshEntities_AddToScene(void)
2427 {
2428         int i;
2429         entity_t *ent;
2430         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2431         {
2432                 ent = cl_meshentities + i;
2433                 if (ent->render.model->num_surfaces == 0)
2434                         continue;
2435                 Mod_Mesh_Finalize(ent->render.model);
2436                 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2437                 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2438                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2439         }
2440 }
2441
2442 void CL_MeshEntities_Reset(void)
2443 {
2444         int i;
2445         entity_t *ent;
2446         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2447         {
2448                 ent = cl_meshentities + i;
2449                 Mod_Mesh_Reset(ent->render.model);
2450         }
2451 }
2452
2453 static void CL_MeshEntities_Shutdown(void)
2454 {
2455 }
2456
2457 extern cvar_t r_overheadsprites_pushback;
2458 extern cvar_t r_fullbright_directed_pitch_relative;
2459 extern cvar_t r_fullbright_directed_pitch;
2460 extern cvar_t r_fullbright_directed_ambient;
2461 extern cvar_t r_fullbright_directed_diffuse;
2462 extern cvar_t r_fullbright_directed;
2463 extern cvar_t r_hdr_glowintensity;
2464
2465 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2466 {
2467         vec3_t angles;
2468
2469         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2470         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2471
2472         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2473         // same for all stereo views, and to better handle pitches outside
2474         // [-90, 90] (in_pitch_* cvars allow that).
2475         VectorCopy(cl.viewangles, angles);
2476         if (r_fullbright_directed_pitch_relative.integer) {
2477                 angles[PITCH] += r_fullbright_directed_pitch.value;
2478         }
2479         else {
2480                 angles[PITCH] = r_fullbright_directed_pitch.value;
2481         }
2482         AngleVectors(angles, worldspacenormal, NULL, NULL);
2483         VectorNegate(worldspacenormal, worldspacenormal);
2484 }
2485
2486 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2487 {
2488         float shadingorigin[3], a[3], c[3], dir[3];
2489         int q;
2490
2491         for (q = 0; q < 3; q++)
2492                 a[q] = c[q] = dir[q] = 0;
2493
2494         ent->render_modellight_forced = false;
2495         ent->render_rtlight_disabled = false;
2496
2497         // pick an appropriate value for render_modellight_origin - if this is an
2498         // attachment we want to use the parent's render_modellight_origin so that
2499         // shading is the same (also important for r_shadows to cast shadows in the
2500         // same direction)
2501         if (VectorLength2(ent->custommodellight_origin))
2502         {
2503                 // CSQC entities always provide this (via CL_GetTagMatrix)
2504                 for (q = 0; q < 3; q++)
2505                         shadingorigin[q] = ent->custommodellight_origin[q];
2506         }
2507         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2508         {
2509                 // network entity - follow attachment chain back to a root entity,
2510                 int entnum = ent->entitynumber, recursion;
2511                 for (recursion = 32; recursion > 0; --recursion)
2512                 {
2513                         int parentnum = cl.entities[entnum].state_current.tagentity;
2514                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2515                                 break;
2516                         entnum = parentnum;
2517                 }
2518                 // grab the root entity's origin
2519                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2520         }
2521         else
2522         {
2523                 // not a CSQC entity (which sets custommodellight_origin), not a network
2524                 // entity - so it's probably not attached to anything
2525                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2526         }
2527
2528         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2529         {
2530                 // intentionally EF_FULLBRIGHT entity
2531                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2532                 // CSQC can still provide its own customized modellight values
2533                 ent->render_rtlight_disabled = true;
2534                 ent->render_modellight_forced = true;
2535                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2536                 {
2537                         // custom colors provided by CSQC
2538                         for (q = 0; q < 3; q++)
2539                         {
2540                                 a[q] = ent->custommodellight_ambient[q];
2541                                 c[q] = ent->custommodellight_diffuse[q];
2542                                 dir[q] = ent->custommodellight_lightdir[q];
2543                         }
2544                 }
2545                 else if (r_fullbright_directed.integer)
2546                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2547                 else
2548                         for (q = 0; q < 3; q++)
2549                                 a[q] = 1;
2550         }
2551         else
2552         {
2553                 // fetch the lighting from the worldmodel data
2554
2555                 // CSQC can provide its own customized modellight values
2556                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2557                 {
2558                         ent->render_modellight_forced = true;
2559                         for (q = 0; q < 3; q++)
2560                         {
2561                                 a[q] = ent->custommodellight_ambient[q];
2562                                 c[q] = ent->custommodellight_diffuse[q];
2563                                 dir[q] = ent->custommodellight_lightdir[q];
2564                         }
2565                 }
2566                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2567                 {
2568                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2569                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2570                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2571                         ent->render_modellight_forced = true;
2572                         ent->render_rtlight_disabled = true;
2573                 }
2574                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2575                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2576                 else if (r_fullbright_directed.integer)
2577                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2578                 else
2579                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2580         }
2581
2582         for (q = 0; q < 3; q++)
2583         {
2584                 ent->render_fullbright[q] = ent->colormod[q];
