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cvar: csqc_usedemoprogs
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39
40 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
41 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
42 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
43 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
44 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
45
46 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
47 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
48
49 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
50 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
51 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
52
53 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
54 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
55 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
56 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
57
58 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
59
60 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" };
61 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)" };
62 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
63
64 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
65
66 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
67 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
69 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
70 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
71
72 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
73 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
74
75 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
76 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)"};
77 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
78 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
79
80 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
81
82 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
83
84 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
85 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
86
87 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)"};
88
89 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"};
90 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
91
92 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
93
94 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)"};
95 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
96
97 extern cvar_t r_equalize_entities_fullbright;
98
99 client_static_t cls;
100 client_state_t  cl;
101
102 /*
103 =====================
104 CL_ClearState
105
106 =====================
107 */
108 void CL_VM_ShutDown (void);
109 void CL_ClearState(void)
110 {
111         int i;
112         entity_t *ent;
113
114         CL_VM_ShutDown();
115
116 // wipe the entire cl structure
117         Mem_EmptyPool(cls.levelmempool);
118         memset (&cl, 0, sizeof(cl));
119
120         S_StopAllSounds();
121
122         // reset the view zoom interpolation
123         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
124         cl.sensitivityscale = 1.0f;
125
126         // enable rendering of the world and such
127         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
128         cl.csqc_vidvars.drawenginesbar = true;
129         cl.csqc_vidvars.drawcrosshair = true;
130
131         // set up the float version of the stats array for easier access to float stats
132         cl.statsf = (float *)cl.stats;
133
134         cl.num_entities = 0;
135         cl.num_static_entities = 0;
136         cl.num_brushmodel_entities = 0;
137
138         // tweak these if the game runs out
139         cl.max_csqcrenderentities = 0;
140         cl.max_entities = MAX_ENITIES_INITIAL;
141         cl.max_static_entities = MAX_STATICENTITIES;
142         cl.max_effects = MAX_EFFECTS;
143         cl.max_beams = MAX_BEAMS;
144         cl.max_dlights = MAX_DLIGHTS;
145         cl.max_lightstyle = MAX_LIGHTSTYLES;
146         cl.max_brushmodel_entities = MAX_EDICTS;
147         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
148         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
149         cl.max_showlmps = 0;
150
151         cl.num_dlights = 0;
152         cl.num_effects = 0;
153         cl.num_beams = 0;
154
155         cl.csqcrenderentities = NULL;
156         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
157         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
158         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
159         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
160         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
161         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
162         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
163         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
164         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
165         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
166         cl.showlmps = NULL;
167
168         // LordHavoc: have to set up the baseline info for alpha and other stuff
169         for (i = 0;i < cl.max_entities;i++)
170         {
171                 cl.entities[i].state_baseline = defaultstate;
172                 cl.entities[i].state_previous = defaultstate;
173                 cl.entities[i].state_current = defaultstate;
174         }
175
176         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
182         }
183         else
184         {
185                 VectorSet(cl.playerstandmins, -16, -16, -24);
186                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
187                 VectorSet(cl.playercrouchmins, -16, -16, -24);
188                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
189         }
190
191         // disable until we get textures for it
192         R_ResetSkyBox();
193
194         ent = &cl.entities[0];
195         // entire entity array was cleared, so just fill in a few fields
196         ent->state_current.active = true;
197         ent->render.model = cl.worldmodel = NULL; // no world model yet
198         ent->render.alpha = 1;
199         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
200         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
201         ent->render.allowdecals = true;
202         CL_UpdateRenderEntity(&ent->render);
203
204         // noclip is turned off at start
205         noclip_anglehack = false;
206
207         // mark all frames invalid for delta
208         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
209
210         // set bestweapon data back to Quake data
211         IN_BestWeapon_ResetData();
212
213         CL_Screen_NewMap();
214 }
215
216 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
217 {
218         int i;
219         qboolean fail = false;
220         if (!allowstarkey && key[0] == '*')
221                 fail = true;
222         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
223                 fail = true;
224         for (i = 0;key[i];i++)
225                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
226                         fail = true;
227         for (i = 0;value[i];i++)
228                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
229                         fail = true;
230         if (fail)
231         {
232                 if (!quiet)
233                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234                 return;
235         }
236         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
237         if (cls.state == ca_connected && cls.netcon)
238         {
239                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
240                 {
241                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
243                 }
244                 else if (!strcasecmp(key, "name"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playermodel"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "playerskin"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
258                 }
259                 else if (!strcasecmp(key, "topcolor"))
260                 {
261                         // don't send anything, the combined color code will be updated manually
262                 }
263                 else if (!strcasecmp(key, "bottomcolor"))
264                 {
265                         // don't send anything, the combined color code will be updated manually
266                 }
267                 else if (!strcasecmp(key, "rate"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
271                 }
272         }
273 }
274
275 void CL_ExpandEntities(int num)
276 {
277         int i, oldmaxentities;
278         entity_t *oldentities;
279         if (num >= cl.max_entities)
280         {
281                 if (!cl.entities)
282                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283                 if (num >= MAX_EDICTS)
284                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285                 oldmaxentities = cl.max_entities;
286                 oldentities = cl.entities;
287                 cl.max_entities = (num & ~255) + 256;
288                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290                 Mem_Free(oldentities);
291                 for (i = oldmaxentities;i < cl.max_entities;i++)
292                 {
293                         cl.entities[i].state_baseline = defaultstate;
294                         cl.entities[i].state_previous = defaultstate;
295                         cl.entities[i].state_current = defaultstate;
296                 }
297         }
298 }
299
300 void CL_ExpandCSQCRenderEntities(int num)
301 {
302         int i;
303         int oldmaxcsqcrenderentities;
304         entity_render_t *oldcsqcrenderentities;
305         if (num >= cl.max_csqcrenderentities)
306         {
307                 if (num >= MAX_EDICTS)
308                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310                 oldcsqcrenderentities = cl.csqcrenderentities;
311                 cl.max_csqcrenderentities = (num & ~255) + 256;
312                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313                 if (oldcsqcrenderentities)
314                 {
315                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316                         for (i = 0;i < r_refdef.scene.numentities;i++)
317                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319                         Mem_Free(oldcsqcrenderentities);
320                 }
321         }
322 }
323
324 /*
325 =====================
326 CL_Disconnect
327
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
331 */
332 void CL_Disconnect(void)
333 {
334         if (cls.state == ca_dedicated)
335                 return;
336
337         if (COM_CheckParm("-profilegameonly"))
338                 Sys_AllowProfiling(false);
339
340         Curl_Clear_forthismap();
341
342         Con_DPrintf("CL_Disconnect\n");
343
344     Cvar_SetValueQuick(&csqc_progcrc, -1);
345         Cvar_SetValueQuick(&csqc_progsize, -1);
346         CL_VM_ShutDown();
347 // stop sounds (especially looping!)
