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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
54
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
56
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
62
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
65
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
69
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
71
72 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)"};
73
74 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"};
75
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
77
78 client_static_t cls;
79 client_state_t  cl;
80
81 #define MAX_PARTICLES                   32768   // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
83
84 /*
85 =====================
86 CL_ClearState
87
88 =====================
89 */
90 void CL_ClearState(void)
91 {
92         int i;
93         entity_t *ent;
94
95 // wipe the entire cl structure
96         Mem_EmptyPool(cls.levelmempool);
97         memset (&cl, 0, sizeof(cl));
98
99         S_StopAllSounds();
100
101         // reset the view zoom interpolation
102         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
103
104         cl.num_entities = 0;
105         cl.num_csqcentities = 0;        //[515]: csqc
106         cl.num_static_entities = 0;
107         cl.num_temp_entities = 0;
108         cl.num_brushmodel_entities = 0;
109
110         // tweak these if the game runs out
111         cl.max_entities = 256;
112         cl.max_csqcentities = 256;      //[515]: csqc
113         cl.max_static_entities = 256;
114         cl.max_temp_entities = 512;
115         cl.max_effects = 256;
116         cl.max_beams = 256;
117         cl.max_dlights = MAX_DLIGHTS;
118         cl.max_lightstyle = MAX_LIGHTSTYLES;
119         cl.max_brushmodel_entities = MAX_EDICTS;
120         cl.max_particles = MAX_PARTICLES;
121
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123         i = COM_CheckParm ("-particles");
124         if (i && i < com_argc - 1)
125         {
126                 cl.max_particles = (int)(atoi(com_argv[i+1]));
127                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
129         }
130
131         cl.num_dlights = 0;
132         cl.num_effects = 0;
133         cl.num_beams = 0;
134
135         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
137         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
139         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
147
148         // LordHavoc: have to set up the baseline info for alpha and other stuff
149         for (i = 0;i < cl.max_entities;i++)
150         {
151                 cl.entities[i].state_baseline = defaultstate;
152                 cl.entities[i].state_previous = defaultstate;
153                 cl.entities[i].state_current = defaultstate;
154         }
155
156         for (i = 0;i < cl.max_csqcentities;i++)
157         {
158                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
159                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
160                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
161                 cl.csqcentities[i].csqc = true;
162                 cl.csqcentities[i].state_current.number = -i;
163         }
164
165         if (gamemode == GAME_NEXUIZ)
166         {
167                 VectorSet(cl.playerstandmins, -16, -16, -24);
168                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169                 VectorSet(cl.playercrouchmins, -16, -16, -24);
170                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
171         }
172         else
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
178         }
179
180         // disable until we get textures for it
181         R_ResetSkyBox();
182
183         ent = &cl.entities[0];
184         // entire entity array was cleared, so just fill in a few fields
185         ent->state_current.active = true;
186         ent->render.model = cl.worldmodel = NULL; // no world model yet
187         ent->render.scale = 1; // some of the renderer still relies on scale
188         ent->render.alpha = 1;
189         ent->render.colormap = -1; // no special coloring
190         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193         CL_BoundingBoxForEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         CL_Screen_NewMap();
202 }
203
204 void CL_ExpandEntities(int num)
205 {
206         int i, oldmaxentities;
207         entity_t *oldentities;
208         if (num >= cl.max_entities)
209         {
210                 if (!cl.entities)
211                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
212                 if (num >= MAX_EDICTS)
213                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
214                 oldmaxentities = cl.max_entities;
215                 oldentities = cl.entities;
216                 cl.max_entities = (num & ~255) + 256;
217                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
218                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
219                 Mem_Free(oldentities);
220                 for (i = oldmaxentities;i < cl.max_entities;i++)
221                 {
222                         cl.entities[i].state_baseline = defaultstate;
223                         cl.entities[i].state_previous = defaultstate;
224                         cl.entities[i].state_current = defaultstate;
225                 }
226         }
227 }
228
229 void CL_ExpandCSQCEntities(int num)
230 {
231         int i, oldmaxentities;
232         entity_t *oldentities;
233         if (num >= cl.max_csqcentities)
234         {
235                 if (!cl.csqcentities)
236                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
237                 if (num >= MAX_EDICTS)
238                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
239                 oldmaxentities = cl.max_csqcentities;
240                 oldentities = cl.csqcentities;
241                 cl.max_csqcentities = (num & ~255) + 256;
242                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
243                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
244                 Mem_Free(oldentities);
245                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
246                 {
247                         cl.csqcentities[i].state_baseline = defaultstate;
248                         cl.csqcentities[i].state_previous = defaultstate;
249                         cl.csqcentities[i].state_current = defaultstate;
250                         cl.csqcentities[i].csqc = true;
251                         cl.csqcentities[i].state_current.number = -i;
252                 }
253         }
254 }
255
256 void CL_VM_ShutDown (void);
257 /*
258 =====================
259 CL_Disconnect
260
261 Sends a disconnect message to the server
262 This is also called on Host_Error, so it shouldn't cause any errors
263 =====================
264 */
265 void CL_Disconnect(void)
266 {
267         if (cls.state == ca_dedicated)
268                 return;
269
270         Con_DPrintf("CL_Disconnect\n");
271
272         CL_VM_ShutDown();
273 // stop sounds (especially looping!)