2585                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2586                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2587                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2588                 ent->render_modellight_specular[q] = c[q];
2589                 ent->render_modellight_lightdir[q] = dir[q];
2590                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2591                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2592                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2593                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2594                 ent->render_rtlight_specular[q] = 1;
2595         }
2596
2597         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2598         if (ent->render_modellight_forced)
2599                 for (q = 0; q < 3; q++)
2600                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2601         if (ent->render_rtlight_disabled)
2602                 for (q = 0; q < 3; q++)
2603                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2604
2605         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2606                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2607         VectorNormalize(ent->render_modellight_lightdir);
2608 }
2609
2610
2611 void CL_UpdateEntityShading(void)
2612 {
2613         int i;
2614         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2615         for (i = 0; i < r_refdef.scene.numentities; i++)
2616                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2617 }
2618
2619 /*
2620 ===========
2621 CL_Shutdown
2622 ===========
2623 */
2624 void CL_Shutdown (void)
2625 {
2626         CL_Screen_Shutdown();
2627         CL_Particles_Shutdown();
2628         CL_Parse_Shutdown();
2629         CL_MeshEntities_Shutdown();
2630
2631         Mem_FreePool (&cls.permanentmempool);
2632         Mem_FreePool (&cls.levelmempool);
2633 }
2634
2635 /*
2636 =================
2637 CL_Init
2638 =================
2639 */
2640 void CL_Init (void)
2641 {
2642
2643         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2644         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2645
2646         memset(&r_refdef, 0, sizeof(r_refdef));
2647         // max entities sent to renderer per frame
2648         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2649         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2650
2651         // max temp entities
2652         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2653         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2654
2655         CL_InitInput ();
2656
2657 //
2658 // register our commands
2659 //
2660         Cvar_RegisterVariable (&cl_upspeed);
2661         Cvar_RegisterVariable (&cl_forwardspeed);
2662         Cvar_RegisterVariable (&cl_backspeed);
2663         Cvar_RegisterVariable (&cl_sidespeed);
2664         Cvar_RegisterVariable (&cl_movespeedkey);
2665         Cvar_RegisterVariable (&cl_yawspeed);
2666         Cvar_RegisterVariable (&cl_pitchspeed);
2667         Cvar_RegisterVariable (&cl_anglespeedkey);
2668         Cvar_RegisterVariable (&cl_shownet);
2669         Cvar_RegisterVariable (&cl_nolerp);
2670         Cvar_RegisterVariable (&cl_lerpexcess);
2671         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2672         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2673         Cvar_RegisterVariable (&cl_deathfade);
2674         Cvar_RegisterVariable (&lookspring);
2675         Cvar_RegisterVariable (&lookstrafe);
2676         Cvar_RegisterVariable (&sensitivity);
2677         Cvar_RegisterVariable (&freelook);
2678
2679         Cvar_RegisterVariable (&m_pitch);
2680         Cvar_RegisterVariable (&m_yaw);
2681         Cvar_RegisterVariable (&m_forward);
2682         Cvar_RegisterVariable (&m_side);
2683
2684         Cvar_RegisterVariable (&cl_itembobspeed);
2685         Cvar_RegisterVariable (&cl_itembobheight);
2686
2687         Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2688         Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2689         Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2690         Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2691         Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2692         Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2693
2694         // Support Client-side Model Index List
2695         Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2696         // Support Client-side Sound Index List
2697         Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2698
2699         Cvar_RegisterVariable (&cl_autodemo);
2700         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2701         Cvar_RegisterVariable (&cl_autodemo_delete);
2702
2703         Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2704         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)");
2705
2706         // LadyHavoc: added pausedemo
2707         Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2708
2709         Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2710
2711         Cvar_RegisterVariable(&r_draweffects);
2712         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2713         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2714         Cvar_RegisterVariable(&cl_explosions_size_start);
2715         Cvar_RegisterVariable(&cl_explosions_size_end);
2716         Cvar_RegisterVariable(&cl_explosions_lifetime);
2717         Cvar_RegisterVariable(&cl_stainmaps);
2718         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2719         Cvar_RegisterVariable(&cl_beams_polygons);
2720         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2721         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2722         Cvar_RegisterVariable(&cl_beams_lightatend);
2723         Cvar_RegisterVariable(&cl_noplayershadow);
2724         Cvar_RegisterVariable(&cl_dlights_decayradius);
2725         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2726
2727         Cvar_RegisterVariable(&cl_prydoncursor);
2728         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2729
2730         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2731
2732         // for QW connections
2733         Cvar_RegisterVariable(&qport);
2734         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2735
2736         Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2737
2738         Cvar_RegisterVariable(&cl_locs_enable);
2739         Cvar_RegisterVariable(&cl_locs_show);
2740         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)");
2741         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)");
2742         Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2743         Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2744         Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2745
2746         CL_Parse_Init();
2747         CL_Particles_Init();
2748         CL_Screen_Init();
2749         CL_MeshEntities_Init();
2750
2751         CL_Video_Init();
2752 }