348         S_StopAllSounds ();
349
350         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
351
352         // clear contents blends
353         cl.cshifts[0].percent = 0;
354         cl.cshifts[1].percent = 0;
355         cl.cshifts[2].percent = 0;
356         cl.cshifts[3].percent = 0;
357
358         cl.worldmodel = NULL;
359
360         CL_Parse_ErrorCleanUp();
361
362         if (cls.demoplayback)
363                 CL_StopPlayback();
364         else if (cls.netcon)
365         {
366                 sizebuf_t buf;
367                 unsigned char bufdata[8];
368                 if (cls.demorecording)
369                         CL_Stop_f();
370
371                 // send disconnect message 3 times to improve chances of server
372                 // receiving it (but it still fails sometimes)
373                 memset(&buf, 0, sizeof(buf));
374                 buf.data = bufdata;
375                 buf.maxsize = sizeof(bufdata);
376                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
377                 {
378                         Con_DPrint("Sending drop command\n");
379                         MSG_WriteByte(&buf, qw_clc_stringcmd);
380                         MSG_WriteString(&buf, "drop");
381                 }
382                 else
383                 {
384                         Con_DPrint("Sending clc_disconnect\n");
385                         MSG_WriteByte(&buf, clc_disconnect);
386                 }
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
390                 NetConn_Close(cls.netcon);
391                 cls.netcon = NULL;
392         }
393         cls.state = ca_disconnected;
394
395         cls.demoplayback = cls.timedemo = false;
396         cls.signon = 0;
397 }
398
399 void CL_Disconnect_f(void)
400 {
401         CL_Disconnect ();
402         if (sv.active)
403                 Host_ShutdownServer ();
404 }
405
406
407
408
409 /*
410 =====================
411 CL_EstablishConnection
412
413 Host should be either "local" or a net address
414 =====================
415 */
416 void CL_EstablishConnection(const char *host, int firstarg)
417 {
418         if (cls.state == ca_dedicated)
419                 return;
420
421         // don't connect to a server if we're benchmarking a demo
422         if (COM_CheckParm("-benchmark"))
423                 return;
424
425         // clear menu's connect error message
426         M_Update_Return_Reason("");
427         cls.demonum = -1;
428
429         // stop demo loop in case this fails
430         if (cls.demoplayback)
431                 CL_StopPlayback();
432
433         // if downloads are running, cancel their finishing action
434         Curl_Clear_forthismap();
435
436         // make sure the client ports are open before attempting to connect
437         NetConn_UpdateSockets();
438
439         // run a network frame
440         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
441
442         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
443         {
444                 cls.connect_trying = true;
445                 cls.connect_remainingtries = 3;
446                 cls.connect_nextsendtime = 0;
447
448                 // only NOW, set connect_userinfo
449                 if(firstarg >= 0)
450                 {
451                         int i;
452                         *cls.connect_userinfo = 0;
453                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
454                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
455                 }
456                 else if(firstarg < -1)
457                 {
458                         // -1: keep as is (reconnect)
459                         // -2: clear
460                         *cls.connect_userinfo = 0;
461                 }
462
463                 M_Update_Return_Reason("Trying to connect...");
464
465                 // run several network frames to jump into the game quickly
466                 //if (sv.active)
467                 //{
468                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
469                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
471                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
472                 //}
473         }
474         else
475         {
476                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
477                 M_Update_Return_Reason("No network");
478         }
479 }
480
481 /*
482 ==============
483 CL_PrintEntities_f
484 ==============
485 */
486 static void CL_PrintEntities_f(void)
487 {
488         entity_t *ent;
489         int i;
490
491         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
492         {
493                 const char* modelname;
494
495                 if (!ent->state_current.active)
496                         continue;
497
498                 if (ent->render.model)
499                         modelname = ent->render.model->name;
500                 else
501                         modelname = "--no model--";
502                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
503         }
504 }
505
506 /*
507 ===============
508 CL_ModelIndexList_f
509
510 List information on all models in the client modelindex
511 ===============
512 */
513 static void CL_ModelIndexList_f(void)
514 {
515         int i;
516         dp_model_t *model;
517
518         // Print Header
519         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
520
521         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
522         {
523                 model = CL_GetModelByIndex(i);
524                 if(model->loaded || i == 1)
525                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
526                 else
527                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
528                 i++;
529         }
530 }
531
532 /*
533 ===============
534 CL_SoundIndexList_f
535
536 List all sounds in the client soundindex
537 ===============
538 */
539 static void CL_SoundIndexList_f(void)
540 {
541         int i = 1;
542
543         while(cl.sound_precache[i] && i != MAX_SOUNDS)
544         { // Valid Sound
545                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
546                 i++;
547         }
548 }
549
550 /*
551 ===============
552 CL_UpdateRenderEntity
553
554 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
555 ===============
556 */
557 void CL_UpdateRenderEntity(entity_render_t *ent)
558 {
559         vec3_t org;
560         vec_t scale;
561         dp_model_t *model = ent->model;
562         // update the inverse matrix for the renderer
563         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
564         // update the animation blend state
565         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
566         // we need the matrix origin to center the box
567         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
568         // update entity->render.scale because the renderer needs it
569         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
570         if (model)
571         {
572                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
573 #ifdef MATRIX4x4_OPENGLORIENTATION
574                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
575 #else
576                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
577 #endif
578                 {
579                         // pitch or roll
580                         VectorMA(org, scale, model->rotatedmins, ent->mins);
581                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
582                 }
583 #ifdef MATRIX4x4_OPENGLORIENTATION
584                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
585 #else
586                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
587 #endif
588                 {
589                         // yaw
590                         VectorMA(org, scale, model->yawmins, ent->mins);
591                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
592                 }
593                 else
594                 {
595                         VectorMA(org, scale, model->normalmins, ent->mins);
596                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
597                 }
598         }
599         else
600         {
601                 ent->mins[0] = org[0] - 16;
602                 ent->mins[1] = org[1] - 16;
603                 ent->mins[2] = org[2] - 16;
604                 ent->maxs[0] = org[0] + 16;
605                 ent->maxs[1] = org[1] + 16;
606                 ent->maxs[2] = org[2] + 16;
607         }
608 }
609
610 /*
611 ===============
612 CL_LerpPoint
613
614 Determines the fraction between the last two messages that the objects
615 should be put at.
616 ===============
617 */
618 static float CL_LerpPoint(void)
619 {
620         float f;
621
622         if (cl_nettimesyncboundmode.integer == 1)
623                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
624
625         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
626         if (cl.mtime[0] <= cl.mtime[1])
627         {
628                 cl.time = cl.mtime[0];
629                 return 1;
630         }
631
632         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
633         return bound(0, f, 1 + cl_lerpexcess.value);
634 }
635
636 void CL_ClearTempEntities (void)
637 {
638         r_refdef.scene.numtempentities = 0;
639         // grow tempentities buffer on request
640         if (r_refdef.scene.expandtempentities)
641         {
642                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
643                 r_refdef.scene.maxtempentities *= 2;
644                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
645                 r_refdef.scene.expandtempentities = false;
646         }
647 }
648
649 entity_render_t *CL_NewTempEntity(double shadertime)
650 {
651         entity_render_t *render;
652
653         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
654                 return NULL;
655         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
656         {
657                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
658                 return NULL;
659         }
660         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
661         memset (render, 0, sizeof(*render));
662         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
663
664         render->shadertime = shadertime;
665         render->alpha = 1;
666         VectorSet(render->colormod, 1, 1, 1);
667         VectorSet(render->glowmod, 1, 1, 1);
668         return render;
669 }
670
671 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
672 {
673         int i;
674         cl_effect_t *e;
675         if (!modelindex) // sanity check
676                 return;
677         if (framerate < 1)
678         {
679                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
680                 return;
681         }
682         if (framecount < 1)
683         {
684                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
685                 return;
686         }
687         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
688         {
689                 if (e->active)
690                         continue;
691                 e->active = true;
692                 VectorCopy(org, e->origin);
693                 e->modelindex = modelindex;
694                 e->starttime = cl.time;
695                 e->startframe = startframe;
696                 e->endframe = startframe + framecount;
697                 e->framerate = framerate;
698
699                 e->frame = 0;
700                 e->frame1time = cl.time;
701                 e->frame2time = cl.time;
702                 cl.num_effects = max(cl.num_effects, i + 1);
703                 break;
704         }
705 }
706
707 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)
708 {
709         int i;
710         dlight_t *dl;
711
712 // then look for anything else
713         dl = cl.dlights;
714         for (i = 0;i < cl.max_dlights;i++, dl++)
715                 if (!dl->radius)
716                         break;
717
718         // unable to find one
719         if (i == cl.max_dlights)
720                 return;
721
722         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
723         memset (dl, 0, sizeof(*dl));
724         cl.num_dlights = max(cl.num_dlights, i + 1);
725         Matrix4x4_Normalize(&dl->matrix, matrix);
726         dl->ent = ent;
727         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
728         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
729         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
730         dl->radius = radius;
731         dl->color[0] = red;
732         dl->color[1] = green;
733         dl->color[2] = blue;
734         dl->initialradius = radius;
735         dl->initialcolor[0] = red;
736         dl->initialcolor[1] = green;
737         dl->initialcolor[2] = blue;
738         dl->decay = decay / radius; // changed decay to be a percentage decrease
739         dl->intensity = 1; // this is what gets decayed
740         if (lifetime)
741                 dl->die = cl.time + lifetime;
742         else
743                 dl->die = 0;
744         if (cubemapnum > 0)
745                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
746         else
747                 dl->cubemapname[0] = 0;
748         dl->style = style;
749         dl->shadow = shadowenable;
750         dl->corona = corona;
751         dl->flags = flags;
752         dl->coronasizescale = coronasizescale;
753         dl->ambientscale = ambientscale;
754         dl->diffusescale = diffusescale;
755         dl->specularscale = specularscale;
756 }
757
758 void CL_DecayLightFlashes(void)
759 {
760         int i, oldmax;
761         dlight_t *dl;
762         float time;
763
764         time = bound(0, cl.time - cl.oldtime, 0.1);
765         oldmax = cl.num_dlights;
766         cl.num_dlights = 0;
767         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
768         {
769                 if (dl->radius)
770                 {
771                         dl->intensity -= time * dl->decay;
772                         if (cl.time < dl->die && dl->intensity > 0)
773                         {
774                                 if (cl_dlights_decayradius.integer)
775                                         dl->radius = dl->initialradius * dl->intensity;
776                                 else
777                                         dl->radius = dl->initialradius;