274         S_StopAllSounds ();
275
276         // clear contents blends
277         cl.cshifts[0].percent = 0;
278         cl.cshifts[1].percent = 0;
279         cl.cshifts[2].percent = 0;
280         cl.cshifts[3].percent = 0;
281
282         cl.worldmodel = NULL;
283
284         if (cls.demoplayback)
285                 CL_StopPlayback();
286         else if (cls.netcon)
287         {
288                 sizebuf_t buf;
289                 unsigned char bufdata[8];
290                 if (cls.demorecording)
291                         CL_Stop_f();
292
293                 // send disconnect message 3 times to improve chances of server
294                 // receiving it (but it still fails sometimes)
295                 memset(&buf, 0, sizeof(buf));
296                 buf.data = bufdata;
297                 buf.maxsize = sizeof(bufdata);
298                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
299                 {
300                         Con_DPrint("Sending drop command\n");
301                         MSG_WriteByte(&buf, qw_clc_stringcmd);
302                         MSG_WriteString(&buf, "drop");
303                 }
304                 else
305                 {
306                         Con_DPrint("Sending clc_disconnect\n");
307                         MSG_WriteByte(&buf, clc_disconnect);
308                 }
309                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
310                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
311                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
312                 NetConn_Close(cls.netcon);
313                 cls.netcon = NULL;
314         }
315         cls.state = ca_disconnected;
316
317         cls.demoplayback = cls.timedemo = false;
318         cls.signon = 0;
319 }
320
321 void CL_Disconnect_f(void)
322 {
323         CL_Disconnect ();
324         if (sv.active)
325                 Host_ShutdownServer ();
326 }
327
328
329
330
331 /*
332 =====================
333 CL_EstablishConnection
334
335 Host should be either "local" or a net address
336 =====================
337 */
338 void CL_EstablishConnection(const char *host)
339 {
340         if (cls.state == ca_dedicated)
341                 return;
342
343         // clear menu's connect error message
344         M_Update_Return_Reason("");
345         cls.demonum = -1;
346
347         // stop demo loop in case this fails
348         CL_Disconnect();
349
350         // make sure the client ports are open before attempting to connect
351         NetConn_UpdateSockets();
352
353         // run a network frame
354         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
355
356         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
357         {
358                 cls.connect_trying = true;
359                 cls.connect_remainingtries = 3;
360                 cls.connect_nextsendtime = 0;
361                 M_Update_Return_Reason("Trying to connect...");
362                 // run several network frames to jump into the game quickly
363                 //if (sv.active)
364                 //{
365                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
367                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
368                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
369                 //}
370         }
371         else
372         {
373                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
374                 M_Update_Return_Reason("No network");
375         }
376 }
377
378 /*
379 ==============
380 CL_PrintEntities_f
381 ==============
382 */
383 static void CL_PrintEntities_f(void)
384 {
385         entity_t *ent;
386         int i, j;
387         char name[32];
388
389         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
390         {
391                 if (!ent->state_current.active)
392                         continue;
393
394                 if (ent->render.model)
395                         strlcpy (name, ent->render.model->name, 25);
396                 else
397                         strcpy(name, "--no model--");
398                 for (j = (int)strlen(name);j < 25;j++)
399                         name[j] = ' ';
400                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
401         }
402 }
403
404 //static const vec3_t nomodelmins = {-16, -16, -16};
405 //static const vec3_t nomodelmaxs = {16, 16, 16};
406 void CL_BoundingBoxForEntity(entity_render_t *ent)
407 {
408         model_t *model = ent->model;
409         if (model)
410         {
411                 //if (ent->angles[0] || ent->angles[2])
412                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
413                 {
414                         // pitch or roll
415                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
416                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
417                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
418                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
419                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
420                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
421                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
422                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
423                 }
424                 //else if (ent->angles[1])
425                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
426                 {
427                         // yaw
428                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
429                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
430                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
431                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
432                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
433                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
434                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
435                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
436                 }
437                 else
438                 {
439                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
440                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
441                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
442                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
443                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
444                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
445                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
446                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
447                 }
448         }
449         else
450         {
451                 ent->mins[0] = ent->matrix.m[0][3] - 16;
452                 ent->mins[1] = ent->matrix.m[1][3] - 16;
453                 ent->mins[2] = ent->matrix.m[2][3] - 16;
454                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
455                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
456                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
457                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
458                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
459         }
460 }
461
462 /*
463 ===============
464 CL_LerpPoint
465
466 Determines the fraction between the last two messages that the objects
467 should be put at.
468 ===============
469 */
470 static float CL_LerpPoint(void)
471 {
472         float f;
473
474         // dropped packet, or start of demo
475         if (cl.mtime[1] < cl.mtime[0] - 0.1)
476                 cl.mtime[1] = cl.mtime[0] - 0.1;
477
478         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
479
480         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
481         f = cl.mtime[0] - cl.mtime[1];
482         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
483         {
484                 cl.time = cl.mtime[0];
485                 return 1;
486         }
487
488         f = (cl.time - cl.mtime[1]) / f;
489         return bound(0, f, 1);
490 }
491
492 void CL_ClearTempEntities (void)
493 {
494         cl.num_temp_entities = 0;
495 }
496
497 entity_t *CL_NewTempEntity(void)
498 {
499         entity_t *ent;
500
501         if (r_refdef.numentities >= r_refdef.maxentities)
502                 return NULL;
503         if (cl.num_temp_entities >= cl.max_temp_entities)
504                 return NULL;
505         ent = &cl.temp_entities[cl.num_temp_entities++];
506         memset (ent, 0, sizeof(*ent));
507         r_refdef.entities[r_refdef.numentities++] = &ent->render;
508
509         ent->render.colormap = -1; // no special coloring
510         ent->render.scale = 1;
511         ent->render.alpha = 1;
512         VectorSet(ent->render.colormod, 1, 1, 1);
513         return ent;
514 }
515
516 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
517 {
518         int i;
519         cl_effect_t *e;
520         if (!modelindex) // sanity check
521                 return;
522         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
523         {
524                 if (e->active)
525                         continue;
526                 e->active = true;
527                 VectorCopy(org, e->origin);
528                 e->modelindex = modelindex;
529                 e->starttime = cl.time;
530                 e->startframe = startframe;
531                 e->endframe = startframe + framecount;
532                 e->framerate = framerate;
533
534                 e->frame = 0;
