bcaec418eb2bf9a34e65b289e317b1104622b963
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 /*
93 =====================
94 CL_ClearState
95
96 =====================
97 */
98 void CL_VM_ShutDown (void);
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104         CL_VM_ShutDown();
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114         cl.sensitivityscale = 1.0f;
115
116         // enable rendering of the world and such
117         cl.csqc_vidvars.drawworld = true;
118         cl.csqc_vidvars.drawenginesbar = true;
119         cl.csqc_vidvars.drawcrosshair = true;
120
121         // set up the float version of the stats array for easier access to float stats
122         cl.statsf = (float *)cl.stats;
123
124         cl.num_entities = 0;
125         cl.num_static_entities = 0;
126         cl.num_brushmodel_entities = 0;
127
128         // tweak these if the game runs out
129         cl.max_entities = 256;
130         cl.max_static_entities = 256;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = 8192; // grows dynamically
137         cl.max_decals = 2048; // grows dynamically
138         cl.max_showlmps = 0;
139
140         cl.num_dlights = 0;
141         cl.num_effects = 0;
142         cl.num_beams = 0;
143
144         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
154         cl.showlmps = NULL;
155
156         // LordHavoc: have to set up the baseline info for alpha and other stuff
157         for (i = 0;i < cl.max_entities;i++)
158         {
159                 cl.entities[i].state_baseline = defaultstate;
160                 cl.entities[i].state_previous = defaultstate;
161                 cl.entities[i].state_current = defaultstate;
162         }
163
164         if (gamemode == GAME_NEXUIZ)
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
170         }
171         else
172         {
173                 VectorSet(cl.playerstandmins, -16, -16, -24);
174                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175                 VectorSet(cl.playercrouchmins, -16, -16, -24);
176                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
177         }
178
179         // disable until we get textures for it
180         R_ResetSkyBox();
181
182         ent = &cl.entities[0];
183         // entire entity array was cleared, so just fill in a few fields
184         ent->state_current.active = true;
185         ent->render.model = cl.worldmodel = NULL; // no world model yet
186         ent->render.alpha = 1;
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         CL_UpdateRenderEntity(&ent->render);
190
191         // noclip is turned off at start
192         noclip_anglehack = false;
193
194         // mark all frames invalid for delta
195         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
196
197         // set bestweapon data back to Quake data
198         IN_BestWeapon_ResetData();
199
200         CL_Screen_NewMap();
201 }
202
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
204 {
205         int i;
206         qboolean fail = false;
207         if (!allowstarkey && key[0] == '*')
208                 fail = true;
209         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
210                 fail = true;
211         for (i = 0;key[i];i++)
212                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
213                         fail = true;
214         for (i = 0;value[i];i++)
215                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
216                         fail = true;
217         if (fail)
218         {
219                 if (!quiet)
220                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
221                 return;
222         }
223         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224         if (cls.state == ca_connected && cls.netcon)
225         {
226                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
227                 {
228                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
230                 }
231                 else if (!strcasecmp(key, "name"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playermodel"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "playerskin"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "topcolor"))
247                 {
248                         // don't send anything, the combined color code will be updated manually
249                 }
250                 else if (!strcasecmp(key, "bottomcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "rate"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
258                 }
259         }
260 }
261
262 void CL_ExpandEntities(int num)
263 {
264         int i, oldmaxentities;
265         entity_t *oldentities;
266         if (num >= cl.max_entities)
267         {
268                 if (!cl.entities)
269                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270                 if (num >= MAX_EDICTS)
271                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272                 oldmaxentities = cl.max_entities;
273                 oldentities = cl.entities;
274                 cl.max_entities = (num & ~255) + 256;
275                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277                 Mem_Free(oldentities);
278                 for (i = oldmaxentities;i < cl.max_entities;i++)
279                 {
280                         cl.entities[i].state_baseline = defaultstate;
281                         cl.entities[i].state_previous = defaultstate;
282                         cl.entities[i].state_current = defaultstate;
283                 }
284         }
285 }
286
287 /*
288 =====================
289 CL_Disconnect
290
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
294 */
295 void CL_Disconnect(void)
296 {
297         if (cls.state == ca_dedicated)
298                 return;
299
300         if (COM_CheckParm("-profilegameonly"))
301                 Sys_AllowProfiling(false);
302
303         Curl_Clear_forthismap();
304
305         Con_DPrintf("CL_Disconnect\n");
306
307     Cvar_SetValueQuick(&csqc_progcrc, -1);
308         Cvar_SetValueQuick(&csqc_progsize, -1);
309         CL_VM_ShutDown();
310 // stop sounds (especially looping!)
311         S_StopAllSounds ();
312
313         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
314
315         // clear contents blends
316         cl.cshifts[0].percent = 0;
317         cl.cshifts[1].percent = 0;
318         cl.cshifts[2].percent = 0;
319         cl.cshifts[3].percent = 0;
320
321         cl.worldmodel = NULL;
322
323         CL_Parse_ErrorCleanUp();
324
325         if (cls.demoplayback)
326                 CL_StopPlayback();
327         else if (cls.netcon)
328         {
329                 sizebuf_t buf;
330                 unsigned char bufdata[8];
331                 if (cls.demorecording)
332                         CL_Stop_f();
333
334                 // send disconnect message 3 times to improve chances of server
335                 // receiving it (but it still fails sometimes)
336                 memset(&buf, 0, sizeof(buf));
337                 buf.data = bufdata;
338                 buf.maxsize = sizeof(bufdata);
339                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
340                 {
341                         Con_DPrint("Sending drop command\n");
342                         MSG_WriteByte(&buf, qw_clc_stringcmd);
343                         MSG_WriteString(&buf, "drop");
344                 }
345                 else
346                 {
347                         Con_DPrint("Sending clc_disconnect\n");
348                         MSG_WriteByte(&buf, clc_disconnect);
349                 }
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_Close(cls.netcon);
354                 cls.netcon = NULL;
355         }
356         cls.state = ca_disconnected;
357
358         cls.demoplayback = cls.timedemo = false;
359         cls.signon = 0;
360 }
361
362 void CL_Disconnect_f(void)
363 {
364         CL_Disconnect ();
365         if (sv.active)
366                 Host_ShutdownServer ();
367 }
368
369
370
371
372 /*
373 =====================
374 CL_EstablishConnection
375
376 Host should be either "local" or a net address
377 =====================
378 */
379 void CL_EstablishConnection(const char *host)
380 {
381         if (cls.state == ca_dedicated)
382                 return;
383
384         // clear menu's connect error message
385         M_Update_Return_Reason("");
386         cls.demonum = -1;
387
388         // stop demo loop in case this fails
389         if (cls.demoplayback)
390                 CL_StopPlayback();
391
392         // if downloads are running, cancel their finishing action
393         Curl_Clear_forthismap();
394
395         // make sure the client ports are open before attempting to connect
396         NetConn_UpdateSockets();
397
398         // run a network frame
399         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400
401         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
402         {
403                 cls.connect_trying = true;
404                 cls.connect_remainingtries = 3;
405                 cls.connect_nextsendtime = 0;
406                 M_Update_Return_Reason("Trying to connect...");
407                 // run several network frames to jump into the game quickly
408                 //if (sv.active)
409                 //{
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //}
415         }
416         else
417         {
418                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419                 M_Update_Return_Reason("No network");
420         }
421 }
422
423 /*
424 ==============
425 CL_PrintEntities_f
426 ==============
427 */
428 static void CL_PrintEntities_f(void)
429 {
430         entity_t *ent;
431         int i;
432
433         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
434         {
435                 const char* modelname;
436
437                 if (!ent->state_current.active)
438                         continue;
439
440                 if (ent->render.model)
441                         modelname = ent->render.model->name;
442                 else
443                         modelname = "--no model--";
444                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
445         }
446 }
447
448 /*
449 ===============
450 CL_ModelIndexList_f
451
452 List information on all models in the client modelindex
453 ===============
454 */
455 static void CL_ModelIndexList_f(void)
456 {
457         int i = 1;
458
459         // Print Header
460         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
461
462         while(cl.model_precache[i] && i != MAX_MODELS)
463         { // Valid Model
464                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
466                 else
467                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
468                 i++;
469         }
470 }
471
472 /*
473 ===============
474 CL_SoundIndexList_f
475
476 List all sounds in the client soundindex
477 ===============
478 */
479 static void CL_SoundIndexList_f(void)
480 {
481         int i = 1;
482
483         while(cl.sound_precache[i] && i != MAX_SOUNDS)
484         { // Valid Sound
485                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
486                 i++;
487         }
488 }
489
490 /*
491 ===============
492 CL_UpdateRenderEntity
493
494 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
495 ===============
496 */
497 void CL_UpdateRenderEntity(entity_render_t *ent)
498 {
499         vec3_t org;
500         vec_t scale;
501         dp_model_t *model = ent->model;
502         // update the inverse matrix for the renderer
503         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
504         // update the animation blend state
505         R_LerpAnimation(ent);
506         // we need the matrix origin to center the box
507         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
508         // update entity->render.scale because the renderer needs it
509         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
510         if (model)