778                                 if (cl_dlights_decaybrightness.integer)
779                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
780                                 else
781                                         VectorCopy(dl->initialcolor, dl->color);
782                                 cl.num_dlights = i + 1;
783                         }
784                         else
785                                 dl->radius = 0;
786                 }
787         }
788 }
789
790 // called before entity relinking
791 void CL_RelinkLightFlashes(void)
792 {
793         int i, j, k, l;
794         dlight_t *dl;
795         float frac, f;
796         matrix4x4_t tempmatrix;
797
798         if (r_dynamic.integer)
799         {
800                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
801                 {
802                         if (dl->radius)
803                         {
804                                 tempmatrix = dl->matrix;
805                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
806                                 // we need the corona fading to be persistent
807                                 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);
808                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
809                         }
810                 }
811         }
812
813         if (!cl.lightstyle)
814         {
815                 for (j = 0;j < cl.max_lightstyle;j++)
816                 {
817                         r_refdef.scene.rtlightstylevalue[j] = 1;
818                         r_refdef.scene.lightstylevalue[j] = 256;
819                 }
820                 return;
821         }
822
823 // light animations
824 // 'm' is normal light, 'a' is no light, 'z' is double bright
825         f = cl.time * 10;
826         i = (int)floor(f);
827         frac = f - i;
828         for (j = 0;j < cl.max_lightstyle;j++)
829         {
830                 if (!cl.lightstyle[j].length)
831                 {
832                         r_refdef.scene.rtlightstylevalue[j] = 1;
833                         r_refdef.scene.lightstylevalue[j] = 256;
834                         continue;
835                 }
836                 // static lightstyle "=value"
837                 if (cl.lightstyle[j].map[0] == '=')
838                 {
839                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
840                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
841                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
842                         continue;
843                 }
844                 k = i % cl.lightstyle[j].length;
845                 l = (i-1) % cl.lightstyle[j].length;
846                 k = cl.lightstyle[j].map[k] - 'a';
847                 l = cl.lightstyle[j].map[l] - 'a';
848                 // rtlightstylevalue is always interpolated because it has no bad
849                 // consequences for performance
850                 // lightstylevalue is subject to a cvar for performance reasons;
851                 // skipping lightmap updates on most rendered frames substantially
852                 // improves framerates (but makes light fades look bad)
853                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
854                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
855         }
856 }
857
858 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
859 {
860         int frame = player->render.framegroupblend[0].frame;
861         float f;
862         entity_render_t *flagrender;
863         matrix4x4_t flagmatrix;
864
865         // this code taken from QuakeWorld
866         f = 14;
867         if (frame >= 29 && frame <= 40)
868         {
869                 if (frame >= 29 && frame <= 34)
870                 { //axpain
871                         if      (frame == 29) f = f + 2;
872                         else if (frame == 30) f = f + 8;
873                         else if (frame == 31) f = f + 12;
874                         else if (frame == 32) f = f + 11;
875                         else if (frame == 33) f = f + 10;
876                         else if (frame == 34) f = f + 4;
877                 }
878                 else if (frame >= 35 && frame <= 40)
879                 { // pain
880                         if      (frame == 35) f = f + 2;
881                         else if (frame == 36) f = f + 10;
882                         else if (frame == 37) f = f + 10;
883                         else if (frame == 38) f = f + 8;
884                         else if (frame == 39) f = f + 4;
885                         else if (frame == 40) f = f + 2;
886                 }
887         }
888         else if (frame >= 103 && frame <= 118)
889         {
890                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
891                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
892                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
893                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
894         }
895         // end of code taken from QuakeWorld
896
897         flagrender = CL_NewTempEntity(player->render.shadertime);
898         if (!flagrender)
899                 return;
900
901         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
902         flagrender->skinnum = skin;
903         flagrender->alpha = 1;
904         VectorSet(flagrender->colormod, 1, 1, 1);
905         VectorSet(flagrender->glowmod, 1, 1, 1);
906         // attach the flag to the player matrix
907         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
908         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
909         CL_UpdateRenderEntity(flagrender);
910 }
911
912 matrix4x4_t viewmodelmatrix_withbob;
913 matrix4x4_t viewmodelmatrix_nobob;
914
915 static const vec3_t muzzleflashorigin = {18, 0, 0};
916
917 extern void V_DriftPitch(void);
918 extern void V_FadeViewFlashs(void);
919 extern void V_CalcViewBlend(void);
920 extern void V_CalcRefdef(void);
921
922 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
923 {
924         const unsigned char *cbcolor;
925         if (colormap >= 0)
926         {
927                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
928                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
929                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
930                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
931         }
932         else
933         {
934                 VectorClear(ent->colormap_pantscolor);
935                 VectorClear(ent->colormap_shirtcolor);
936         }
937 }
938
939 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
940 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
941 {
942         const matrix4x4_t *matrix;
943         matrix4x4_t blendmatrix, tempmatrix, matrix2;
944         int frame;
945         float origin[3], angles[3], lerp;
946         entity_t *t;
947         entity_render_t *r;
948         //entity_persistent_t *p = &e->persistent;
949         //entity_render_t *r = &e->render;
950         // skip inactive entities and world
951         if (!e->state_current.active || e == cl.entities)
952                 return;
953         if (recursionlimit < 1)
954                 return;
955         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
956         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
957         e->render.flags = e->state_current.flags;
958         e->render.effects = e->state_current.effects;
959         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
960         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
961         if(e >= cl.entities && e < cl.entities + cl.num_entities)
962                 e->render.entitynumber = e - cl.entities;
963         else
964                 e->render.entitynumber = 0;
965         if (e->state_current.flags & RENDER_COLORMAPPED)
966                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
967         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
968                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
969         else
970                 CL_SetEntityColormapColors(&e->render, -1);
971         e->render.skinnum = e->state_current.skin;
972         if (e->state_current.tagentity)
973         {
974                 // attached entity (gun held in player model's hand, etc)
975                 // if the tag entity is currently impossible, skip it
976                 if (e->state_current.tagentity >= cl.num_entities)
977                         return;
978                 t = cl.entities + e->state_current.tagentity;
979                 // if the tag entity is inactive, skip it
980                 if (t->state_current.active)
981                 {
982                         // update the parent first
983                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
984                         r = &t->render;
985                 }
986                 else
987                 {
988                         // it may still be a CSQC entity... trying to use its
989                         // info from last render frame (better than nothing)
990                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
991                                 return;
992                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
993                         if(!r->entitynumber)
994                                 return; // neither CSQC nor legacy entity... can't attach
995                 }
996                 // make relative to the entity
997                 matrix = &r->matrix;
998                 // some properties of the tag entity carry over
999                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1000                 // if a valid tagindex is used, make it relative to that tag instead
1001                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1002                 {
1003                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1004                         {
1005                                 // concat the tag matrices onto the entity matrix
1006                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1007                                 // use the constructed tag matrix
1008                                 matrix = &tempmatrix;
1009                         }
1010                 }
1011         }
1012         else if (e->render.flags & RENDER_VIEWMODEL)
1013         {
1014                 // view-relative entity (guns and such)
1015                 if (e->render.effects & EF_NOGUNBOB)
1016                         matrix = &viewmodelmatrix_nobob; // really attached to view
1017                 else
1018                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1019         }
1020         else
1021         {
1022                 // world-relative entity (the normal kind)
1023                 matrix = &identitymatrix;
1024         }
1025
1026         // movement lerp
1027         // if it's the predicted player entity, update according to client movement
1028         // but don't lerp if going through a teleporter as it causes a bad lerp
1029         // also don't use the predicted location if fixangle was set on both of
1030         // the most recent server messages, as that cause means you are spectating
1031         // someone or watching a cutscene of some sort
1032         if (cl_nolerp.integer || cls.timedemo)
1033                 interpolate = false;
1034         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1035         {
1036                 VectorCopy(cl.movement_origin, origin);
1037                 VectorSet(angles, 0, cl.viewangles[1], 0);
1038         }
1039         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1040         {
1041                 // interpolate the origin and angles
1042                 lerp = max(0, lerp);
1043                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1044 #if 0
1045                 // this fails at the singularity of euler angles
1046                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1047                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1048                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1049                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1050                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1051 #else
1052                 {
1053                         vec3_t f0, u0, f1, u1;
1054                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1055                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1056                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1057                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1058                         AnglesFromVectors(angles, f0, u0, false);
1059                 }
1060 #endif
1061         }
1062         else
1063         {
1064                 // no interpolation
1065                 VectorCopy(e->persistent.neworigin, origin);
1066                 VectorCopy(e->persistent.newangles, angles);
1067         }
1068
1069         // model setup and some modelflags
1070         frame = e->state_current.frame;
1071         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1072         if (e->render.model)
1073         {
1074                 if (e->render.skinnum >= e->render.model->numskins)
1075                         e->render.skinnum = 0;
1076                 if (frame >= e->render.model->numframes)
1077                         frame = 0;
1078                 // models can set flags such as EF_ROCKET
1079                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1080                 if (!(e->render.effects & 0xFF800000))
1081                         e->render.effects |= e->render.model->effects;
1082                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1083                 if (e->render.model->type == mod_alias)
1084                         angles[0] = -angles[0];
1085                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1086                 {
1087                         VectorScale(e->render.colormod, 2, e->render.colormod);
1088                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1089                 }
1090         }
1091         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1092         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1093                 angles[0] = -angles[0];
1094                 // NOTE: this must be synced to SV_GetPitchSign!