535                 e->frame1time = cl.time;
536                 e->frame2time = cl.time;
537                 cl.num_effects = max(cl.num_effects, i + 1);
538                 break;
539         }
540 }
541
542 void CL_AllocDlight(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)
543 {
544         int i;
545         dlight_t *dl;
546
547         /*
548 // first look for an exact key match
549         if (ent)
550         {
551                 dl = cl.dlights;
552                 for (i = 0;i < cl.num_dlights;i++, dl++)
553                         if (dl->ent == ent)
554                                 goto dlightsetup;
555         }
556         */
557
558 // then look for anything else
559         dl = cl.dlights;
560         for (i = 0;i < cl.num_dlights;i++, dl++)
561                 if (!dl->radius)
562                         goto dlightsetup;
563         // if we hit the end of the active dlights and found no gaps, add a new one
564         if (i < MAX_DLIGHTS)
565         {
566                 cl.num_dlights = i + 1;
567                 goto dlightsetup;
568         }
569
570         // unable to find one
571         return;
572
573 dlightsetup:
574         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
575         memset (dl, 0, sizeof(*dl));
576         Matrix4x4_Normalize(&dl->matrix, matrix);
577         dl->ent = ent;
578         dl->origin[0] = dl->matrix.m[0][3];
579         dl->origin[1] = dl->matrix.m[1][3];
580         dl->origin[2] = dl->matrix.m[2][3];
581         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
582         dl->matrix.m[0][3] = dl->origin[0];
583         dl->matrix.m[1][3] = dl->origin[1];
584         dl->matrix.m[2][3] = dl->origin[2];
585         dl->radius = radius;
586         dl->color[0] = red;
587         dl->color[1] = green;
588         dl->color[2] = blue;
589         dl->decay = decay;
590         if (lifetime)
591                 dl->die = cl.time + lifetime;
592         else
593                 dl->die = 0;
594         dl->cubemapnum = cubemapnum;
595         dl->style = style;
596         dl->shadow = shadowenable;
597         dl->corona = corona;
598         dl->flags = flags;
599         dl->coronasizescale = coronasizescale;
600         dl->ambientscale = ambientscale;
601         dl->diffusescale = diffusescale;
602         dl->specularscale = specularscale;
603 }
604
605 // called before entity relinking
606 void CL_DecayLights(void)
607 {
608         int i, oldmax;
609         dlight_t *dl;
610         float time, f;
611
612         time = cl.time - cl.oldtime;
613         oldmax = cl.num_dlights;
614         cl.num_dlights = 0;
615         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
616         {
617                 if (dl->radius)
618                 {
619                         f = dl->radius - time * dl->decay;
620                         if (cl.time < dl->die && f > 0)
621                         {
622                                 dl->radius = dl->radius - time * dl->decay;
623                                 cl.num_dlights = i + 1;
624                         }
625                         else
626                                 dl->radius = 0;
627                 }
628         }
629 }
630
631 // called after entity relinking
632 void CL_UpdateLights(void)
633 {
634         int i, j, k, l;
635         dlight_t *dl;
636         float frac, f;
637
638         r_refdef.numlights = 0;
639         if (r_dynamic.integer)
640         {
641                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
642                 {
643                         if (dl->radius)
644                         {
645                                 R_RTLight_Update(dl, false);
646                                 r_refdef.lights[r_refdef.numlights++] = dl;
647                         }
648                 }
649         }
650
651 // light animations
652 // 'm' is normal light, 'a' is no light, 'z' is double bright
653         f = cl.time * 10;
654         i = (int)floor(f);
655         frac = f - i;
656         for (j = 0;j < cl.max_lightstyle;j++)
657         {
658                 if (!cl.lightstyle || !cl.lightstyle[j].length)
659                 {
660                         r_refdef.lightstylevalue[j] = 256;
661                         continue;
662                 }
663                 k = i % cl.lightstyle[j].length;
664                 l = (i-1) % cl.lightstyle[j].length;
665                 k = cl.lightstyle[j].map[k] - 'a';
666                 l = cl.lightstyle[j].map[l] - 'a';
667                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
668         }
669 }
670
671 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
672 {
673         float f;
674         entity_t *flag;
675         matrix4x4_t flagmatrix;
676
677         // this code taken from QuakeWorld
678         f = 14;
679         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
680         {
681                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
682                 { //axpain
683                         if      (player->render.frame2 == 29) f = f + 2;
684                         else if (player->render.frame2 == 30) f = f + 8;
685                         else if (player->render.frame2 == 31) f = f + 12;
686                         else if (player->render.frame2 == 32) f = f + 11;
687                         else if (player->render.frame2 == 33) f = f + 10;
688                         else if (player->render.frame2 == 34) f = f + 4;
689                 }
690                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
691                 { // pain
692                         if      (player->render.frame2 == 35) f = f + 2;
693                         else if (player->render.frame2 == 36) f = f + 10;
694                         else if (player->render.frame2 == 37) f = f + 10;
695                         else if (player->render.frame2 == 38) f = f + 8;
696                         else if (player->render.frame2 == 39) f = f + 4;
697                         else if (player->render.frame2 == 40) f = f + 2;
698                 }
699         }
700         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
701         {
702                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
703                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
704                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
705                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
706         }
707         // end of code taken from QuakeWorld
708
709         flag = CL_NewTempEntity();
710         if (!flag)
711                 return;
712
713         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
714         flag->render.skinnum = skin;
715         flag->render.colormap = -1; // no special coloring
716         flag->render.alpha = 1;
717         VectorSet(flag->render.colormod, 1, 1, 1);
718         // attach the flag to the player matrix
719         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
720         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
721         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
722         R_LerpAnimation(&flag->render);
723         CL_BoundingBoxForEntity(&flag->render);
724 }
725
726 #define MAXVIEWMODELS 32
727 entity_t *viewmodels[MAXVIEWMODELS];
728 int numviewmodels;
729
730 matrix4x4_t viewmodelmatrix;
731
732 static int entitylinkframenumber;
733
734 static const vec3_t muzzleflashorigin = {18, 0, 0};
735
736 extern void V_DriftPitch(void);
737 extern void V_FadeViewFlashs(void);
738 extern void V_CalcViewBlend(void);
739
740 extern void V_CalcRefdef(void);
741 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
742 void CL_LinkNetworkEntity(entity_t *e)
743 {
744         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
745         //matrix4x4_t dlightmatrix;
746         int j, k, l;
747         effectnameindex_t trailtype;
748         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
749         entity_t *t;
750         model_t *model;
751         trace_t trace;
752         //entity_persistent_t *p = &e->persistent;
753         //entity_render_t *r = &e->render;
754         if (e->persistent.linkframe != entitylinkframenumber)
755         {
756                 e->persistent.linkframe = entitylinkframenumber;
757                 // skip inactive entities and world
758                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
759                         return;
760                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
761                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
762                 e->render.flags = e->state_current.flags;
763                 e->render.effects = e->state_current.effects;
764                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
765                 if (e->state_current.flags & RENDER_COLORMAPPED)
766                 {
767                         int cb;
768                         unsigned char *cbcolor;
769                         e->render.colormap = e->state_current.colormap;
770                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
771                         cbcolor = (unsigned char *) (&palette_complete[cb]);
772                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
773                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
774                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
775                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
776                         cbcolor = (unsigned char *) (&palette_complete[cb]);
777                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
778                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