511         {
512                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
513 #ifdef MATRIX4x4_OPENGLORIENTATION
514                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
515 #else
516                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
517 #endif
518                 {
519                         // pitch or roll
520                         VectorMA(org, scale, model->rotatedmins, ent->mins);
521                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
522                 }
523 #ifdef MATRIX4x4_OPENGLORIENTATION
524                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
525 #else
526                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
527 #endif
528                 {
529                         // yaw
530                         VectorMA(org, scale, model->yawmins, ent->mins);
531                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
532                 }
533                 else
534                 {
535                         VectorMA(org, scale, model->normalmins, ent->mins);
536                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
537                 }
538         }
539         else
540         {
541                 ent->mins[0] = org[0] - 16;
542                 ent->mins[1] = org[1] - 16;
543                 ent->mins[2] = org[2] - 16;
544                 ent->maxs[0] = org[0] + 16;
545                 ent->maxs[1] = org[1] + 16;
546                 ent->maxs[2] = org[2] + 16;
547         }
548 }
549
550 /*
551 ===============
552 CL_LerpPoint
553
554 Determines the fraction between the last two messages that the objects
555 should be put at.
556 ===============
557 */
558 static float CL_LerpPoint(void)
559 {
560         float f;
561
562         if (cl_nettimesyncboundmode.integer == 1)
563                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
564
565         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
566         if (cl.mtime[0] <= cl.mtime[1])
567         {
568                 cl.time = cl.mtime[0];
569                 return 1;
570         }
571
572         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
573         return bound(0, f, 1);
574 }
575
576 void CL_ClearTempEntities (void)
577 {
578         r_refdef.scene.numtempentities = 0;
579 }
580
581 entity_render_t *CL_NewTempEntity(double shadertime)
582 {
583         entity_render_t *render;
584
585         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
586                 return NULL;
587         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
588                 return NULL;
589         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
590         memset (render, 0, sizeof(*render));
591         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
592
593         render->shadertime = shadertime;
594         render->alpha = 1;
595         VectorSet(render->colormod, 1, 1, 1);
596         return render;
597 }
598
599 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
600 {
601         int i;
602         cl_effect_t *e;
603         if (!modelindex) // sanity check
604                 return;
605         if (framerate < 1)
606         {
607                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
608                 return;
609         }
610         if (framecount < 1)
611         {
612                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
613                 return;
614         }
615         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
616         {
617                 if (e->active)
618                         continue;
619                 e->active = true;
620                 VectorCopy(org, e->origin);
621                 e->modelindex = modelindex;
622                 e->starttime = cl.time;
623                 e->startframe = startframe;
624                 e->endframe = startframe + framecount;
625                 e->framerate = framerate;
626
627                 e->frame = 0;
628                 e->frame1time = cl.time;
629                 e->frame2time = cl.time;
630                 cl.num_effects = max(cl.num_effects, i + 1);
631                 break;
632         }
633 }
634
635 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)
636 {
637         int i;
638         dlight_t *dl;
639
640 // then look for anything else
641         dl = cl.dlights;
642         for (i = 0;i < cl.max_dlights;i++, dl++)
643                 if (!dl->radius)
644                         break;
645
646         // unable to find one
647         if (i == cl.max_dlights)
648                 return;
649
650         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
651         memset (dl, 0, sizeof(*dl));
652         cl.num_dlights = max(cl.num_dlights, i + 1);
653         Matrix4x4_Normalize(&dl->matrix, matrix);
654         dl->ent = ent;
655         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
656         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
657         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
658         dl->radius = radius;
659         dl->color[0] = red;
660         dl->color[1] = green;
661         dl->color[2] = blue;
662         dl->initialradius = radius;
663         dl->initialcolor[0] = red;
664         dl->initialcolor[1] = green;
665         dl->initialcolor[2] = blue;
666         dl->decay = decay / radius; // changed decay to be a percentage decrease
667         dl->intensity = 1; // this is what gets decayed
668         if (lifetime)
669                 dl->die = cl.time + lifetime;
670         else
671                 dl->die = 0;
672         if (cubemapnum > 0)
673                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
674         else
675                 dl->cubemapname[0] = 0;
676         dl->style = style;
677         dl->shadow = shadowenable;
678         dl->corona = corona;
679         dl->flags = flags;
680         dl->coronasizescale = coronasizescale;
681         dl->ambientscale = ambientscale;
682         dl->diffusescale = diffusescale;
683         dl->specularscale = specularscale;
684 }
685
686 void CL_DecayLightFlashes(void)
687 {
688         int i, oldmax;
689         dlight_t *dl;
690         float time;
691
692         time = bound(0, cl.time - cl.oldtime, 0.1);
693         oldmax = cl.num_dlights;
694         cl.num_dlights = 0;
695         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
696         {
697                 if (dl->radius)
698                 {
699                         dl->intensity -= time * dl->decay;
700                         if (cl.time < dl->die && dl->intensity > 0)
701                         {
702                                 if (cl_dlights_decayradius.integer)
703                                         dl->radius = dl->initialradius * dl->intensity;
704                                 else
705                                         dl->radius = dl->initialradius;
706                                 if (cl_dlights_decaybrightness.integer)
707                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
708                                 else
709                                         VectorCopy(dl->initialcolor, dl->color);
710                                 cl.num_dlights = i + 1;
711                         }
712                         else
713                                 dl->radius = 0;
714                 }
715         }
716 }
717
718 // called before entity relinking
719 void CL_RelinkLightFlashes(void)
720 {
721         int i, j, k, l;
722         dlight_t *dl;
723         float frac, f;
724         matrix4x4_t tempmatrix;
725
726         if (r_dynamic.integer)
727         {
728                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
729                 {
730                         if (dl->radius)
731                         {
732                                 tempmatrix = dl->matrix;
733                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
734                                 // we need the corona fading to be persistent
735                                 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);
736                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
737                         }
738                 }
739         }
740
741 // light animations
742 // 'm' is normal light, 'a' is no light, 'z' is double bright
743         f = cl.time * 10;
744         i = (int)floor(f);
745         frac = f - i;
746         for (j = 0;j < cl.max_lightstyle;j++)
747         {
748                 if (!cl.lightstyle || !cl.lightstyle[j].length)
749                 {
750                         r_refdef.scene.rtlightstylevalue[j] = 1;
751                         r_refdef.scene.lightstylevalue[j] = 256;
752                         continue;
753                 }
754                 k = i % cl.lightstyle[j].length;
755                 l = (i-1) % cl.lightstyle[j].length;
756                 k = cl.lightstyle[j].map[k] - 'a';
757                 l = cl.lightstyle[j].map[l] - 'a';
758                 // rtlightstylevalue is always interpolated because it has no bad
759                 // consequences for performance
760                 // lightstylevalue is subject to a cvar for performance reasons;
761                 // skipping lightmap updates on most rendered frames substantially
762                 // improves framerates (but makes light fades look bad)
763                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
764                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
765         }
766 }
767
768 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
769 {
770         float f;
771         entity_render_t *flagrender;
772         matrix4x4_t flagmatrix;
773
774         // this code taken from QuakeWorld
775         f = 14;
776         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
777         {
778                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
779                 { //axpain
780                         if      (player->render.frame2 == 29) f = f + 2;
781                         else if (player->render.frame2 == 30) f = f + 8;
782                         else if (player->render.frame2 == 31) f = f + 12;
783                         else if (player->render.frame2 == 32) f = f + 11;
784                         else if (player->render.frame2 == 33) f = f + 10;
785                         else if (player->render.frame2 == 34) f = f + 4;
786                 }
787                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
788                 { // pain
789                         if      (player->render.frame2 == 35) f = f + 2;
790                         else if (player->render.frame2 == 36) f = f + 10;
791                         else if (player->render.frame2 == 37) f = f + 10;
792                         else if (player->render.frame2 == 38) f = f + 8;
793                         else if (player->render.frame2 == 39) f = f + 4;
794                         else if (player->render.frame2 == 40) f = f + 2;
795                 }
796         }
797         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
798         {
799                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
800                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
801                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
802                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
803         }
804         // end of code taken from QuakeWorld
805
806         flagrender = CL_NewTempEntity(player->render.shadertime);
807         if (!flagrender)
808                 return;
809
810         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
811         flagrender->skinnum = skin;
812         flagrender->alpha = 1;
813         VectorSet(flagrender->colormod, 1, 1, 1);
814         // attach the flag to the player matrix
815         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
816         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
817         CL_UpdateRenderEntity(flagrender);
818 }
819
820 matrix4x4_t viewmodelmatrix;
821