1095
1096         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1097         {
1098                 angles[1] = ANGLEMOD(100*cl.time);
1099                 if (cl_itembobheight.value)
1100                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1101         }
1102
1103         // animation lerp
1104         e->render.skeleton = NULL;
1105         if (e->render.flags & RENDER_COMPLEXANIMATION)
1106         {
1107                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1108                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1109                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1110                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1111                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1112                         e->render.skeleton = &e->state_current.skeletonobject;
1113         }
1114         else if (e->render.framegroupblend[0].frame == frame)
1115         {
1116                 // update frame lerp fraction
1117                 e->render.framegroupblend[0].lerp = 1;
1118                 e->render.framegroupblend[1].lerp = 0;
1119                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1120                 {
1121                         // make sure frame lerp won't last longer than 100ms
1122                         // (this mainly helps with models that use framegroups and
1123                         // switch between them infrequently)
1124                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1125                         if(e->render.model)
1126                         if(e->render.model->animscenes)
1127                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1128                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1129                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1130                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1131                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1132                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1133                 }
1134         }
1135         else
1136         {
1137                 // begin a new frame lerp
1138                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1139                 e->render.framegroupblend[1].lerp = 1;
1140                 e->render.framegroupblend[0].frame = frame;
1141                 e->render.framegroupblend[0].start = cl.time;
1142                 e->render.framegroupblend[0].lerp = 0;
1143         }
1144
1145         // set up the render matrix
1146         if (matrix)
1147         {
1148                 // attached entity, this requires a matrix multiply (concat)
1149                 // FIXME: e->render.scale should go away
1150                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1151                 // concat the matrices to make the entity relative to its tag
1152                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1153                 // get the origin from the new matrix
1154                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1155         }
1156         else
1157         {
1158                 // unattached entities are faster to process
1159                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1160         }
1161
1162         // tenebrae's sprites are all additive mode (weird)
1163         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1164                 e->render.flags |= RENDER_ADDITIVE;
1165         // player model is only shown with chase_active on
1166         if (e->state_current.number == cl.viewentity)
1167                 e->render.flags |= RENDER_EXTERIORMODEL;
1168         // either fullbright or lit
1169         if(!r_fullbright.integer)
1170         {
1171                 if (!(e->render.effects & EF_FULLBRIGHT))
1172                         e->render.flags |= RENDER_LIGHT;
1173                 else if(r_equalize_entities_fullbright.integer)
1174                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1175         }
1176         // hide player shadow during intermission or nehahra movie
1177         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1178          && (e->render.alpha >= 1)
1179          && !(e->render.flags & RENDER_VIEWMODEL)
1180          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1181                 e->render.flags |= RENDER_SHADOW;
1182         if (e->render.flags & RENDER_VIEWMODEL)
1183                 e->render.flags |= RENDER_NOSELFSHADOW;
1184         if (e->render.effects & EF_NOSELFSHADOW)
1185                 e->render.flags |= RENDER_NOSELFSHADOW;
1186         if (e->render.effects & EF_NODEPTHTEST)
1187                 e->render.flags |= RENDER_NODEPTHTEST;
1188         if (e->render.effects & EF_ADDITIVE)
1189                 e->render.flags |= RENDER_ADDITIVE;
1190         if (e->render.effects & EF_DOUBLESIDED)
1191                 e->render.flags |= RENDER_DOUBLESIDED;
1192
1193         // make the other useful stuff
1194         e->render.allowdecals = true;
1195         CL_UpdateRenderEntity(&e->render);
1196 }
1197
1198 // creates light and trails from an entity
1199 void CL_UpdateNetworkEntityTrail(entity_t *e)
1200 {
1201         effectnameindex_t trailtype;
1202         vec3_t origin;
1203
1204         // bmodels are treated specially since their origin is usually '0 0 0' and
1205         // their actual geometry is far from '0 0 0'
1206         if (e->render.model && e->render.model->soundfromcenter)
1207         {
1208                 vec3_t o;
1209                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1210                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1211         }
1212         else
1213                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1214
1215         // handle particle trails and such effects now that we know where this
1216         // entity is in the world...
1217         trailtype = EFFECT_NONE;
1218         // LordHavoc: if the entity has no effects, don't check each
1219         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1220         {
1221                 if (e->render.effects & EF_BRIGHTFIELD)
1222                 {
1223                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1224                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1225                         else
1226                                 CL_EntityParticles(e);
1227                 }
1228                 if (e->render.effects & EF_FLAME)
1229                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1230                 if (e->render.effects & EF_STARDUST)
1231                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1232         }
1233         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1234         {
1235                 // these are only set on player entities
1236                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1237         }
1238         // muzzleflash fades over time
1239         if (e->persistent.muzzleflash > 0)
1240                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1241         // LordHavoc: if the entity has no effects, don't check each
1242         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1243         {
1244                 if (e->render.effects & EF_GIB)
1245                         trailtype = EFFECT_TR_BLOOD;
1246                 else if (e->render.effects & EF_ZOMGIB)
1247                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1248                 else if (e->render.effects & EF_TRACER)
1249                         trailtype = EFFECT_TR_WIZSPIKE;
1250                 else if (e->render.effects & EF_TRACER2)
1251                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1252                 else if (e->render.effects & EF_ROCKET)
1253                         trailtype = EFFECT_TR_ROCKET;
1254                 else if (e->render.effects & EF_GRENADE)
1255                 {
1256                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1257                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1258                 }
1259                 else if (e->render.effects & EF_TRACER3)
1260                         trailtype = EFFECT_TR_VORESPIKE;
1261         }
1262         // do trails
1263         if (e->render.flags & RENDER_GLOWTRAIL)
1264                 trailtype = EFFECT_TR_GLOWTRAIL;
1265         if (e->state_current.traileffectnum)
1266                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1267         // check if a trail is allowed (it is not after a teleport for example)
1268         if (trailtype && e->persistent.trail_allowed)
1269         {
1270                 float len;
1271                 vec3_t vel;
1272                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1273                 len = e->state_current.time - e->state_previous.time;
1274                 if (len > 0)
1275                         len = 1.0f / len;
1276                 VectorScale(vel, len, vel);
1277                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1278         }
1279         // now that the entity has survived one trail update it is allowed to
1280         // leave a real trail on later frames
1281         e->persistent.trail_allowed = true;
1282         VectorCopy(origin, e->persistent.trail_origin);
1283 }
1284
1285
1286 /*
1287 ===============
1288 CL_UpdateViewEntities
1289 ===============
1290 */
1291 void CL_UpdateViewEntities(void)
1292 {
1293         int i;
1294         // update any RENDER_VIEWMODEL entities to use the new view matrix
1295         for (i = 1;i < cl.num_entities;i++)
1296         {
1297                 if (cl.entities_active[i])
1298                 {
1299                         entity_t *ent = cl.entities + i;
1300                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1301                                 CL_UpdateNetworkEntity(ent, 32, true);
1302                 }
1303         }
1304         // and of course the engine viewmodel needs updating as well
1305         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1306 }
1307
1308 /*
1309 ===============
1310 CL_UpdateNetworkCollisionEntities
1311 ===============
1312 */
1313 void CL_UpdateNetworkCollisionEntities(void)
1314 {
1315         entity_t *ent;
1316         int i;
1317
1318         // start on the entity after the world
1319         cl.num_brushmodel_entities = 0;
1320         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1321         {
1322                 if (cl.entities_active[i])
1323                 {
1324                         ent = cl.entities + i;
1325                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1326                         {
1327                                 // do not interpolate the bmodels for this
1328                                 CL_UpdateNetworkEntity(ent, 32, false);
1329                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1330                         }
1331                 }
1332         }
1333 }
1334
1335 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1336
1337 /*
1338 ===============
1339 CL_UpdateNetworkEntities
1340 ===============
1341 */
1342 void CL_UpdateNetworkEntities(void)
1343 {
1344         entity_t *ent;
1345         int i;
1346
1347         // start on the entity after the world
1348         for (i = 1;i < cl.num_entities;i++)
1349         {
1350                 if (cl.entities_active[i])
1351                 {
1352                         ent = cl.entities + i;
1353                         if (ent->state_current.active)
1354                         {
1355                                 CL_UpdateNetworkEntity(ent, 32, true);
1356                                 // view models should never create light/trails
1357                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1358                                         CL_UpdateNetworkEntityTrail(ent);
1359                         }
1360                         else
1361                         {