779                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
780                 }
781                 else if (e->state_current.colormap && cl.scores != NULL)
782                 {
783                         int cb;
784                         unsigned char *cbcolor;
785                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
786                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
787                         cbcolor = (unsigned char *) (&palette_complete[cb]);
788                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
789                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
790                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
791                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
792                         cbcolor = (unsigned char *) (&palette_complete[cb]);
793                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
794                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
795                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
796                 }
797                 else
798                 {
799                         e->render.colormap = -1; // no special coloring
800                         VectorClear(e->render.colormap_pantscolor);
801                         VectorClear(e->render.colormap_shirtcolor);
802                 }
803                 e->render.skinnum = e->state_current.skin;
804                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
805                 {
806                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
807                                 return;
808                         if (!e->csqc)
809                         {
810                                 if (cl.viewentity)
811                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
812                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
813                                 {
814                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
815                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
816                                 }
817                         }
818                         matrix = &viewmodelmatrix;
819                 }
820                 else
821                 {
822                         // if the tag entity is currently impossible, skip it
823                         if (!e->csqc)
824                         {
825                                 if (e->state_current.tagentity >= cl.num_entities)
826                                         return;
827                                 t = cl.entities + e->state_current.tagentity;
828                         }
829                         else
830                         {
831                                 if (e->state_current.tagentity >= cl.num_csqcentities)
832                                         return;
833                                 t = cl.csqcentities + e->state_current.tagentity;
834                         }
835                         // if the tag entity is inactive, skip it
836                         if (!t->state_current.active)
837                                 return;
838                         // note: this can link to world
839                         CL_LinkNetworkEntity(t);
840                         // make relative to the entity
841                         matrix = &t->render.matrix;
842                         // some properties of the tag entity carry over
843                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
844                         // if a valid tagindex is used, make it relative to that tag instead
845                         // FIXME: use a model function to get tag info (need to handle skeletal)
846                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
847                         {
848                                 // blend the matrices
849                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
850                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
851                                 {
852                                         matrix4x4_t tagmatrix;
853                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
854                                         d = t->render.frameblend[j].lerp;
855                                         for (l = 0;l < 4;l++)
856                                                 for (k = 0;k < 4;k++)
857                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
858                                 }
859                                 // concat the tag matrices onto the entity matrix
860                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
861                                 // use the constructed tag matrix
862                                 matrix = &tempmatrix;
863                         }
864                 }
865
866                 // movement lerp
867                 // if it's the player entity, update according to client movement
868                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
869                 {
870                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
871                         lerp = bound(0, lerp, 1);
872                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
873                         VectorSet(angles, 0, cl.viewangles[1], 0);
874                 }
875                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
876                 {
877                         // interpolate the origin and angles
878                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
879                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
880                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
881                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
882                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
883                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
884                 }
885                 else
886                 {
887                         // no interpolation
888                         VectorCopy(e->persistent.neworigin, origin);
889                         VectorCopy(e->persistent.newangles, angles);
890                 }
891
892                 // model setup and some modelflags
893                 if(e->state_current.modelindex < MAX_MODELS)
894                         e->render.model = cl.model_precache[e->state_current.modelindex];
895                 else
896                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
897                 if (e->render.model)
898                 {
899                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
900                         if (e->render.model->type == mod_alias)
901                                 angles[0] = -angles[0];
902                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
903                         {
904                                 angles[1] = ANGLEMOD(100*cl.time);
905                                 if (cl_itembobheight.value)
906                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
907                         }
908                         // transfer certain model flags to effects
909                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
910                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
911                                 VectorScale(e->render.colormod, 2, e->render.colormod);
912                 }
913                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
914                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
915                         angles[0] = -angles[0];
916
917                 // animation lerp
918                 if (e->render.frame2 == e->state_current.frame)
919                 {
920                         // update frame lerp fraction
921                         e->render.framelerp = 1;
922                         if (e->render.frame2time > e->render.frame1time)
923                         {
924                                 // make sure frame lerp won't last longer than 100ms
925                                 // (this mainly helps with models that use framegroups and
926                                 // switch between them infrequently)
927                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
928                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
929                         }
930                 }
931                 else
932                 {
933                         // begin a new frame lerp
934                         e->render.frame1 = e->render.frame2;
935                         e->render.frame1time = e->render.frame2time;
936                         e->render.frame = e->render.frame2 = e->state_current.frame;
937                         e->render.frame2time = cl.time;
938                         e->render.framelerp = 0;
939                 }
940                 R_LerpAnimation(&e->render);
941
942                 // set up the render matrix
943                 // FIXME: e->render.scale should go away
944                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
945                 // concat the matrices to make the entity relative to its tag
946                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
947                 // make the other useful stuff
948                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
949                 CL_BoundingBoxForEntity(&e->render);
950
951                 // handle effects now that we know where this entity is in the world...