822 static const vec3_t muzzleflashorigin = {18, 0, 0};
823
824 extern void V_DriftPitch(void);
825 extern void V_FadeViewFlashs(void);
826 extern void V_CalcViewBlend(void);
827 extern void V_CalcRefdef(void);
828
829 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
830 {
831         const unsigned char *cbcolor;
832         if (colormap >= 0)
833         {
834                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
835                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
836                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
837                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
838         }
839         else
840         {
841                 VectorClear(ent->colormap_pantscolor);
842                 VectorClear(ent->colormap_shirtcolor);
843         }
844 }
845
846 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
847 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
848 {
849         const matrix4x4_t *matrix;
850         matrix4x4_t blendmatrix, tempmatrix, matrix2;
851         int j, k, l, frame;
852         float origin[3], angles[3], delta[3], lerp, d;
853         entity_t *t;
854         dp_model_t *model;
855         //entity_persistent_t *p = &e->persistent;
856         //entity_render_t *r = &e->render;
857         // skip inactive entities and world
858         if (!e->state_current.active || e == cl.entities)
859                 return;
860         if (recursionlimit < 1)
861                 return;
862         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
863         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
864         e->render.flags = e->state_current.flags;
865         e->render.effects = e->state_current.effects;
866         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
867         if(e >= cl.entities && e < cl.entities + cl.num_entities)
868                 e->render.entitynumber = e - cl.entities;
869         else
870                 e->render.entitynumber = 0;
871         if (e->state_current.flags & RENDER_COLORMAPPED)
872                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
873         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
874                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
875         else
876                 CL_SetEntityColormapColors(&e->render, -1);
877         e->render.skinnum = e->state_current.skin;
878         if (e->state_current.tagentity)
879         {
880                 // attached entity (gun held in player model's hand, etc)
881                 // if the tag entity is currently impossible, skip it
882                 if (e->state_current.tagentity >= cl.num_entities)
883                         return;
884                 t = cl.entities + e->state_current.tagentity;
885                 // if the tag entity is inactive, skip it
886                 if (!t->state_current.active)
887                         return;
888                 // update the parent first
889                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
890                 // make relative to the entity
891                 matrix = &t->render.matrix;
892                 // some properties of the tag entity carry over
893                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
894                 // if a valid tagindex is used, make it relative to that tag instead
895                 // FIXME: use a model function to get tag info (need to handle skeletal)
896                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
897                 {
898                         // blend the matrices
899                         memset(&blendmatrix, 0, sizeof(blendmatrix));
900                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
901                         {
902                                 matrix4x4_t tagmatrix;
903                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
904                                 d = t->render.frameblend[j].lerp;
905                                 for (l = 0;l < 4;l++)
906                                         for (k = 0;k < 4;k++)
907                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
908                         }
909                         // concat the tag matrices onto the entity matrix
910                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
911                         // use the constructed tag matrix
912                         matrix = &tempmatrix;
913                 }
914         }
915         else if (e->render.flags & RENDER_VIEWMODEL)
916         {
917                 // view-relative entity (guns and such)
918                 if (e->render.effects & EF_NOGUNBOB)
919                         matrix = &r_refdef.view.matrix; // really attached to view
920                 else
921                         matrix = &viewmodelmatrix; // attached to gun bob matrix
922         }
923         else
924         {
925                 // world-relative entity (the normal kind)
926                 matrix = &identitymatrix;
927         }
928
929         // movement lerp
930         // if it's the predicted player entity, update according to client movement
931         // but don't lerp if going through a teleporter as it causes a bad lerp
932         // also don't use the predicted location if fixangle was set on both of
933         // the most recent server messages, as that cause means you are spectating
934         // someone or watching a cutscene of some sort
935         if (cl_nolerp.integer || cls.timedemo)
936                 interpolate = false;
937         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
938         {
939                 VectorCopy(cl.movement_origin, origin);
940                 VectorSet(angles, 0, cl.viewangles[1], 0);
941         }
942         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
943         {
944                 // interpolate the origin and angles
945                 lerp = max(0, lerp);
946                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
947                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
948                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
949                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
950                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
951                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
952         }
953         else
954         {
955                 // no interpolation
956                 VectorCopy(e->persistent.neworigin, origin);
957                 VectorCopy(e->persistent.newangles, angles);
958         }
959
960         // model setup and some modelflags
961         frame = e->state_current.frame;
962         if (e->state_current.modelindex < MAX_MODELS)
963                 e->render.model = cl.model_precache[e->state_current.modelindex];
964         else
965                 e->render.model = NULL;
966         if (e->render.model)
967         {
968                 if (e->render.skinnum >= e->render.model->numskins)
969                         e->render.skinnum = 0;
970                 if (frame >= e->render.model->numframes)
971                         frame = 0;
972                 // models can set flags such as EF_ROCKET
973                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
974                 if (!(e->render.effects & 0xFF800000))
975                         e->render.effects |= e->render.model->effects;
976                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
977                 if (e->render.model->type == mod_alias)
978                         angles[0] = -angles[0];
979                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
980                         VectorScale(e->render.colormod, 2, e->render.colormod);
981         }
982         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
983         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
984                 angles[0] = -angles[0];
985
986         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
987         {
988                 angles[1] = ANGLEMOD(100*cl.time);
989                 if (cl_itembobheight.value)
990                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
991         }
992
993         // animation lerp
994         if (e->render.frame2 == frame)
995         {
996                 // update frame lerp fraction
997                 e->render.framelerp = 1;
998                 if (e->render.frame2time > e->render.frame1time)
999                 {
1000                         // make sure frame lerp won't last longer than 100ms
1001                         // (this mainly helps with models that use framegroups and
1002                         // switch between them infrequently)
1003                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1004                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1005                 }
1006         }
1007         else
1008         {
1009                 // begin a new frame lerp
1010                 e->render.frame1 = e->render.frame2;
1011                 e->render.frame1time = e->render.frame2time;
1012                 e->render.frame2 = frame;
1013                 e->render.frame2time = cl.time;
1014                 e->render.framelerp = 0;
1015         }
1016
1017         // set up the render matrix
1018         if (matrix)
1019         {
1020                 // attached entity, this requires a matrix multiply (concat)
1021                 // FIXME: e->render.scale should go away
1022                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1023                 // concat the matrices to make the entity relative to its tag
1024                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1025                 // get the origin from the new matrix
1026                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1027         }
1028         else
1029         {
1030                 // unattached entities are faster to process
1031                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1032         }
1033
1034         // tenebrae's sprites are all additive mode (weird)
1035         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1036                 e->render.effects |= EF_ADDITIVE;
1037         // player model is only shown with chase_active on
1038         if (e->state_current.number == cl.viewentity)
1039                 e->render.flags |= RENDER_EXTERIORMODEL;
1040         // either fullbright or lit
1041         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1042                 e->render.flags |= RENDER_LIGHT;
1043         // hide player shadow during intermission or nehahra movie
1044         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1045          && (e->render.alpha >= 1)
1046          && !(e->render.flags & RENDER_VIEWMODEL)
1047          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1048                 e->render.flags |= RENDER_SHADOW;
1049         if (e->render.flags & RENDER_VIEWMODEL)
1050                 e->render.flags |= RENDER_NOSELFSHADOW;
1051         if (e->render.effects & EF_NOSELFSHADOW)
1052                 e->render.flags |= RENDER_NOSELFSHADOW;
1053
1054         // make the other useful stuff
1055         CL_UpdateRenderEntity(&e->render);
1056 }
1057
1058 // creates light and trails from an entity
1059 void CL_UpdateNetworkEntityTrail(entity_t *e)
1060 {
1061         effectnameindex_t trailtype;
1062         vec3_t origin;
1063
1064         // bmodels are treated specially since their origin is usually '0 0 0' and
1065         // their actual geometry is far from '0 0 0'
1066         if (e->render.model && e->render.model->soundfromcenter)
1067         {
1068                 vec3_t o;
1069                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1070                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1071         }
1072         else
1073                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1074
1075         // handle particle trails and such effects now that we know where this
1076         // entity is in the world...