1362                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1363                                 cl.entities_active[i] = false;
1364                         }
1365                 }
1366         }
1367 }
1368
1369 void CL_UpdateViewModel(void)
1370 {
1371         entity_t *ent;
1372         ent = &cl.viewent;
1373         ent->state_previous = ent->state_current;
1374         ent->state_current = defaultstate;
1375         ent->state_current.time = cl.time;
1376         ent->state_current.number = (unsigned short)-1;
1377         ent->state_current.active = true;
1378         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1379         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1380         ent->state_current.flags = RENDER_VIEWMODEL;
1381         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1382                 ent->state_current.modelindex = 0;
1383         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1384         {
1385                 if (gamemode == GAME_TRANSFUSION)
1386                         ent->state_current.alpha = 128;
1387                 else
1388                         ent->state_current.modelindex = 0;
1389         }
1390         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1391         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1392
1393         // reset animation interpolation on weaponmodel if model changed
1394         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1395         {
1396                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1397                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1398                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1399         }
1400         CL_UpdateNetworkEntity(ent, 32, true);
1401 }
1402
1403 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1404 void CL_LinkNetworkEntity(entity_t *e)
1405 {
1406         effectnameindex_t trailtype;
1407         vec3_t origin;
1408         vec3_t dlightcolor;
1409         vec_t dlightradius;
1410
1411         // skip inactive entities and world
1412         if (!e->state_current.active || e == cl.entities)
1413                 return;
1414         if (e->state_current.tagentity)
1415         {
1416                 // if the tag entity is currently impossible, skip it
1417                 if (e->state_current.tagentity >= cl.num_entities)
1418                         return;
1419                 // if the tag entity is inactive, skip it
1420                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1421                 {
1422                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1423                                 return;
1424                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1425                                 return;
1426                         // if we get here, it's properly csqc networked and attached
1427                 }
1428         }
1429
1430         // create entity dlights associated with this entity
1431         if (e->render.model && e->render.model->soundfromcenter)
1432         {
1433                 // bmodels are treated specially since their origin is usually '0 0 0'
1434                 vec3_t o;
1435                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1436                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1437         }
1438         else
1439                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1440         trailtype = EFFECT_NONE;
1441         dlightradius = 0;
1442         dlightcolor[0] = 0;
1443         dlightcolor[1] = 0;
1444         dlightcolor[2] = 0;
1445         // LordHavoc: if the entity has no effects, don't check each
1446         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1447         {
1448                 if (e->render.effects & EF_BRIGHTFIELD)
1449                 {
1450                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1451                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1452                 }
1453                 if (e->render.effects & EF_DIMLIGHT)
1454                 {
1455                         dlightradius = max(dlightradius, 200);
1456                         dlightcolor[0] += 1.50f;
1457                         dlightcolor[1] += 1.50f;
1458                         dlightcolor[2] += 1.50f;
1459                 }
1460                 if (e->render.effects & EF_BRIGHTLIGHT)
1461                 {
1462                         dlightradius = max(dlightradius, 400);
1463                         dlightcolor[0] += 3.00f;
1464                         dlightcolor[1] += 3.00f;
1465                         dlightcolor[2] += 3.00f;
1466                 }
1467                 // LordHavoc: more effects
1468                 if (e->render.effects & EF_RED) // red
1469                 {
1470                         dlightradius = max(dlightradius, 200);
1471                         dlightcolor[0] += 1.50f;
1472                         dlightcolor[1] += 0.15f;
1473                         dlightcolor[2] += 0.15f;
1474                 }
1475                 if (e->render.effects & EF_BLUE) // blue
1476                 {
1477                         dlightradius = max(dlightradius, 200);
1478                         dlightcolor[0] += 0.15f;
1479                         dlightcolor[1] += 0.15f;
1480                         dlightcolor[2] += 1.50f;
1481                 }
1482                 if (e->render.effects & EF_FLAME)
1483                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1484                 if (e->render.effects & EF_STARDUST)
1485                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1486         }
1487         // muzzleflash fades over time, and is offset a bit
1488         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1489         {
1490                 vec3_t v2;
1491                 vec3_t color;
1492                 trace_t trace;
1493                 matrix4x4_t tempmatrix;
1494                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1495                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1496                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1497                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1498                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1499                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1500                 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);
1501                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1502         }
1503         // LordHavoc: if the model has no flags, don't check each
1504         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1505         {
1506                 if (e->render.effects & EF_GIB)
1507                         trailtype = EFFECT_TR_BLOOD;
1508                 else if (e->render.effects & EF_ZOMGIB)
1509                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1510                 else if (e->render.effects & EF_TRACER)
1511                         trailtype = EFFECT_TR_WIZSPIKE;
1512                 else if (e->render.effects & EF_TRACER2)
1513                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1514                 else if (e->render.effects & EF_ROCKET)
1515                         trailtype = EFFECT_TR_ROCKET;
1516                 else if (e->render.effects & EF_GRENADE)
1517                 {
1518                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1519                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1520                 }
1521                 else if (e->render.effects & EF_TRACER3)
1522                         trailtype = EFFECT_TR_VORESPIKE;
1523         }
1524         // LordHavoc: customizable glow
1525         if (e->state_current.glowsize)
1526         {
1527                 // * 4 for the expansion from 0-255 to 0-1023 range,
1528                 // / 255 to scale down byte colors
1529                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1530                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1531         }
1532         // custom rtlight
1533         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1534         {
1535                 matrix4x4_t dlightmatrix;
1536                 float light[4];
1537                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1538                 light[3] = e->state_current.light[3];
1539                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1540                         VectorSet(light, 1, 1, 1);
1541                 if (light[3] == 0)
1542                         light[3] = 350;
1543                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1544                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1545                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1546                 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);
1547                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1548         }
1549         // make the glow dlight
1550         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1551         {
1552                 matrix4x4_t dlightmatrix;
1553                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1554                 // hack to make glowing player light shine on their gun
1555                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1556                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1557                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1558                 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);
1559                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1560         }
1561         // do trail light
1562         if (e->render.flags & RENDER_GLOWTRAIL)
1563                 trailtype = EFFECT_TR_GLOWTRAIL;
1564         if (e->state_current.traileffectnum)
1565                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1566         if (trailtype)
1567                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1568
1569         // don't show entities with no modelindex (note: this still shows
1570         // entities which have a modelindex that resolved to a NULL model)
1571         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1572                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1573         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1574         //      Matrix4x4_Print(&e->render.matrix);
1575 }
1576
1577 void CL_RelinkWorld(void)
1578 {
1579         entity_t *ent = &cl.entities[0];
1580         // FIXME: this should be done at load
1581         ent->render.matrix = identitymatrix;
1582         ent->render.flags = RENDER_SHADOW;
1583         if (!r_fullbright.integer)
1584                 ent->render.flags |= RENDER_LIGHT;
1585         VectorSet(ent->render.colormod, 1, 1, 1);
1586         VectorSet(ent->render.glowmod, 1, 1, 1);
1587         ent->render.allowdecals = true;
1588         CL_UpdateRenderEntity(&ent->render);
1589         r_refdef.scene.worldentity = &ent->render;
1590         r_refdef.scene.worldmodel = cl.worldmodel;
1591 }
1592
1593 static void CL_RelinkStaticEntities(void)
1594 {
1595         int i;
1596         entity_t *e;
1597         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1598         {
1599                 e->render.flags = 0;
1600                 // if the model was not loaded when the static entity was created we
1601                 // need to re-fetch the model pointer
1602                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1603                 // either fullbright or lit
1604                 if(!r_fullbright.integer)
1605                 {
1606                         if (!(e->render.effects & EF_FULLBRIGHT))
1607                                 e->render.flags |= RENDER_LIGHT;
1608                         else if(r_equalize_entities_fullbright.integer)
1609                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1610                 }