952                 if (e->render.model && e->render.model->soundfromcenter)
953                 {
954                         // bmodels are treated specially since their origin is usually '0 0 0'
955                         vec3_t o;
956                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
957                         Matrix4x4_Transform(&e->render.matrix, o, origin);
958                 }
959                 else
960                 {
961                         origin[0] = e->render.matrix.m[0][3];
962                         origin[1] = e->render.matrix.m[1][3];
963                         origin[2] = e->render.matrix.m[2][3];
964                 }
965                 trailtype = EFFECT_NONE;
966                 dlightradius = 0;
967                 dlightcolor[0] = 0;
968                 dlightcolor[1] = 0;
969                 dlightcolor[2] = 0;
970                 // LordHavoc: if the entity has no effects, don't check each
971                 if (e->render.effects)
972                 {
973                         if (e->render.effects & EF_BRIGHTFIELD)
974                         {
975                                 if (gamemode == GAME_NEXUIZ)
976                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
977                                 else
978                                         CL_EntityParticles(e);
979                         }
980                         if (e->render.effects & EF_MUZZLEFLASH)
981                                 e->persistent.muzzleflash = 1.0f;
982                         if (e->render.effects & EF_DIMLIGHT)
983                         {
984                                 dlightradius = max(dlightradius, 200);
985                                 dlightcolor[0] += 1.50f;
986                                 dlightcolor[1] += 1.50f;
987                                 dlightcolor[2] += 1.50f;
988                         }
989                         if (e->render.effects & EF_BRIGHTLIGHT)
990                         {
991                                 dlightradius = max(dlightradius, 400);
992                                 dlightcolor[0] += 3.00f;
993                                 dlightcolor[1] += 3.00f;
994                                 dlightcolor[2] += 3.00f;
995                         }
996                         // LordHavoc: more effects
997                         if (e->render.effects & EF_RED) // red
998                         {
999                                 dlightradius = max(dlightradius, 200);
1000                                 dlightcolor[0] += 1.50f;
1001                                 dlightcolor[1] += 0.15f;
1002                                 dlightcolor[2] += 0.15f;
1003                         }
1004                         if (e->render.effects & EF_BLUE) // blue
1005                         {
1006                                 dlightradius = max(dlightradius, 200);
1007                                 dlightcolor[0] += 0.15f;
1008                                 dlightcolor[1] += 0.15f;
1009                                 dlightcolor[2] += 1.50f;
1010                         }
1011                         if (e->render.effects & EF_FLAME)
1012                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1013                         if (e->render.effects & EF_STARDUST)
1014                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1015                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1016                         {
1017                                 // these are only set on player entities
1018                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1019                         }
1020                 }
1021                 // muzzleflash fades over time, and is offset a bit
1022                 if (e->persistent.muzzleflash > 0)
1023                 {
1024                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1025                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1026                         tempmatrix = e->render.matrix;
1027                         tempmatrix.m[0][3] = trace.endpos[0];
1028                         tempmatrix.m[1][3] = trace.endpos[1];
1029                         tempmatrix.m[2][3] = trace.endpos[2];
1030                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1031                         e->persistent.muzzleflash -= cl.frametime * 10;
1032                 }
1033                 // LordHavoc: if the model has no flags, don't check each
1034                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1035                 {
1036                         if (e->render.model->flags & EF_GIB)
1037                                 trailtype = EFFECT_TR_BLOOD;
1038                         else if (e->render.model->flags & EF_ZOMGIB)
1039                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1040                         else if (e->render.model->flags & EF_TRACER)
1041                                 trailtype = EFFECT_TR_WIZSPIKE;
1042                         else if (e->render.model->flags & EF_TRACER2)
1043                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1044                         else if (e->render.model->flags & EF_ROCKET)
1045                                 trailtype = EFFECT_TR_ROCKET;
1046                         else if (e->render.model->flags & EF_GRENADE)
1047                         {
1048                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1049                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1050                         }
1051                         else if (e->render.model->flags & EF_TRACER3)
1052                                 trailtype = EFFECT_TR_VORESPIKE;
1053                 }
1054                 // LordHavoc: customizable glow
1055                 if (e->state_current.glowsize)
1056                 {
1057                         // * 4 for the expansion from 0-255 to 0-1023 range,
1058                         // / 255 to scale down byte colors
1059                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1060                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1061                 }
1062                 // make the glow dlight
1063                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1064                 {
1065                         //dlightmatrix = e->render.matrix;
1066                         // hack to make glowing player light shine on their gun
1067                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1068                         //      dlightmatrix.m[2][3] += 30;
1069                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1070                 }
1071                 // custom rtlight
1072                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1073                 {
1074                         float light[4];
1075                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1076                         light[3] = e->state_current.light[3];
1077                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1078                                 VectorSet(light, 1, 1, 1);
1079                         if (light[3] == 0)
1080                                 light[3] = 350;
1081                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1082                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1083                 }
1084                 // do trails
1085                 if (e->render.flags & RENDER_GLOWTRAIL)
1086                         trailtype = EFFECT_TR_GLOWTRAIL;
1087                 if (trailtype)
1088                 {
1089                         float len;
1090                         vec3_t vel;
1091                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1092                         len = e->state_current.time - e->state_previous.time;
1093                         if (len > 0)
1094                                 len = 1.0f / len;
1095                         VectorScale(vel, len, vel);
1096                         len = VectorDistance(origin, e->persistent.trail_origin);
1097                         CL_ParticleEffect(trailtype, len, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1098                 }
1099                 VectorCopy(origin, e->persistent.trail_origin);
1100                 // tenebrae's sprites are all additive mode (weird)
1101                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1102                         e->render.effects |= EF_ADDITIVE;
1103                 // player model is only shown with chase_active on
1104                 if (!e->csqc)
1105                 if (e->state_current.number == cl.viewentity)
1106                         e->render.flags |= RENDER_EXTERIORMODEL;
1107                 // transparent stuff can't be lit during the opaque stage
1108                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1109                         e->render.flags |= RENDER_TRANSPARENT;
1110                 // double sided rendering mode causes backfaces to be visible
1111                 // (mostly useful on transparent stuff)