1077         trailtype = EFFECT_NONE;
1078         // LordHavoc: if the entity has no effects, don't check each
1079         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1080         {
1081                 if (e->render.effects & EF_BRIGHTFIELD)
1082                 {
1083                         if (gamemode == GAME_NEXUIZ)
1084                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1085                         else
1086                                 CL_EntityParticles(e);
1087                 }
1088                 if (e->render.effects & EF_FLAME)
1089                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1090                 if (e->render.effects & EF_STARDUST)
1091                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1092         }
1093         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1094         {
1095                 // these are only set on player entities
1096                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1097         }
1098         // muzzleflash fades over time
1099         if (e->persistent.muzzleflash > 0)
1100                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1101         // LordHavoc: if the entity has no effects, don't check each
1102         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1103         {
1104                 if (e->render.effects & EF_GIB)
1105                         trailtype = EFFECT_TR_BLOOD;
1106                 else if (e->render.effects & EF_ZOMGIB)
1107                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1108                 else if (e->render.effects & EF_TRACER)
1109                         trailtype = EFFECT_TR_WIZSPIKE;
1110                 else if (e->render.effects & EF_TRACER2)
1111                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1112                 else if (e->render.effects & EF_ROCKET)
1113                         trailtype = EFFECT_TR_ROCKET;
1114                 else if (e->render.effects & EF_GRENADE)
1115                 {
1116                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1117                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1118                 }
1119                 else if (e->render.effects & EF_TRACER3)
1120                         trailtype = EFFECT_TR_VORESPIKE;
1121         }
1122         // do trails
1123         if (e->render.flags & RENDER_GLOWTRAIL)
1124                 trailtype = EFFECT_TR_GLOWTRAIL;
1125         // check if a trail is allowed (it is not after a teleport for example)
1126         if (trailtype && e->persistent.trail_allowed)
1127         {
1128                 float len;
1129                 vec3_t vel;
1130                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1131                 len = e->state_current.time - e->state_previous.time;
1132                 if (len > 0)
1133                         len = 1.0f / len;
1134                 VectorScale(vel, len, vel);
1135                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1136         }
1137         // now that the entity has survived one trail update it is allowed to
1138         // leave a real trail on later frames
1139         e->persistent.trail_allowed = true;
1140         VectorCopy(origin, e->persistent.trail_origin);
1141 }
1142
1143
1144 /*
1145 ===============
1146 CL_UpdateViewEntities
1147 ===============
1148 */
1149 void CL_UpdateViewEntities(void)
1150 {
1151         int i;
1152         // update any RENDER_VIEWMODEL entities to use the new view matrix
1153         for (i = 1;i < cl.num_entities;i++)
1154         {
1155                 if (cl.entities_active[i])
1156                 {
1157                         entity_t *ent = cl.entities + i;
1158                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1159                                 CL_UpdateNetworkEntity(ent, 32, true);
1160                 }
1161         }
1162         // and of course the engine viewmodel needs updating as well
1163         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1164 }
1165
1166 /*
1167 ===============
1168 CL_UpdateNetworkCollisionEntities
1169 ===============
1170 */
1171 void CL_UpdateNetworkCollisionEntities(void)
1172 {
1173         entity_t *ent;
1174         int i;
1175
1176         // start on the entity after the world
1177         cl.num_brushmodel_entities = 0;
1178         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1179         {
1180                 if (cl.entities_active[i])
1181                 {
1182                         ent = cl.entities + i;
1183                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1184                         {
1185                                 // do not interpolate the bmodels for this
1186                                 CL_UpdateNetworkEntity(ent, 32, false);
1187                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1188                         }
1189                 }
1190         }
1191 }
1192
1193 /*
1194 ===============
1195 CL_UpdateNetworkEntities
1196 ===============
1197 */
1198 void CL_UpdateNetworkEntities(void)
1199 {
1200         entity_t *ent;
1201         int i;
1202
1203         // start on the entity after the world
1204         for (i = 1;i < cl.num_entities;i++)
1205         {
1206                 if (cl.entities_active[i])
1207                 {
1208                         ent = cl.entities + i;
1209                         if (ent->state_current.active)
1210                         {
1211                                 CL_UpdateNetworkEntity(ent, 32, true);
1212                                 // view models should never create light/trails
1213                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1214                                         CL_UpdateNetworkEntityTrail(ent);
1215                         }
1216                         else
1217                                 cl.entities_active[i] = false;
1218                 }
1219         }
1220 }
1221
1222 void CL_UpdateViewModel(void)
1223 {
1224         entity_t *ent;
1225         ent = &cl.viewent;
1226         ent->state_previous = ent->state_current;
1227         ent->state_current = defaultstate;
1228         ent->state_current.time = cl.time;
1229         ent->state_current.number = -1;
1230         ent->state_current.active = true;
1231         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1232         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1233         ent->state_current.flags = RENDER_VIEWMODEL;
1234         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1235                 ent->state_current.modelindex = 0;
1236         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1237         {
1238                 if (gamemode == GAME_TRANSFUSION)
1239                         ent->state_current.alpha = 128;
1240                 else
1241                         ent->state_current.modelindex = 0;
1242         }
1243         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1244         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1245
1246         // reset animation interpolation on weaponmodel if model changed
1247         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1248         {
1249                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1250                 ent->render.frame1time = ent->render.frame2time = cl.time;
1251                 ent->render.framelerp = 1;
1252         }
1253         CL_UpdateNetworkEntity(ent, 32, true);
1254 }
1255
1256 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1257 void CL_LinkNetworkEntity(entity_t *e)
1258 {
1259         effectnameindex_t trailtype;
1260         vec3_t origin;
1261         vec3_t dlightcolor;
1262         vec_t dlightradius;
1263
1264         // skip inactive entities and world
1265         if (!e->state_current.active || e == cl.entities)
1266                 return;
1267         if (e->state_current.tagentity)
1268         {
1269                 // if the tag entity is currently impossible, skip it
1270                 if (e->state_current.tagentity >= cl.num_entities)
1271                         return;
1272                 // if the tag entity is inactive, skip it
1273                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1274                         return;
1275         }
1276
1277         // create entity dlights associated with this entity
1278         if (e->render.model && e->render.model->soundfromcenter)
1279         {
1280                 // bmodels are treated specially since their origin is usually '0 0 0'
1281                 vec3_t o;
1282                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1283                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1284         }
1285         else
1286                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1287         trailtype = EFFECT_NONE;
1288         dlightradius = 0;
1289         dlightcolor[0] = 0;
1290         dlightcolor[1] = 0;
1291         dlightcolor[2] = 0;
1292         // LordHavoc: if the entity has no effects, don't check each
1293         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1294         {
1295                 if (e->render.effects & EF_BRIGHTFIELD)
1296                 {
1297                         if (gamemode == GAME_NEXUIZ)
1298                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1299                 }
1300                 if (e->render.effects & EF_DIMLIGHT)
1301                 {
1302                         dlightradius = max(dlightradius, 200);
1303                         dlightcolor[0] += 1.50f;
1304                         dlightcolor[1] += 1.50f;
1305                         dlightcolor[2] += 1.50f;
1306                 }
1307                 if (e->render.effects & EF_BRIGHTLIGHT)
1308                 {
1309                         dlightradius = max(dlightradius, 400);
1310                         dlightcolor[0] += 3.00f;
1311                         dlightcolor[1] += 3.00f;
1312                         dlightcolor[2] += 3.00f;
1313                 }
1314                 // LordHavoc: more effects
1315                 if (e->render.effects & EF_RED) // red
1316                 {
1317                         dlightradius = max(dlightradius, 200);
1318                         dlightcolor[0] += 1.50f;
1319                         dlightcolor[1] += 0.15f;