1611                 // hide player shadow during intermission or nehahra movie
1612                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1613                         e->render.flags |= RENDER_SHADOW;
1614                 VectorSet(e->render.colormod, 1, 1, 1);
1615                 VectorSet(e->render.glowmod, 1, 1, 1);
1616                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1617                 e->render.allowdecals = true;
1618                 CL_UpdateRenderEntity(&e->render);
1619                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1620         }
1621 }
1622
1623 /*
1624 ===============
1625 CL_RelinkEntities
1626 ===============
1627 */
1628 static void CL_RelinkNetworkEntities(void)
1629 {
1630         entity_t *ent;
1631         int i;
1632
1633         // start on the entity after the world
1634         for (i = 1;i < cl.num_entities;i++)
1635         {
1636                 if (cl.entities_active[i])
1637                 {
1638                         ent = cl.entities + i;
1639                         if (ent->state_current.active)
1640                                 CL_LinkNetworkEntity(ent);
1641                         else
1642                                 cl.entities_active[i] = false;
1643                 }
1644         }
1645 }
1646
1647 static void CL_RelinkEffects(void)
1648 {
1649         int i, intframe;
1650         cl_effect_t *e;
1651         entity_render_t *entrender;
1652         float frame;
1653
1654         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1655         {
1656                 if (e->active)
1657                 {
1658                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1659                         intframe = (int)frame;
1660                         if (intframe < 0 || intframe >= e->endframe)
1661                         {
1662                                 memset(e, 0, sizeof(*e));
1663                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1664                                         cl.num_effects--;
1665                                 continue;
1666                         }
1667
1668                         if (intframe != e->frame)
1669                         {
1670                                 e->frame = intframe;
1671                                 e->frame1time = e->frame2time;
1672                                 e->frame2time = cl.time;
1673                         }
1674
1675                         // if we're drawing effects, get a new temp entity
1676                         // (NewTempEntity adds it to the render entities list for us)
1677                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1678                         {
1679                                 // interpolation stuff
1680                                 entrender->framegroupblend[0].frame = intframe;
1681                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1682                                 entrender->framegroupblend[0].start = e->frame1time;
1683                                 if (intframe + 1 >= e->endframe)
1684                                 {
1685                                         entrender->framegroupblend[1].frame = 0; // disappear
1686                                         entrender->framegroupblend[1].lerp = 0;
1687                                         entrender->framegroupblend[1].start = 0;
1688                                 }
1689                                 else
1690                                 {
1691                                         entrender->framegroupblend[1].frame = intframe + 1;
1692                                         entrender->framegroupblend[1].lerp = frame - intframe;
1693                                         entrender->framegroupblend[1].start = e->frame2time;
1694                                 }
1695
1696                                 // normal stuff
1697                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1698                                 entrender->alpha = 1;
1699                                 VectorSet(entrender->colormod, 1, 1, 1);
1700                                 VectorSet(entrender->glowmod, 1, 1, 1);
1701
1702                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1703                                 CL_UpdateRenderEntity(entrender);
1704                         }
1705                 }
1706         }
1707 }
1708
1709 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1710 {
1711         VectorCopy(b->start, start);
1712         VectorCopy(b->end, end);
1713
1714         // if coming from the player, update the start position
1715         if (b->entity == cl.viewentity)
1716         {
1717                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1718                 {
1719                         // LordHavoc: this is a stupid hack from Quake that makes your
1720                         // lightning appear to come from your waist and cover less of your
1721                         // view
1722                         // in Quake this hack was applied to all players (causing the
1723                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1724                         // only applies to your own lightning, and only in first person
1725                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1726                 }
1727                 if (cl_beams_instantaimhack.integer)
1728                 {
1729                         vec3_t dir, localend;
1730                         vec_t len;
1731                         // LordHavoc: this updates the beam direction to match your
1732                         // viewangles
1733                         VectorSubtract(end, start, dir);
1734                         len = VectorLength(dir);
1735                         VectorNormalize(dir);
1736                         VectorSet(localend, len, 0, 0);
1737                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1738                 }
1739         }
1740 }
1741
1742 void CL_RelinkBeams(void)
1743 {
1744         int i;
1745         beam_t *b;
1746         vec3_t dist, org, start, end;
1747         float d;
1748         entity_render_t *entrender;
1749         double yaw, pitch;
1750         float forward;
1751         matrix4x4_t tempmatrix;
1752
1753         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1754         {
1755                 if (!b->model)
1756                         continue;
1757                 if (b->endtime < cl.time)
1758                 {
1759                         b->model = NULL;
1760                         continue;
1761                 }
1762
1763                 CL_Beam_CalculatePositions(b, start, end);
1764
1765                 if (b->lightning)
1766                 {
1767                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1768                         {
1769                                 // FIXME: create a matrix from the beam start/end orientation
1770                                 vec3_t dlightcolor;
1771                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1772                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1773                                 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);
1774                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1775                         }
1776                         if (cl_beams_polygons.integer)
1777                                 continue;
1778                 }
1779
1780                 // calculate pitch and yaw
1781                 // (this is similar to the QuakeC builtin function vectoangles)
1782                 VectorSubtract(end, start, dist);
1783                 if (dist[1] == 0 && dist[0] == 0)
1784                 {
1785                         yaw = 0;
1786                         if (dist[2] > 0)
1787                                 pitch = 90;
1788                         else
1789                                 pitch = 270;
1790                 }
1791                 else
1792                 {
1793                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1794                         if (yaw < 0)
1795                                 yaw += 360;
1796
1797                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1798                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1799                         if (pitch < 0)
1800                                 pitch += 360;
1801                 }
1802
1803                 // add new entities for the lightning
1804                 VectorCopy (start, org);
1805                 d = VectorNormalizeLength(dist);
1806                 while (d > 0)
1807                 {
1808                         entrender = CL_NewTempEntity (0);
1809                         if (!entrender)
1810                                 return;
1811                         //VectorCopy (org, ent->render.origin);
1812                         entrender->model = b->model;
1813                         //ent->render.effects = EF_FULLBRIGHT;
1814                         //ent->render.angles[0] = pitch;
1815                         //ent->render.angles[1] = yaw;
1816                         //ent->render.angles[2] = rand()%360;
1817                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1818                         CL_UpdateRenderEntity(entrender);
1819                         VectorMA(org, 30, dist, org);
1820                         d -= 30;
1821                 }
1822         }
1823
1824         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1825                 cl.num_beams--;
1826 }
1827
1828 static void CL_RelinkQWNails(void)
1829 {
1830         int i;
1831         vec_t *v;
1832         entity_render_t *entrender;
1833
1834         for (i = 0;i < cl.qw_num_nails;i++)
1835         {
1836                 v = cl.qw_nails[i];
1837
1838                 // if we're drawing effects, get a new temp entity
1839                 // (NewTempEntity adds it to the render entities list for us)
1840                 if (!(entrender = CL_NewTempEntity(0)))
1841                         continue;
1842
1843                 // normal stuff
1844                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1845                 entrender->alpha = 1;
1846                 VectorSet(entrender->colormod, 1, 1, 1);
1847                 VectorSet(entrender->glowmod, 1, 1, 1);
1848
1849                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1850                 CL_UpdateRenderEntity(entrender);
1851         }
1852 }
1853
1854 void CL_LerpPlayer(float frac)
1855 {
1856         int i;
1857
1858         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1859         for (i = 0;i < 3;i++)
1860         {
1861                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1862                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1863                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1864         }
1865
1866         // interpolate the angles if playing a demo or spectating someone
1867         if (cls.demoplayback || cl.fixangle[0])
1868         {
1869                 for (i = 0;i < 3;i++)
1870                 {
1871                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1872                         if (d > 180)
1873                                 d -= 360;
1874                         else if (d < -180)
1875                                 d += 360;
1876                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1877                 }
1878         }
1879 }
1880
1881 void CSQC_RelinkAllEntities (int drawmask)
1882 {
1883         // link stuff
1884         CL_RelinkWorld();
1885         CL_RelinkStaticEntities();
1886         CL_RelinkBeams();
1887         CL_RelinkEffects();
1888
1889         // link stuff
1890         if (drawmask & ENTMASK_ENGINE)
1891         {
1892                 CL_RelinkNetworkEntities();
1893                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1894                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1895                 CL_RelinkQWNails();