1112                 if (e->render.effects & EF_DOUBLESIDED)
1113                         e->render.flags |= RENDER_NOCULLFACE;
1114                 // either fullbright or lit
1115                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1116                         e->render.flags |= RENDER_LIGHT;
1117                 // hide player shadow during intermission or nehahra movie
1118                 if (!(e->render.effects & EF_NOSHADOW)
1119                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1120                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1121                         e->render.flags |= RENDER_SHADOW;
1122                 // as soon as player is known we can call V_CalcRefDef
1123                 if (!csqc_loaded)
1124                 if (e->state_current.number == cl.viewentity)
1125                         V_CalcRefdef();
1126                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1127                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1128                 // don't show entities with no modelindex (note: this still shows
1129                 // entities which have a modelindex that resolved to a NULL model)
1130                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1131                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1132                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1133                 //      Matrix4x4_Print(&e->render.matrix);
1134         }
1135 }
1136
1137 void CL_RelinkWorld(void)
1138 {
1139         entity_t *ent = &cl.entities[0];
1140         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1141         // FIXME: this should be done at load
1142         ent->render.matrix = identitymatrix;
1143         ent->render.inversematrix = identitymatrix;
1144         R_LerpAnimation(&ent->render);
1145         CL_BoundingBoxForEntity(&ent->render);
1146         ent->render.flags = RENDER_SHADOW;
1147         if (!r_fullbright.integer)
1148                 ent->render.flags |= RENDER_LIGHT;
1149         VectorSet(ent->render.colormod, 1, 1, 1);
1150         r_refdef.worldentity = &ent->render;
1151         r_refdef.worldmodel = cl.worldmodel;
1152 }
1153
1154 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1155 {
1156         entity_t *ent = &cl.csqcentities[0];
1157         if(!csqc_loaded)
1158                 return;
1159 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1160         // FIXME: this should be done at load
1161         ent->render.matrix = identitymatrix;
1162         ent->render.inversematrix = identitymatrix;
1163         R_LerpAnimation(&ent->render);
1164         CL_BoundingBoxForEntity(&ent->render);
1165         ent->render.flags = RENDER_SHADOW;
1166         if (!r_fullbright.integer)
1167                 ent->render.flags |= RENDER_LIGHT;
1168         VectorSet(ent->render.colormod, 1, 1, 1);
1169 //      r_refdef.worldentity = &ent->render;
1170 //      r_refdef.worldmodel = cl.worldmodel;
1171 }
1172
1173 static void CL_RelinkStaticEntities(void)
1174 {
1175         int i;
1176         entity_t *e;
1177         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1178         {
1179                 e->render.flags = 0;
1180                 // transparent stuff can't be lit during the opaque stage
1181                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1182                         e->render.flags |= RENDER_TRANSPARENT;
1183                 // either fullbright or lit
1184                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1185                         e->render.flags |= RENDER_LIGHT;
1186                 // hide player shadow during intermission or nehahra movie
1187                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1188                         e->render.flags |= RENDER_SHADOW;
1189                 VectorSet(e->render.colormod, 1, 1, 1);
1190                 R_LerpAnimation(&e->render);
1191                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1192         }
1193 }
1194
1195 /*
1196 ===============
1197 CL_RelinkEntities
1198 ===============
1199 */
1200 static void CL_RelinkNetworkEntities(int drawmask)
1201 {
1202         entity_t *ent;
1203         int i, k;
1204
1205         if(!csqc_loaded)
1206         {
1207                 ent = &cl.viewent;
1208                 ent->state_previous = ent->state_current;
1209                 ent->state_current = defaultstate;
1210                 ent->state_current.time = cl.time;
1211                 ent->state_current.number = -1;
1212                 ent->state_current.active = true;
1213                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1214                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1215                 ent->state_current.flags = RENDER_VIEWMODEL;
1216                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1217                         ent->state_current.modelindex = 0;
1218                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1219                 {
1220                         if (gamemode == GAME_TRANSFUSION)
1221                                 ent->state_current.alpha = 128;
1222                         else
1223                                 ent->state_current.modelindex = 0;
1224                 }
1225
1226                 // reset animation interpolation on weaponmodel if model changed
1227                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1228                 {
1229                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1230                         ent->render.frame1time = ent->render.frame2time = cl.time;
1231                         ent->render.framelerp = 1;
1232                 }
1233         }
1234
1235         // start on the entity after the world
1236         entitylinkframenumber++;
1237         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1238         {
1239                 for (i = 1;i < cl.num_entities;i++)
1240                 {
1241                         if (cl.entities_active[i])
1242                         {
1243                                 ent = cl.entities + i;
1244                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1245                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1246                                 {
1247                                         cl.entities_active[i] = false;
1248                                         continue;
1249                                 }
1250                                 if (ent->state_current.active)
1251                                         CL_LinkNetworkEntity(ent);
1252                                 else
1253                                         cl.entities_active[i] = false;
1254                         }
1255                 }
1256         }
1257
1258         //[515]: csqc
1259         if(csqc_loaded)
1260         {
1261                 for (i=1,k=cl.num_csqcentities;k;i++)
1262                 {
1263                         if (cl.csqcentities_active[i])
1264                         {
1265                                 --k;
1266                                 ent = cl.csqcentities + i;
1267                                 if (ent->state_current.active)
1268                                         CL_LinkNetworkEntity(ent);
1269                                 else
1270                                         cl.csqcentities_active[i] = false;
1271                         }
1272                 }
1273         }
1274         else
1275                 CL_LinkNetworkEntity(&cl.viewent);
1276 }
1277
1278 static void CL_RelinkEffects(void)
1279 {
1280         int i, intframe;
1281         cl_effect_t *e;
1282         entity_t *ent;
1283         float frame;
1284
1285         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1286         {
1287                 if (e->active)
1288                 {
1289                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1290                         intframe = (int)frame;
1291                         if (intframe < 0 || intframe >= e->endframe)
1292                         {
1293                                 memset(e, 0, sizeof(*e));
1294                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1295                                         cl.num_effects--;
1296                                 continue;
1297                         }
1298
1299                         if (intframe != e->frame)
1300                         {
1301                                 e->frame = intframe;
1302                                 e->frame1time = e->frame2time;
1303                                 e->frame2time = cl.time;
1304                         }
1305
1306                         // if we're drawing effects, get a new temp entity
1307                         // (NewTempEntity adds it to the render entities list for us)
1308                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1309                         {
1310                                 // interpolation stuff
1311                                 ent->render.frame1 = intframe;