1320                         dlightcolor[2] += 0.15f;
1321                 }
1322                 if (e->render.effects & EF_BLUE) // blue
1323                 {
1324                         dlightradius = max(dlightradius, 200);
1325                         dlightcolor[0] += 0.15f;
1326                         dlightcolor[1] += 0.15f;
1327                         dlightcolor[2] += 1.50f;
1328                 }
1329                 if (e->render.effects & EF_FLAME)
1330                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1331                 if (e->render.effects & EF_STARDUST)
1332                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1333         }
1334         // muzzleflash fades over time, and is offset a bit
1335         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1336         {
1337                 vec3_t v2;
1338                 vec3_t color;
1339                 trace_t trace;
1340                 matrix4x4_t tempmatrix;
1341                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1342                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1343                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1344                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1345                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1346                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1347                 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);
1348                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1349         }
1350         // LordHavoc: if the model has no flags, don't check each
1351         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1352         {
1353                 if (e->render.effects & EF_GIB)
1354                         trailtype = EFFECT_TR_BLOOD;
1355                 else if (e->render.effects & EF_ZOMGIB)
1356                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1357                 else if (e->render.effects & EF_TRACER)
1358                         trailtype = EFFECT_TR_WIZSPIKE;
1359                 else if (e->render.effects & EF_TRACER2)
1360                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1361                 else if (e->render.effects & EF_ROCKET)
1362                         trailtype = EFFECT_TR_ROCKET;
1363                 else if (e->render.effects & EF_GRENADE)
1364                 {
1365                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1366                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1367                 }
1368                 else if (e->render.effects & EF_TRACER3)
1369                         trailtype = EFFECT_TR_VORESPIKE;
1370         }
1371         // LordHavoc: customizable glow
1372         if (e->state_current.glowsize)
1373         {
1374                 // * 4 for the expansion from 0-255 to 0-1023 range,
1375                 // / 255 to scale down byte colors
1376                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1377                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1378         }
1379         // custom rtlight
1380         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1381         {
1382                 matrix4x4_t dlightmatrix;
1383                 float light[4];
1384                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1385                 light[3] = e->state_current.light[3];
1386                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1387                         VectorSet(light, 1, 1, 1);
1388                 if (light[3] == 0)
1389                         light[3] = 350;
1390                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1391                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1392                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1393                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1394                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1395         }
1396         // make the glow dlight
1397         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1398         {
1399                 matrix4x4_t dlightmatrix;
1400                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1401                 // hack to make glowing player light shine on their gun
1402                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1403                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1404                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1405                 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);
1406                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1407         }
1408         // do trail light
1409         if (e->render.flags & RENDER_GLOWTRAIL)
1410                 trailtype = EFFECT_TR_GLOWTRAIL;
1411         if (trailtype)
1412                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1413
1414         // don't show viewmodels in certain situations
1415         if (e->render.flags & RENDER_VIEWMODEL)
1416                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1417                         return;
1418         // don't show entities with no modelindex (note: this still shows
1419         // entities which have a modelindex that resolved to a NULL model)
1420         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1421                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1422         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1423         //      Matrix4x4_Print(&e->render.matrix);
1424 }
1425
1426 void CL_RelinkWorld(void)
1427 {
1428         entity_t *ent = &cl.entities[0];
1429         // FIXME: this should be done at load
1430         ent->render.matrix = identitymatrix;
1431         ent->render.flags = RENDER_SHADOW;
1432         if (!r_fullbright.integer)
1433                 ent->render.flags |= RENDER_LIGHT;
1434         VectorSet(ent->render.colormod, 1, 1, 1);
1435         CL_UpdateRenderEntity(&ent->render);
1436         r_refdef.scene.worldentity = &ent->render;
1437         r_refdef.scene.worldmodel = cl.worldmodel;
1438 }
1439
1440 static void CL_RelinkStaticEntities(void)
1441 {
1442         int i;
1443         entity_t *e;
1444         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1445         {
1446                 e->render.flags = 0;
1447                 // if the model was not loaded when the static entity was created we
1448                 // need to re-fetch the model pointer
1449                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1450                 // either fullbright or lit
1451                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1452                         e->render.flags |= RENDER_LIGHT;
1453                 // hide player shadow during intermission or nehahra movie
1454                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1455                         e->render.flags |= RENDER_SHADOW;
1456                 VectorSet(e->render.colormod, 1, 1, 1);
1457                 R_LerpAnimation(&e->render);
1458                 CL_UpdateRenderEntity(&e->render);
1459                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1460         }
1461 }
1462
1463 /*
1464 ===============
1465 CL_RelinkEntities
1466 ===============
1467 */
1468 static void CL_RelinkNetworkEntities(void)
1469 {
1470         entity_t *ent;
1471         int i;
1472
1473         // start on the entity after the world
1474         for (i = 1;i < cl.num_entities;i++)
1475         {
1476                 if (cl.entities_active[i])
1477                 {
1478                         ent = cl.entities + i;
1479                         if (ent->state_current.active)
1480                                 CL_LinkNetworkEntity(ent);
1481                         else
1482                                 cl.entities_active[i] = false;
1483                 }
1484         }
1485 }
1486
1487 static void CL_RelinkEffects(void)
1488 {
1489         int i, intframe;
1490         cl_effect_t *e;
1491         entity_render_t *entrender;
1492         float frame;
1493
1494         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1495         {
1496                 if (e->active)
1497                 {
1498                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1499                         intframe = (int)frame;
1500                         if (intframe < 0 || intframe >= e->endframe)
1501                         {
1502                                 memset(e, 0, sizeof(*e));
1503                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1504                                         cl.num_effects--;
1505                                 continue;
1506                         }
1507
1508                         if (intframe != e->frame)
1509                         {
1510                                 e->frame = intframe;
1511                                 e->frame1time = e->frame2time;
1512                                 e->frame2time = cl.time;
1513                         }
1514
1515                         // if we're drawing effects, get a new temp entity
1516                         // (NewTempEntity adds it to the render entities list for us)
1517                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1518                         {
1519                                 // interpolation stuff
1520                                 entrender->frame1 = intframe;
1521                                 entrender->frame2 = intframe + 1;
1522                                 if (entrender->frame2 >= e->endframe)
1523                                         entrender->frame2 = -1; // disappear
1524                                 entrender->framelerp = frame - intframe;
1525                                 entrender->frame1time = e->frame1time;
1526                                 entrender->frame2time = e->frame2time;
1527
1528                                 // normal stuff
1529                                 if(e->modelindex < MAX_MODELS)
1530                                         entrender->model = cl.model_precache[e->modelindex];
1531                                 else
1532                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1533                                 entrender->alpha = 1;