1896         }
1897
1898         // update view blend
1899         V_CalcViewBlend();
1900 }
1901
1902 /*
1903 ===============
1904 CL_UpdateWorld
1905
1906 Update client game world for a new frame
1907 ===============
1908 */
1909 void CL_UpdateWorld(void)
1910 {
1911         r_refdef.scene.extraupdate = !r_speeds.integer;
1912         r_refdef.scene.numentities = 0;
1913         r_refdef.scene.numlights = 0;
1914         r_refdef.view.matrix = identitymatrix;
1915         r_refdef.view.quality = 1;
1916                 
1917         cl.num_brushmodel_entities = 0;
1918
1919         if (cls.state == ca_connected && cls.signon == SIGNONS)
1920         {
1921                 // prepare for a new frame
1922                 CL_LerpPlayer(CL_LerpPoint());
1923                 CL_DecayLightFlashes();
1924                 CL_ClearTempEntities();
1925                 V_DriftPitch();
1926                 V_FadeViewFlashs();
1927
1928                 // if prediction is enabled we have to update all the collidable
1929                 // network entities before the prediction code can be run
1930                 CL_UpdateNetworkCollisionEntities();
1931
1932                 // now update the player prediction
1933                 CL_ClientMovement_Replay();
1934
1935                 // update the player entity (which may be predicted)
1936                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1937
1938                 // now update the view (which depends on that player entity)
1939                 V_CalcRefdef();
1940
1941                 // now update all the network entities and create particle trails
1942                 // (some entities may depend on the view)
1943                 CL_UpdateNetworkEntities();
1944
1945                 // update the engine-based viewmodel
1946                 CL_UpdateViewModel();
1947
1948                 CL_RelinkLightFlashes();
1949                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1950
1951                 // decals, particles, and explosions will be updated during rneder
1952         }
1953
1954         r_refdef.scene.time = cl.time;
1955 }
1956
1957 // LordHavoc: pausedemo command
1958 static void CL_PauseDemo_f (void)
1959 {
1960         cls.demopaused = !cls.demopaused;
1961         if (cls.demopaused)
1962                 Con_Print("Demo paused\n");
1963         else
1964                 Con_Print("Demo unpaused\n");
1965 }
1966
1967 /*
1968 ======================
1969 CL_Fog_f
1970 ======================
1971 */
1972 static void CL_Fog_f (void)
1973 {
1974         if (Cmd_Argc () == 1)
1975         {
1976                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1977                 return;
1978         }
1979         FOG_clear(); // so missing values get good defaults
1980         if(Cmd_Argc() > 1)
1981                 r_refdef.fog_density = atof(Cmd_Argv(1));
1982         if(Cmd_Argc() > 2)
1983                 r_refdef.fog_red = atof(Cmd_Argv(2));
1984         if(Cmd_Argc() > 3)
1985                 r_refdef.fog_green = atof(Cmd_Argv(3));
1986         if(Cmd_Argc() > 4)
1987                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1988         if(Cmd_Argc() > 5)
1989                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1990         if(Cmd_Argc() > 6)
1991                 r_refdef.fog_start = atof(Cmd_Argv(6));
1992         if(Cmd_Argc() > 7)
1993                 r_refdef.fog_end = atof(Cmd_Argv(7));
1994         if(Cmd_Argc() > 8)
1995                 r_refdef.fog_height = atof(Cmd_Argv(8));
1996         if(Cmd_Argc() > 9)
1997                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1998 }
1999
2000 /*
2001 ======================
2002 CL_FogHeightTexture_f
2003 ======================
2004 */
2005 static void CL_Fog_HeightTexture_f (void)
2006 {
2007         if (Cmd_Argc () < 11)
2008         {
2009                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2010                 return;
2011         }
2012         FOG_clear(); // so missing values get good defaults
2013         r_refdef.fog_density = atof(Cmd_Argv(1));
2014         r_refdef.fog_red = atof(Cmd_Argv(2));
2015         r_refdef.fog_green = atof(Cmd_Argv(3));
2016         r_refdef.fog_blue = atof(Cmd_Argv(4));
2017         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2018         r_refdef.fog_start = atof(Cmd_Argv(6));
2019         r_refdef.fog_end = atof(Cmd_Argv(7));
2020         r_refdef.fog_height = atof(Cmd_Argv(8));
2021         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2022         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2023 }
2024
2025
2026 /*
2027 ====================
2028 CL_TimeRefresh_f
2029
2030 For program optimization
2031 ====================
2032 */
2033 static void CL_TimeRefresh_f (void)
2034 {
2035         int i;
2036         float timestart, timedelta;
2037
2038         r_refdef.scene.extraupdate = false;
2039
2040         timestart = Sys_DoubleTime();
2041         for (i = 0;i < 128;i++)
2042         {
2043                 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);
2044                 r_refdef.view.quality = 1;
2045                 CL_UpdateScreen();
2046         }
2047         timedelta = Sys_DoubleTime() - timestart;
2048
2049         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2050 }
2051
2052 void CL_AreaStats_f(void)
2053 {
2054         World_PrintAreaStats(&cl.world, "client");
2055 }
2056
2057 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2058 {
2059         int i;
2060         cl_locnode_t *loc;
2061         cl_locnode_t *best;
2062         vec3_t nearestpoint;
2063         vec_t dist, bestdist;
2064         best = NULL;
2065         bestdist = 0;
2066         for (loc = cl.locnodes;loc;loc = loc->next)
2067         {
2068                 for (i = 0;i < 3;i++)
2069                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2070                 dist = VectorDistance2(nearestpoint, point);
2071                 if (bestdist > dist || !best)
2072                 {
2073                         bestdist = dist;
2074                         best = loc;
2075                         if (bestdist < 1)
2076                                 break;
2077                 }
2078         }
2079         return best;
2080 }
2081
2082 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2083 {
2084         cl_locnode_t *loc;
2085         loc = CL_Locs_FindNearest(point);
2086         if (loc)
2087                 strlcpy(buffer, loc->name, buffersize);
2088         else
2089                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2090 }
2091
2092 void CL_Locs_FreeNode(cl_locnode_t *node)
2093 {
2094         cl_locnode_t **pointer, **next;
2095         for (pointer = &cl.locnodes;*pointer;pointer = next)
2096         {
2097                 next = &(*pointer)->next;
2098                 if (*pointer == node)
2099                 {
2100                         *pointer = node->next;
2101                         Mem_Free(node);
2102                         return;
2103                 }
2104         }
2105         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2106 }
2107
2108 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2109 {
2110         cl_locnode_t *node, **pointer;
2111         int namelen;
2112         if (!name)
2113                 name = "";
2114         namelen = strlen(name);
2115         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2116         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2117         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2118         node->name = (char *)(node + 1);
2119         memcpy(node->name, name, namelen);
2120         node->name[namelen] = 0;
2121         // link it into the tail of the list to preserve the order
2122         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2123                 ;
2124         *pointer = node;
2125 }
2126
2127 void CL_Locs_Add_f(void)
2128 {
2129         vec3_t mins, maxs;
2130         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2131         {
2132                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2133                 return;
2134         }
2135         mins[0] = atof(Cmd_Argv(1));
2136         mins[1] = atof(Cmd_Argv(2));
2137         mins[2] = atof(Cmd_Argv(3));
2138         if (Cmd_Argc() == 8)
2139         {
2140                 maxs[0] = atof(Cmd_Argv(4));
2141                 maxs[1] = atof(Cmd_Argv(5));
2142                 maxs[2] = atof(Cmd_Argv(6));
2143                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2144         }
2145         else
2146                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2147 }
2148
2149 void CL_Locs_RemoveNearest_f(void)
2150 {
2151         cl_locnode_t *loc;
2152         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2153         if (loc)
2154                 CL_Locs_FreeNode(loc);
2155         else
2156                 Con_Printf("no loc point or box found for your location\n");
2157 }
2158
2159 void CL_Locs_Clear_f(void)
2160 {
2161         while (cl.locnodes)
2162                 CL_Locs_FreeNode(cl.locnodes);
2163 }
2164
2165 void CL_Locs_Save_f(void)
2166 {
2167         cl_locnode_t *loc;
2168         qfile_t *outfile;
2169         char locfilename[MAX_QPATH];
2170         if (!cl.locnodes)
2171         {
2172                 Con_Printf("No loc points/boxes exist!\n");
2173                 return;
2174         }
2175         if (cls.state != ca_connected || !cl.worldmodel)
2176         {
2177                 Con_Printf("No level loaded!\n");
2178                 return;
2179         }
2180         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2181
2182         outfile = FS_OpenRealFile(locfilename, "w", false);
2183         if (!outfile)
2184                 return;
2185         // if any boxes are used then this is a proquake-format loc file, which
2186         // allows comments, so add some relevant information at the start
2187         for (loc = cl.locnodes;loc;loc = loc->next)
2188                 if (!VectorCompare(loc->mins, loc->maxs))
2189                         break;
2190         if (loc)
2191         {
2192                 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);
2193                 for (loc = cl.locnodes;loc;loc = loc->next)
2194                         if (VectorCompare(loc->mins, loc->maxs))
2195                                 break;
2196                 if (loc)
2197                         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");
2198         }
2199         for (loc = cl.locnodes;loc;loc = loc->next)
2200         {
2201                 if (VectorCompare(loc->mins, loc->maxs))
2202                 {
2203                         int len;
2204                         const char *s;
2205                         const char *in = loc->name;
2206                         char name[MAX_INPUTLINE];
2207                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2208                         {
2209                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2210                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2211                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2212                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2213                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2214                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2215                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2216                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2217                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2218                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2219                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2220                                 else s = NULL;
2221                                 if (s)
2222                                 {
2223                                         while (len < (int)sizeof(name) - 1 && *s)
2224                                                 name[len++] = *s++;