1312                                 ent->render.frame2 = intframe + 1;
1313                                 if (ent->render.frame2 >= e->endframe)
1314                                         ent->render.frame2 = -1; // disappear
1315                                 ent->render.framelerp = frame - intframe;
1316                                 ent->render.frame1time = e->frame1time;
1317                                 ent->render.frame2time = e->frame2time;
1318
1319                                 // normal stuff
1320                                 if(e->modelindex < MAX_MODELS)
1321                                         ent->render.model = cl.model_precache[e->modelindex];
1322                                 else
1323                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1324                                 ent->render.frame = ent->render.frame2;
1325                                 ent->render.colormap = -1; // no special coloring
1326                                 ent->render.alpha = 1;
1327                                 VectorSet(ent->render.colormod, 1, 1, 1);
1328
1329                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1330                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1331                                 R_LerpAnimation(&ent->render);
1332                                 CL_BoundingBoxForEntity(&ent->render);
1333                         }
1334                 }
1335         }
1336 }
1337
1338 void CL_RelinkBeams(void)
1339 {
1340         int i;
1341         beam_t *b;
1342         vec3_t dist, org;
1343         float d;
1344         entity_t *ent;
1345         float yaw, pitch;
1346         float forward;
1347         matrix4x4_t tempmatrix;
1348
1349         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1350         {
1351                 if (!b->model)
1352                         continue;
1353                 if (b->endtime < cl.time)
1354                 {
1355                         b->model = NULL;
1356                         continue;
1357                 }
1358
1359                 // if coming from the player, update the start position
1360                 //if (b->entity == cl.viewentity)
1361                 //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1362                 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1363                 {
1364                         entity_render_t *r = &cl.entities[b->entity].render;
1365                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1366                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1367                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1368                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1369                 }
1370
1371                 if (b->lightning)
1372                 {
1373                         if (cl_beams_lightatend.integer)
1374                         {
1375                                 // FIXME: create a matrix from the beam start/end orientation
1376                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1377                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1378                         }
1379                         if (cl_beams_polygons.integer)
1380                                 continue;
1381                 }
1382
1383                 // calculate pitch and yaw
1384                 VectorSubtract (b->end, b->start, dist);
1385
1386                 if (dist[1] == 0 && dist[0] == 0)
1387                 {
1388                         yaw = 0;
1389                         if (dist[2] > 0)
1390                                 pitch = 90;
1391                         else
1392                                 pitch = 270;
1393                 }
1394                 else
1395                 {
1396                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1397                         if (yaw < 0)
1398                                 yaw += 360;
1399
1400                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1401                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1402                         if (pitch < 0)
1403                                 pitch += 360;
1404                 }
1405
1406                 // add new entities for the lightning
1407                 VectorCopy (b->start, org);
1408                 d = VectorNormalizeLength(dist);
1409                 while (d > 0)
1410                 {
1411                         ent = CL_NewTempEntity ();
1412                         if (!ent)
1413                                 return;
1414                         //VectorCopy (org, ent->render.origin);
1415                         ent->render.model = b->model;
1416                         //ent->render.effects = EF_FULLBRIGHT;
1417                         //ent->render.angles[0] = pitch;
1418                         //ent->render.angles[1] = yaw;
1419                         //ent->render.angles[2] = rand()%360;
1420                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1421                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1422                         R_LerpAnimation(&ent->render);
1423                         CL_BoundingBoxForEntity(&ent->render);
1424                         VectorMA(org, 30, dist, org);
1425                         d -= 30;
1426                 }
1427         }
1428
1429         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1430                 cl.num_beams--;
1431 }
1432
1433 static void CL_RelinkQWNails(void)
1434 {
1435         int i;
1436         vec_t *v;
1437         entity_t *ent;
1438
1439         for (i = 0;i < cl.qw_num_nails;i++)
1440         {
1441                 v = cl.qw_nails[i];
1442
1443                 // if we're drawing effects, get a new temp entity
1444                 // (NewTempEntity adds it to the render entities list for us)
1445                 if (!(ent = CL_NewTempEntity()))
1446                         continue;
1447
1448                 // normal stuff
1449                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1450                 ent->render.colormap = -1; // no special coloring
1451                 ent->render.alpha = 1;
1452                 VectorSet(ent->render.colormod, 1, 1, 1);
1453
1454                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1455                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1456                 R_LerpAnimation(&ent->render);
1457                 CL_BoundingBoxForEntity(&ent->render);
1458         }
1459 }
1460
1461 void CL_LerpPlayer(float frac)
1462 {
1463         int i;
1464         float d;
1465
1466         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1467         for (i = 0;i < 3;i++)
1468         {
1469                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1470                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1471                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1472         }
1473
1474         if (cls.demoplayback)
1475         {
1476                 // interpolate the angles
1477                 for (i = 0;i < 3;i++)
1478                 {
1479                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1480                         if (d > 180)
1481                                 d -= 360;
1482                         else if (d < -180)
1483                                 d += 360;
1484                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1485                 }
1486         }
1487 }
1488
1489 void CSQC_RelinkAllEntities (int drawmask)
1490 {
1491         CL_RelinkNetworkEntities(drawmask);
1492         if(drawmask & ENTMASK_ENGINE)
1493         {
1494                 // move particles
1495                 CL_MoveParticles();
1496                 R_MoveExplosions();
1497         }
1498
1499         // link stuff
1500         CL_RelinkWorld();
1501         CL_RelinkCSQCWorld();   //[515]: csqc
1502         if(drawmask & ENTMASK_ENGINE)
1503         {
1504                 CL_RelinkStaticEntities();
1505                 CL_RelinkBeams();
1506                 CL_RelinkEffects();
1507                 CL_RelinkQWNails();
1508         }
1509 }
1510
1511 /*
1512 ===============
1513 CL_ReadFromServer
1514
1515 Read all incoming data from the server
1516 ===============
1517 */
1518 extern void CL_ClientMovement_Replay();
1519
1520 int CL_ReadFromServer(void)
1521 {
1522         CL_ReadDemoMessage();
1523         CL_SendMove();
1524
1525         r_refdef.time = cl.time;
1526         r_refdef.extraupdate = !r_speeds.integer;
1527         r_refdef.numentities = 0;
1528         r_refdef.viewentitymatrix = identitymatrix;
1529         cl.num_brushmodel_entities = 0;
1530
1531         if (cls.state == ca_connected && cls.signon == SIGNONS)
1532         {
1533                 // prepare for a new frame
1534                 CL_LerpPlayer(CL_LerpPoint());
1535                 CL_DecayLights();
1536                 CL_ClearTempEntities();
1537                 V_DriftPitch();
1538                 V_FadeViewFlashs();
1539
1540                 // relink network entities (note: this sets up the view!)