1534                                 VectorSet(entrender->colormod, 1, 1, 1);
1535
1536                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1537                                 CL_UpdateRenderEntity(entrender);
1538                         }
1539                 }
1540         }
1541 }
1542
1543 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1544 {
1545         VectorCopy(b->start, start);
1546         VectorCopy(b->end, end);
1547
1548         // if coming from the player, update the start position
1549         if (b->entity == cl.viewentity)
1550         {
1551                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1552                 {
1553                         // LordHavoc: this is a stupid hack from Quake that makes your
1554                         // lightning appear to come from your waist and cover less of your
1555                         // view
1556                         // in Quake this hack was applied to all players (causing the
1557                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1558                         // only applies to your own lightning, and only in first person
1559                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1560                 }
1561                 if (cl_beams_instantaimhack.integer)
1562                 {
1563                         vec3_t dir, localend;
1564                         vec_t len;
1565                         // LordHavoc: this updates the beam direction to match your
1566                         // viewangles
1567                         VectorSubtract(end, start, dir);
1568                         len = VectorLength(dir);
1569                         VectorNormalize(dir);
1570                         VectorSet(localend, len, 0, 0);
1571                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1572                 }
1573         }
1574 }
1575
1576 void CL_RelinkBeams(void)
1577 {
1578         int i;
1579         beam_t *b;
1580         vec3_t dist, org, start, end;
1581         float d;
1582         entity_render_t *entrender;
1583         double yaw, pitch;
1584         float forward;
1585         matrix4x4_t tempmatrix;
1586
1587         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1588         {
1589                 if (!b->model)
1590                         continue;
1591                 if (b->endtime < cl.time)
1592                 {
1593                         b->model = NULL;
1594                         continue;
1595                 }
1596
1597                 CL_Beam_CalculatePositions(b, start, end);
1598
1599                 if (b->lightning)
1600                 {
1601                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1602                         {
1603                                 // FIXME: create a matrix from the beam start/end orientation
1604                                 vec3_t dlightcolor;
1605                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1606                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1607                                 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);
1608                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1609                         }
1610                         if (cl_beams_polygons.integer)
1611                                 continue;
1612                 }
1613
1614                 // calculate pitch and yaw
1615                 // (this is similar to the QuakeC builtin function vectoangles)
1616                 VectorSubtract(end, start, dist);
1617                 if (dist[1] == 0 && dist[0] == 0)
1618                 {
1619                         yaw = 0;
1620                         if (dist[2] > 0)
1621                                 pitch = 90;
1622                         else
1623                                 pitch = 270;
1624                 }
1625                 else
1626                 {
1627                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1628                         if (yaw < 0)
1629                                 yaw += 360;
1630
1631                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1632                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1633                         if (pitch < 0)
1634                                 pitch += 360;
1635                 }
1636
1637                 // add new entities for the lightning
1638                 VectorCopy (start, org);
1639                 d = VectorNormalizeLength(dist);
1640                 while (d > 0)
1641                 {
1642                         entrender = CL_NewTempEntity (0);
1643                         if (!entrender)
1644                                 return;
1645                         //VectorCopy (org, ent->render.origin);
1646                         entrender->model = b->model;
1647                         //ent->render.effects = EF_FULLBRIGHT;
1648                         //ent->render.angles[0] = pitch;
1649                         //ent->render.angles[1] = yaw;
1650                         //ent->render.angles[2] = rand()%360;
1651                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1652                         CL_UpdateRenderEntity(entrender);
1653                         VectorMA(org, 30, dist, org);
1654                         d -= 30;
1655                 }
1656         }
1657
1658         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1659                 cl.num_beams--;
1660 }
1661
1662 static void CL_RelinkQWNails(void)
1663 {
1664         int i;
1665         vec_t *v;
1666         entity_render_t *entrender;
1667
1668         for (i = 0;i < cl.qw_num_nails;i++)
1669         {
1670                 v = cl.qw_nails[i];
1671
1672                 // if we're drawing effects, get a new temp entity
1673                 // (NewTempEntity adds it to the render entities list for us)
1674                 if (!(entrender = CL_NewTempEntity(0)))
1675                         continue;
1676
1677                 // normal stuff
1678                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1679                 entrender->alpha = 1;
1680                 VectorSet(entrender->colormod, 1, 1, 1);
1681
1682                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1683                 CL_UpdateRenderEntity(entrender);
1684         }
1685 }
1686
1687 void CL_LerpPlayer(float frac)
1688 {
1689         int i;
1690
1691         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1692         for (i = 0;i < 3;i++)
1693         {
1694                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1695                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1696                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1697         }
1698
1699         // interpolate the angles if playing a demo or spectating someone
1700         if (cls.demoplayback || cl.fixangle[0])
1701         {
1702                 for (i = 0;i < 3;i++)
1703                 {
1704                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1705                         if (d > 180)
1706                                 d -= 360;
1707                         else if (d < -180)
1708                                 d += 360;
1709                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1710                 }
1711         }
1712 }
1713
1714 void CSQC_RelinkAllEntities (int drawmask)
1715 {
1716         // link stuff
1717         CL_RelinkWorld();
1718         CL_RelinkStaticEntities();
1719         CL_RelinkBeams();
1720         CL_RelinkEffects();
1721
1722         // link stuff
1723         if (drawmask & ENTMASK_ENGINE)
1724         {
1725                 CL_RelinkNetworkEntities();
1726                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1727                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1728                 CL_RelinkQWNails();
1729         }
1730
1731         // update view blend
1732         V_CalcViewBlend();
1733 }
1734
1735 /*
1736 ===============
1737 CL_UpdateWorld
1738
1739 Update client game world for a new frame
1740 ===============
1741 */
1742 void CL_UpdateWorld(void)
1743 {
1744         r_refdef.scene.extraupdate = !r_speeds.integer;
1745         r_refdef.scene.numentities = 0;
1746         r_refdef.scene.numlights = 0;
1747         r_refdef.view.matrix = identitymatrix;
1748         r_refdef.view.quality = 1;
1749
1750         cl.num_brushmodel_entities = 0;
1751
1752         if (cls.state == ca_connected && cls.signon == SIGNONS)
1753         {
1754                 // prepare for a new frame
1755                 CL_LerpPlayer(CL_LerpPoint());
1756                 CL_DecayLightFlashes();
1757                 CL_ClearTempEntities();
1758                 V_DriftPitch();
1759                 V_FadeViewFlashs();
1760
1761                 // if prediction is enabled we have to update all the collidable
1762                 // network entities before the prediction code can be run
1763                 CL_UpdateNetworkCollisionEntities();
1764
1765                 // now update the player prediction
1766                 CL_ClientMovement_Replay();
1767
1768                 // update the player entity (which may be predicted)
1769                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1770
1771                 // now update the view (which depends on that player entity)
1772                 V_CalcRefdef();
1773
1774                 // now update all the network entities and create particle trails
1775                 // (some entities may depend on the view)
1776                 CL_UpdateNetworkEntities();
1777
1778                 // update the engine-based viewmodel
1779                 CL_UpdateViewModel();
1780
1781                 CL_RelinkLightFlashes();
1782                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1783
1784                 // decals, particles, and explosions will be updated during rneder
1785         }
1786
1787         r_refdef.scene.time = cl.time;
1788 }
1789
1790 // LordHavoc: pausedemo command
1791 static void CL_PauseDemo_f (void)
1792 {
1793         cls.demopaused = !cls.demopaused;
1794         if (cls.demopaused)
1795                 Con_Print("Demo paused\n");
1796         else
1797                 Con_Print("Demo unpaused\n");
1798 }
1799
1800 /*
1801 ======================
1802 CL_Fog_f
1803 ======================