2225                                         continue;
2226                                 }
2227                                 name[len++] = *in++;
2228                         }
2229                         name[len] = 0;
2230                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2231                 }
2232                 else
2233                         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);
2234         }
2235         FS_Close(outfile);
2236 }
2237
2238 void CL_Locs_Reload_f(void)
2239 {
2240         int i, linenumber, limit, len;
2241         const char *s;
2242         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2243         fs_offset_t filesize;
2244         vec3_t mins, maxs;
2245         char locfilename[MAX_QPATH];
2246         char name[MAX_INPUTLINE];
2247
2248         if (cls.state != ca_connected || !cl.worldmodel)
2249         {
2250                 Con_Printf("No level loaded!\n");
2251                 return;
2252         }
2253
2254         CL_Locs_Clear_f();
2255
2256         // try maps/something.loc first (LordHavoc: where I think they should be)
2257         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2258         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2259         if (!filedata)
2260         {
2261                 // try proquake name as well (LordHavoc: I hate path mangling)
2262                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2263                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2264                 if (!filedata)
2265                         return;
2266         }
2267         text = filedata;
2268         textend = filedata + filesize;
2269         for (linenumber = 1;text < textend;linenumber++)
2270         {
2271                 linestart = text;
2272                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2273                         ;
2274                 lineend = text;
2275                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2276                         text++;
2277                 if (text < textend)
2278                         text++;
2279                 // trim trailing whitespace
2280                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2281                         lineend--;
2282                 // trim leading whitespace
2283                 while (linestart < lineend && ISWHITESPACE(*linestart))
2284                         linestart++;
2285                 // check if this is a comment
2286                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2287                         continue;
2288                 linetext = linestart;
2289                 limit = 3;
2290                 for (i = 0;i < limit;i++)
2291                 {
2292                         if (linetext >= lineend)
2293                                 break;
2294                         // note: a missing number is interpreted as 0
2295                         if (i < 3)
2296                                 mins[i] = atof(linetext);
2297                         else
2298                                 maxs[i - 3] = atof(linetext);
2299                         // now advance past the number
2300                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2301                                 linetext++;
2302                         // advance through whitespace
2303                         if (linetext < lineend)
2304                         {
2305                                 if (*linetext == ',')
2306                                 {
2307                                         linetext++;
2308                                         limit = 6;
2309                                         // note: comma can be followed by whitespace
2310                                 }
2311                                 if (ISWHITESPACE(*linetext))
2312                                 {
2313                                         // skip whitespace
2314                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2315                                                 linetext++;
2316                                 }
2317                         }
2318                 }
2319                 // if this is a quoted name, remove the quotes
2320                 if (i == 6)
2321                 {
2322                         if (linetext >= lineend || *linetext != '"')
2323                                 continue; // proquake location names are always quoted
2324                         lineend--;
2325                         linetext++;
2326                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2327                         memcpy(name, linetext, len);
2328                         name[len] = 0;
2329                         // add the box to the list
2330                         CL_Locs_AddNode(mins, maxs, name);
2331                 }
2332                 // if a point was parsed, it needs to be scaled down by 8 (since
2333                 // point-based loc files were invented by a proxy which dealt
2334                 // directly with quake protocol coordinates, which are *8), turn
2335                 // it into a box
2336                 else if (i == 3)
2337                 {
2338                         // interpret silly fuhquake macros
2339                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2340                         {
2341                                 if (*linetext == '$')
2342                                 {
2343                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2344                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2346                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2354                                         else s = NULL;
2355                                         if (s)
2356                                         {
2357                                                 while (len < (int)sizeof(name) - 1 && *s)
2358                                                         name[len++] = *s++;
2359                                                 continue;
2360                                         }
2361                                 }
2362                                 name[len++] = *linetext++;
2363                         }
2364                         name[len] = 0;
2365                         // add the point to the list
2366                         VectorScale(mins, (1.0 / 8.0), mins);
2367                         CL_Locs_AddNode(mins, mins, name);
2368                 }
2369                 else
2370                         continue;
2371         }
2372 }
2373
2374 /*
2375 ===========
2376 CL_Shutdown
2377 ===========
2378 */
2379 void CL_Shutdown (void)
2380 {
2381         CL_Screen_Shutdown();
2382         CL_Particles_Shutdown();
2383         CL_Parse_Shutdown();
2384
2385         Mem_FreePool (&cls.permanentmempool);
2386         Mem_FreePool (&cls.levelmempool);
2387 }
2388
2389 /*
2390 =================
2391 CL_Init
2392 =================
2393 */
2394 void CL_Init (void)
2395 {
2396
2397         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2398         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2399
2400         memset(&r_refdef, 0, sizeof(r_refdef));
2401         // max entities sent to renderer per frame
2402         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2403         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2404
2405         // max temp entities
2406         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2407         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2408
2409         CL_InitInput ();
2410
2411 //
2412 // register our commands
2413 //
2414         Cvar_RegisterVariable (&cl_upspeed);
2415         Cvar_RegisterVariable (&cl_forwardspeed);
2416         Cvar_RegisterVariable (&cl_backspeed);
2417         Cvar_RegisterVariable (&cl_sidespeed);
2418         Cvar_RegisterVariable (&cl_movespeedkey);
2419         Cvar_RegisterVariable (&cl_yawspeed);
2420         Cvar_RegisterVariable (&cl_pitchspeed);
2421         Cvar_RegisterVariable (&cl_anglespeedkey);
2422         Cvar_RegisterVariable (&cl_shownet);
2423         Cvar_RegisterVariable (&cl_nolerp);
2424         Cvar_RegisterVariable (&cl_lerpexcess);
2425         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2426         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2427         Cvar_RegisterVariable (&cl_deathfade);
2428         Cvar_RegisterVariable (&lookspring);
2429         Cvar_RegisterVariable (&lookstrafe);
2430         Cvar_RegisterVariable (&sensitivity);
2431         Cvar_RegisterVariable (&freelook);
2432
2433         Cvar_RegisterVariable (&m_pitch);
2434         Cvar_RegisterVariable (&m_yaw);
2435         Cvar_RegisterVariable (&m_forward);
2436         Cvar_RegisterVariable (&m_side);
2437
2438         Cvar_RegisterVariable (&cl_itembobspeed);
2439         Cvar_RegisterVariable (&cl_itembobheight);
2440
2441         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2442         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2443         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2444         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2445         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2446         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2447
2448         // Support Client-side Model Index List
2449         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2450         // Support Client-side Sound Index List
2451         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2452
2453         Cvar_RegisterVariable (&cl_autodemo);
2454         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2455         Cvar_RegisterVariable (&cl_autodemo_delete);
2456
2457         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2458         Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2459
2460         // LordHavoc: added pausedemo
2461         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)");
2462
2463         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2464
2465         Cvar_RegisterVariable(&r_draweffects);
2466         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2467         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2468         Cvar_RegisterVariable(&cl_explosions_size_start);
2469         Cvar_RegisterVariable(&cl_explosions_size_end);
2470         Cvar_RegisterVariable(&cl_explosions_lifetime);
2471         Cvar_RegisterVariable(&cl_stainmaps);
2472         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2473         Cvar_RegisterVariable(&cl_beams_polygons);
2474         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2475         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2476         Cvar_RegisterVariable(&cl_beams_lightatend);
2477         Cvar_RegisterVariable(&cl_noplayershadow);
2478         Cvar_RegisterVariable(&cl_dlights_decayradius);
2479         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2480
2481         Cvar_RegisterVariable(&cl_prydoncursor);
2482         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2483
2484         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2485
2486         // for QW connections
2487         Cvar_RegisterVariable(&qport);
2488         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2489
2490         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2491
2492         Cvar_RegisterVariable(&cl_locs_enable);
2493         Cvar_RegisterVariable(&cl_locs_show);
2494         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)");
2495         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)");
2496         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2497         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2498         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2499
2500         CL_Parse_Init();
2501         CL_Particles_Init();
2502         CL_Screen_Init();
2503
2504         CL_Video_Init();
2505         CL_Gecko_Init();
2506 }
2507
2508
2509