1541                 CL_ClientMovement_Replay();
1542                 if(!csqc_loaded)        //[515]: csqc
1543                 {
1544                         CL_RelinkNetworkEntities(65535);
1545
1546                         // move particles
1547                         CL_MoveParticles();
1548                         R_MoveExplosions();
1549
1550                         // link stuff
1551                         CL_RelinkWorld();
1552                         CL_RelinkCSQCWorld();   //[515]: csqc
1553                         CL_RelinkStaticEntities();
1554                         CL_RelinkBeams();
1555                         CL_RelinkEffects();
1556                         CL_RelinkQWNails();
1557                 }
1558                 else
1559                         csqc_frame = true;
1560
1561                 CL_UpdateLights();
1562
1563                 // update view blend
1564                 V_CalcViewBlend();
1565         }
1566
1567         return 0;
1568 }
1569
1570 // LordHavoc: pausedemo command
1571 static void CL_PauseDemo_f (void)
1572 {
1573         cls.demopaused = !cls.demopaused;
1574         if (cls.demopaused)
1575                 Con_Print("Demo paused\n");
1576         else
1577                 Con_Print("Demo unpaused\n");
1578 }
1579
1580 /*
1581 ======================
1582 CL_Fog_f
1583 ======================
1584 */
1585 static void CL_Fog_f (void)
1586 {
1587         if (Cmd_Argc () == 1)
1588         {
1589                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1590                 return;
1591         }
1592         fog_density = atof(Cmd_Argv(1));
1593         fog_red = atof(Cmd_Argv(2));
1594         fog_green = atof(Cmd_Argv(3));
1595         fog_blue = atof(Cmd_Argv(4));
1596 }
1597
1598 /*
1599 ====================
1600 CL_TimeRefresh_f
1601
1602 For program optimization
1603 ====================
1604 */
1605 static void CL_TimeRefresh_f (void)
1606 {
1607         int i;
1608         float timestart, timedelta, oldangles[3];
1609
1610         r_refdef.extraupdate = false;
1611         VectorCopy(cl.viewangles, oldangles);
1612         VectorClear(cl.viewangles);
1613
1614         timestart = Sys_DoubleTime();
1615         for (i = 0;i < 128;i++)
1616         {
1617                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1618                 CL_UpdateScreen();
1619         }
1620         timedelta = Sys_DoubleTime() - timestart;
1621
1622         VectorCopy(oldangles, cl.viewangles);
1623         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1624 }
1625
1626 /*
1627 ===========
1628 CL_Shutdown
1629 ===========
1630 */
1631 void CL_Shutdown (void)
1632 {
1633         CL_Particles_Shutdown();
1634         CL_Parse_Shutdown();
1635
1636         Mem_FreePool (&cls.permanentmempool);
1637         Mem_FreePool (&cls.levelmempool);
1638 }
1639
1640 /*
1641 =================
1642 CL_Init
1643 =================
1644 */
1645 void CL_Init (void)
1646 {
1647         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1648         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1649
1650         memset(&r_refdef, 0, sizeof(r_refdef));
1651         // max entities sent to renderer per frame
1652         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1653         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1654
1655         CL_InitInput ();
1656
1657 //
1658 // register our commands
1659 //
1660         Cvar_RegisterVariable (&csqc_progname);
1661         Cvar_RegisterVariable (&csqc_progcrc);
1662
1663         Cvar_RegisterVariable (&cl_upspeed);
1664         Cvar_RegisterVariable (&cl_forwardspeed);
1665         Cvar_RegisterVariable (&cl_backspeed);
1666         Cvar_RegisterVariable (&cl_sidespeed);
1667         Cvar_RegisterVariable (&cl_movespeedkey);
1668         Cvar_RegisterVariable (&cl_yawspeed);
1669         Cvar_RegisterVariable (&cl_pitchspeed);
1670         Cvar_RegisterVariable (&cl_anglespeedkey);
1671         Cvar_RegisterVariable (&cl_shownet);
1672         Cvar_RegisterVariable (&cl_nolerp);
1673         Cvar_RegisterVariable (&lookspring);
1674         Cvar_RegisterVariable (&lookstrafe);
1675         Cvar_RegisterVariable (&sensitivity);
1676         Cvar_RegisterVariable (&freelook);
1677
1678         Cvar_RegisterVariable (&m_pitch);
1679         Cvar_RegisterVariable (&m_yaw);
1680         Cvar_RegisterVariable (&m_forward);
1681         Cvar_RegisterVariable (&m_side);
1682
1683         Cvar_RegisterVariable (&cl_itembobspeed);
1684         Cvar_RegisterVariable (&cl_itembobheight);
1685
1686         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1687         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1688         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1689         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1690         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1691         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1692
1693         Cvar_RegisterVariable (&cl_autodemo);
1694         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1695
1696         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1697
1698         // LordHavoc: added pausedemo
1699         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)");
1700
1701         Cvar_RegisterVariable(&r_draweffects);
1702         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1703         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1704         Cvar_RegisterVariable(&cl_explosions_size_start);
1705         Cvar_RegisterVariable(&cl_explosions_size_end);
1706         Cvar_RegisterVariable(&cl_explosions_lifetime);
1707         Cvar_RegisterVariable(&cl_stainmaps);
1708         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1709         Cvar_RegisterVariable(&cl_beams_polygons);
1710         Cvar_RegisterVariable(&cl_beams_relative);
1711         Cvar_RegisterVariable(&cl_beams_lightatend);
1712         Cvar_RegisterVariable(&cl_noplayershadow);
1713
1714         Cvar_RegisterVariable(&cl_prydoncursor);
1715
1716         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1717
1718         // for QW connections
1719         Cvar_RegisterVariable(&qport);
1720         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1721
1722         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1723
1724         CL_Parse_Init();
1725         CL_Particles_Init();
1726         CL_Screen_Init();
1727
1728         CL_Video_Init();
1729 }
1730
1731
1732