1804 */
1805 static void CL_Fog_f (void)
1806 {
1807         if (Cmd_Argc () == 1)
1808         {
1809                 Con_Printf("\"fog\" is \"%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);
1810                 return;
1811         }
1812         r_refdef.fog_start = 0;
1813         r_refdef.fog_end = 16384;
1814         r_refdef.fog_alpha = 1;
1815         if(Cmd_Argc() > 1)
1816                 r_refdef.fog_density = atof(Cmd_Argv(1));
1817         if(Cmd_Argc() > 2)
1818                 r_refdef.fog_red = atof(Cmd_Argv(2));
1819         if(Cmd_Argc() > 3)
1820                 r_refdef.fog_green = atof(Cmd_Argv(3));
1821         if(Cmd_Argc() > 4)
1822                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1823         if(Cmd_Argc() > 5)
1824                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1825         if(Cmd_Argc() > 6)
1826                 r_refdef.fog_start = atof(Cmd_Argv(6));
1827         if(Cmd_Argc() > 7)
1828                 r_refdef.fog_end = atof(Cmd_Argv(7));
1829 }
1830
1831 /*
1832 ====================
1833 CL_TimeRefresh_f
1834
1835 For program optimization
1836 ====================
1837 */
1838 static void CL_TimeRefresh_f (void)
1839 {
1840         int i;
1841         float timestart, timedelta;
1842
1843         r_refdef.scene.extraupdate = false;
1844
1845         timestart = Sys_DoubleTime();
1846         for (i = 0;i < 128;i++)
1847         {
1848                 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);
1849                 r_refdef.view.quality = 1;
1850                 CL_UpdateScreen();
1851         }
1852         timedelta = Sys_DoubleTime() - timestart;
1853
1854         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1855 }
1856
1857 void CL_AreaStats_f(void)
1858 {
1859         World_PrintAreaStats(&cl.world, "client");
1860 }
1861
1862 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1863 {
1864         int i;
1865         cl_locnode_t *loc;
1866         cl_locnode_t *best;
1867         vec3_t nearestpoint;
1868         vec_t dist, bestdist;
1869         best = NULL;
1870         bestdist = 0;
1871         for (loc = cl.locnodes;loc;loc = loc->next)
1872         {
1873                 for (i = 0;i < 3;i++)
1874                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1875                 dist = VectorDistance2(nearestpoint, point);
1876                 if (bestdist > dist || !best)
1877                 {
1878                         bestdist = dist;
1879                         best = loc;
1880                         if (bestdist < 1)
1881                                 break;
1882                 }
1883         }
1884         return best;
1885 }
1886
1887 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1888 {
1889         cl_locnode_t *loc;
1890         loc = CL_Locs_FindNearest(point);
1891         if (loc)
1892                 strlcpy(buffer, loc->name, buffersize);
1893         else
1894                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1895 }
1896
1897 void CL_Locs_FreeNode(cl_locnode_t *node)
1898 {
1899         cl_locnode_t **pointer, **next;
1900         for (pointer = &cl.locnodes;*pointer;pointer = next)
1901         {
1902                 next = &(*pointer)->next;
1903                 if (*pointer == node)
1904                 {
1905                         *pointer = node->next;
1906                         Mem_Free(node);
1907                 }
1908         }
1909         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1910 }
1911
1912 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1913 {
1914         cl_locnode_t *node, **pointer;
1915         int namelen;
1916         if (!name)
1917                 name = "";
1918         namelen = strlen(name);
1919         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1920         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1921         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1922         node->name = (char *)(node + 1);
1923         memcpy(node->name, name, namelen);
1924         node->name[namelen] = 0;
1925         // link it into the tail of the list to preserve the order
1926         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1927                 ;
1928         *pointer = node;
1929 }
1930
1931 void CL_Locs_Add_f(void)
1932 {
1933         vec3_t mins, maxs;
1934         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1935         {
1936                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1937                 return;
1938         }
1939         mins[0] = atof(Cmd_Argv(1));
1940         mins[1] = atof(Cmd_Argv(2));
1941         mins[2] = atof(Cmd_Argv(3));
1942         if (Cmd_Argc() == 8)
1943         {
1944                 maxs[0] = atof(Cmd_Argv(4));
1945                 maxs[1] = atof(Cmd_Argv(5));
1946                 maxs[2] = atof(Cmd_Argv(6));
1947                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1948         }
1949         else
1950                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1951 }
1952
1953 void CL_Locs_RemoveNearest_f(void)
1954 {
1955         cl_locnode_t *loc;
1956         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1957         if (loc)
1958                 CL_Locs_FreeNode(loc);
1959         else
1960                 Con_Printf("no loc point or box found for your location\n");
1961 }
1962
1963 void CL_Locs_Clear_f(void)
1964 {
1965         while (cl.locnodes)
1966                 CL_Locs_FreeNode(cl.locnodes);
1967 }
1968
1969 void CL_Locs_Save_f(void)
1970 {
1971         cl_locnode_t *loc;
1972         qfile_t *outfile;
1973         char locfilename[MAX_QPATH];
1974         if (!cl.locnodes)
1975         {
1976                 Con_Printf("No loc points/boxes exist!\n");
1977                 return;
1978         }
1979         if (cls.state != ca_connected || !cl.worldmodel)
1980         {
1981                 Con_Printf("No level loaded!\n");
1982                 return;
1983         }
1984         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1985         strlcat(locfilename, ".loc", sizeof(locfilename));
1986
1987         outfile = FS_OpenRealFile(locfilename, "w", false);
1988         if (!outfile)
1989                 return;
1990         // if any boxes are used then this is a proquake-format loc file, which
1991         // allows comments, so add some relevant information at the start
1992         for (loc = cl.locnodes;loc;loc = loc->next)
1993                 if (!VectorCompare(loc->mins, loc->maxs))
1994                         break;
1995         if (loc)
1996         {
1997                 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);
1998                 for (loc = cl.locnodes;loc;loc = loc->next)
1999                         if (VectorCompare(loc->mins, loc->maxs))
2000                                 break;
2001                 if (loc)
2002                         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");
2003         }
2004         for (loc = cl.locnodes;loc;loc = loc->next)
2005         {
2006                 if (VectorCompare(loc->mins, loc->maxs))
2007                 {
2008                         int len;
2009                         const char *s;
2010                         const char *in = loc->name;
2011                         char name[MAX_INPUTLINE];
2012                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2013                         {
2014                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2015                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2016                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2017                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2018                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2019                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2020                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2021                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2022                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2023                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2024                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2025                                 else s = NULL;
2026                                 if (s)
2027                                 {
2028                                         while (len < (int)sizeof(name) - 1 && *s)
2029                                                 name[len++] = *s++;
2030                                         continue;
2031                                 }
2032                                 name[len++] = *in++;
2033                         }
2034                         name[len] = 0;
2035                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2036                 }
2037                 else
2038                         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);
2039         }
2040         FS_Close(outfile);
2041 }
2042
2043 void CL_Locs_Reload_f(void)
2044 {
2045         int i, linenumber, limit, len;
2046         const char *s;
2047         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2048         fs_offset_t filesize;
2049         vec3_t mins, maxs;
2050         char locfilename[MAX_QPATH];
2051         char name[MAX_INPUTLINE];
2052
2053         if (cls.state != ca_connected || !cl.worldmodel)
2054         {
2055                 Con_Printf("No level loaded!\n");
2056                 return;
2057         }
2058
2059         CL_Locs_Clear_f();
2060
2061         // try maps/something.loc first (LordHavoc: where I think they should be)
2062         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2063         strlcat(locfilename, ".loc", sizeof(locfilename));
2064         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2065         if (!filedata)
2066         {
2067                 // try proquake name as well (LordHavoc: I hate path mangling)
2068                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2069                 strlcat(locfilename, ".loc", sizeof(locfilename));
2070                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2071                 if (!filedata)
2072                         return;
2073         }
2074         text = filedata;
2075         textend = filedata + filesize;
2076         for (linenumber = 1;text < textend;linenumber++)
2077         {
2078                 linestart = text;
2079                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2080                         ;
2081                 lineend = text;
2082                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2083                         text++;
2084                 if (text < textend)
2085                         text++;
2086                 // trim trailing whitespace
2087                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2088                         lineend--;
2089                 // trim leading whitespace
2090                 while (linestart < lineend && ISWHITESPACE(*linestart))
2091                         linestart++;
2092                 // check if this is a comment
2093                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2094                         continue;
2095                 linetext = linestart;
2096                 limit = 3;
2097                 for (i = 0;i < limit;i++)
2098                 {
2099                         if (linetext >= lineend)
2100                                 break;
2101                         // note: a missing number is interpreted as 0
2102                         if (i < 3)
2103                                 mins[i] = atof(linetext);
2104                         else
2105                                 maxs[i - 3] = atof(linetext);
2106                         // now advance past the number
2107                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2108                                 linetext++;
2109                         // advance through whitespace
2110                         if (linetext < lineend)
2111                         {
2112                                 if (*linetext == ',')
2113                                 {
2114                                         linetext++;
2115                                         limit = 6;
2116                                         // note: comma can be followed by whitespace
2117                                 }
2118                                 if (ISWHITESPACE(*linetext))
2119                                 {
2120                                         // skip whitespace
2121                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2122                                                 linetext++;
2123                                 }
2124                         }
2125                 }
2126                 // if this is a quoted name, remove the quotes
2127                 if (i == 6)
2128                 {
2129                         if (linetext >= lineend || *linetext != '"')
2130                                 continue; // proquake location names are always quoted
2131                         lineend--;
2132                         linetext++;
2133                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2134                         memcpy(name, linetext, len);
2135                         name[len] = 0;
2136                         // add the box to the list
2137                         CL_Locs_AddNode(mins, maxs, name);
2138                 }
2139                 // if a point was parsed, it needs to be scaled down by 8 (since
2140                 // point-based loc files were invented by a proxy which dealt
2141                 // directly with quake protocol coordinates, which are *8), turn
2142                 // it into a box
2143                 else if (i == 3)
2144                 {
2145                         // interpret silly fuhquake macros
2146                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2147                         {
2148                                 if (*linetext == '$')
2149                                 {
2150                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2151                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2152                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2153                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2154                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2155                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2156                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2157                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2158                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2159                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2160                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2161                                         else s = NULL;
2162                                         if (s)
2163                                         {
2164                                                 while (len < (int)sizeof(name) - 1 && *s)
2165                                                         name[len++] = *s++;
2166                                                 continue;
2167                                         }
2168                                 }
2169                                 name[len++] = *linetext++;
2170                         }
2171                         name[len] = 0;
2172                         // add the point to the list
2173                         VectorScale(mins, (1.0 / 8.0), mins);
2174                         CL_Locs_AddNode(mins, mins, name);
2175                 }
2176                 else
2177                         continue;
2178         }
2179 }
2180
2181 /*
2182 ===========
2183 CL_Shutdown
2184 ===========
2185 */
2186 void CL_Shutdown (void)
2187 {
2188         CL_Screen_Shutdown();
2189         CL_Particles_Shutdown();
2190         CL_Parse_Shutdown();
2191
2192         Mem_FreePool (&cls.permanentmempool);
2193         Mem_FreePool (&cls.levelmempool);
2194 }
2195
2196 /*
2197 =================
2198 CL_Init
2199 =================
2200 */
2201 void CL_Init (void)
2202 {
2203         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2204         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2205
2206         memset(&r_refdef, 0, sizeof(r_refdef));
2207         // max entities sent to renderer per frame
2208         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2209         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2210
2211         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2212         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2213
2214         CL_InitInput ();
2215
2216 //
2217 // register our commands
2218 //
2219         Cvar_RegisterVariable (&cl_upspeed);
2220         Cvar_RegisterVariable (&cl_forwardspeed);
2221         Cvar_RegisterVariable (&cl_backspeed);
2222         Cvar_RegisterVariable (&cl_sidespeed);
2223         Cvar_RegisterVariable (&cl_movespeedkey);
2224         Cvar_RegisterVariable (&cl_yawspeed);
2225         Cvar_RegisterVariable (&cl_pitchspeed);
2226         Cvar_RegisterVariable (&cl_anglespeedkey);
2227         Cvar_RegisterVariable (&cl_shownet);
2228         Cvar_RegisterVariable (&cl_nolerp);
2229         Cvar_RegisterVariable (&lookspring);
2230         Cvar_RegisterVariable (&lookstrafe);
2231         Cvar_RegisterVariable (&sensitivity);
2232         Cvar_RegisterVariable (&freelook);
2233
2234         Cvar_RegisterVariable (&m_pitch);
2235         Cvar_RegisterVariable (&m_yaw);
2236         Cvar_RegisterVariable (&m_forward);
2237         Cvar_RegisterVariable (&m_side);
2238
2239         Cvar_RegisterVariable (&cl_itembobspeed);
2240         Cvar_RegisterVariable (&cl_itembobheight);
2241
2242         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2243         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2244         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2245         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2246         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2247         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2248
2249         // Support Client-side Model Index List
2250         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2251         // Support Client-side Sound Index List
2252         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2253
2254         Cvar_RegisterVariable (&cl_autodemo);
2255         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2256
2257         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2258
2259         // LordHavoc: added pausedemo
2260         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2261
2262         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2263
2264         Cvar_RegisterVariable(&r_draweffects);
2265         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2266         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2267         Cvar_RegisterVariable(&cl_explosions_size_start);
2268         Cvar_RegisterVariable(&cl_explosions_size_end);
2269         Cvar_RegisterVariable(&cl_explosions_lifetime);
2270         Cvar_RegisterVariable(&cl_stainmaps);
2271         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2272         Cvar_RegisterVariable(&cl_beams_polygons);
2273         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2274         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2275         Cvar_RegisterVariable(&cl_beams_lightatend);
2276         Cvar_RegisterVariable(&cl_noplayershadow);
2277         Cvar_RegisterVariable(&cl_dlights_decayradius);
2278         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2279
2280         Cvar_RegisterVariable(&cl_prydoncursor);
2281
2282         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2283
2284         // for QW connections
2285         Cvar_RegisterVariable(&qport);
2286         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2287
2288         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2289
2290         Cvar_RegisterVariable(&cl_locs_enable);
2291         Cvar_RegisterVariable(&cl_locs_show);
2292         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2293         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2294         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2295         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2296         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2297
2298         CL_Parse_Init();
2299         CL_Particles_Init();
2300         CL_Screen_Init();
2301
2302         CL_Video_Init();
2303         CL_Gecko_Init();
2304 }
2305
2306
2307