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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 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
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 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" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 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)"};
77
78 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"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.scale = 1; // some of the renderer still relies on scale
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
197         CL_BoundingBoxForEntity(&ent->render);
198
199         // noclip is turned off at start
200         noclip_anglehack = false;
201
202         // mark all frames invalid for delta
203         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211         {
212                 if (!quiet)
213                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214                 return;
215         }
216         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
217         if (cls.state == ca_connected && cls.netcon)
218         {
219                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
220                 {
221                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
222                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
223                 }
224                 else if (!strcasecmp(key, "name"))
225                 {
226                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
228                 }
229                 else if (!strcasecmp(key, "playermodel"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playerskin"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "topcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "bottomcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "rate"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251                 }
252         }
253 }
254
255 void CL_ExpandEntities(int num)
256 {
257         int i, oldmaxentities;
258         entity_t *oldentities;
259         if (num >= cl.max_entities)
260         {
261                 if (!cl.entities)
262                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
263                 if (num >= MAX_EDICTS)
264                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
265                 oldmaxentities = cl.max_entities;
266                 oldentities = cl.entities;
267                 cl.max_entities = (num & ~255) + 256;
268                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
269                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
270                 Mem_Free(oldentities);
271                 for (i = oldmaxentities;i < cl.max_entities;i++)
272                 {
273                         cl.entities[i].state_baseline = defaultstate;
274                         cl.entities[i].state_previous = defaultstate;
275                         cl.entities[i].state_current = defaultstate;
276                 }
277         }
278 }
279
280 void CL_ExpandCSQCEntities(int num)
281 {
282         int i, oldmaxentities;
283         entity_t *oldentities;
284         if (num >= cl.max_csqcentities)
285         {
286                 if (!cl.csqcentities)
287                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
288                 if (num >= MAX_EDICTS)
289                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
290                 oldmaxentities = cl.max_csqcentities;
291                 oldentities = cl.csqcentities;
292                 cl.max_csqcentities = (num & ~255) + 256;
293                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
294                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
295                 Mem_Free(oldentities);
296                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
297                 {
298                         cl.csqcentities[i].state_baseline = defaultstate;
299                         cl.csqcentities[i].state_previous = defaultstate;
300                         cl.csqcentities[i].state_current = defaultstate;
301                         cl.csqcentities[i].csqc = true;
302                         cl.csqcentities[i].state_current.number = -i;
303                 }
304         }
305 }
306
307 void CL_VM_ShutDown (void);
308 /*
309 =====================
310 CL_Disconnect
311
312 Sends a disconnect message to the server
313 This is also called on Host_Error, so it shouldn't cause any errors
314 =====================
315 */
316 void CL_Disconnect(void)
317 {
318         if (cls.state == ca_dedicated)
319                 return;
320
321         Con_DPrintf("CL_Disconnect\n");
322
323         CL_VM_ShutDown();
324 // stop sounds (especially looping!)
325         S_StopAllSounds ();
326
327         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
328
329         // clear contents blends
330         cl.cshifts[0].percent = 0;
331         cl.cshifts[1].percent = 0;
332         cl.cshifts[2].percent = 0;
333         cl.cshifts[3].percent = 0;
334
335         cl.worldmodel = NULL;
336
337         if (cls.demoplayback)
338                 CL_StopPlayback();
339         else if (cls.netcon)
340         {
341                 sizebuf_t buf;
342                 unsigned char bufdata[8];
343                 if (cls.demorecording)
344                         CL_Stop_f();
345
346                 // send disconnect message 3 times to improve chances of server
347                 // receiving it (but it still fails sometimes)
348                 memset(&buf, 0, sizeof(buf));
349                 buf.data = bufdata;
350                 buf.maxsize = sizeof(bufdata);
351                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
352                 {
353                         Con_DPrint("Sending drop command\n");
354                         MSG_WriteByte(&buf, qw_clc_stringcmd);
355                         MSG_WriteString(&buf, "drop");
356                 }
357                 else
358                 {
359                         Con_DPrint("Sending clc_disconnect\n");
360                         MSG_WriteByte(&buf, clc_disconnect);
361                 }
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365                 NetConn_Close(cls.netcon);
366                 cls.netcon = NULL;
367         }
368         cls.state = ca_disconnected;
369
370         cls.demoplayback = cls.timedemo = false;
371         cls.signon = 0;
372 }
373
374 void CL_Disconnect_f(void)
375 {
376         CL_Disconnect ();
377         if (sv.active)
378                 Host_ShutdownServer ();
379 }
380
381
382
383
384 /*
385 =====================
386 CL_EstablishConnection
387
388 Host should be either "local" or a net address
389 =====================
390 */
391 void CL_EstablishConnection(const char *host)
392 {
393         if (cls.state == ca_dedicated)
394                 return;
395
396         // clear menu's connect error message
397         M_Update_Return_Reason("");
398         cls.demonum = -1;
399
400         // stop demo loop in case this fails
401         CL_Disconnect();
402
403         // if downloads are running, cancel their finishing action
404         Curl_Clear_forthismap();
405
406         // make sure the client ports are open before attempting to connect
407         NetConn_UpdateSockets();
408
409         // run a network frame
410         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411
412         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
413         {
414                 cls.connect_trying = true;
415                 cls.connect_remainingtries = 3;
416                 cls.connect_nextsendtime = 0;
417                 M_Update_Return_Reason("Trying to connect...");
418                 // run several network frames to jump into the game quickly
419                 //if (sv.active)
420                 //{
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425                 //}
426         }
427         else
428         {
429                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430                 M_Update_Return_Reason("No network");
431         }
432 }
433
434 /*
435 ==============
436 CL_PrintEntities_f
437 ==============
438 */
439 static void CL_PrintEntities_f(void)
440 {
441         entity_t *ent;
442         int i, j;
443         char name[32];
444
445         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
446         {
447                 const char* modelname;
448
449                 if (!ent->state_current.active)
450                         continue;
451
452                 if (ent->render.model)
453                         modelname = ent->render.model->name;
454                 else
455                         modelname = "--no model--";
456                 strlcpy(name, modelname, 25);
457                 for (j = (int)strlen(name);j < 25;j++)
458                         name[j] = ' ';
459                 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);
460         }
461 }
462
463 //static const vec3_t nomodelmins = {-16, -16, -16};
464 //static const vec3_t nomodelmaxs = {16, 16, 16};
465 void CL_BoundingBoxForEntity(entity_render_t *ent)
466 {
467         model_t *model = ent->model;
468         if (model)
469         {
470                 //if (ent->angles[0] || ent->angles[2])
471                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
472                 {
473                         // pitch or roll
474                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
475                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
476                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
477                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
478                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
479                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
480                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
481                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
482                 }
483                 //else if (ent->angles[1])
484                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
485                 {
486                         // yaw
487                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
488                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
489                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
490                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
491                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
492                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
493                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
494                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
495                 }
496                 else
497                 {
498                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
499                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
500                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
501                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
502                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
503                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
504                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
505                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
506                 }
507         }
508         else
509         {
510                 ent->mins[0] = ent->matrix.m[0][3] - 16;
511                 ent->mins[1] = ent->matrix.m[1][3] - 16;
512                 ent->mins[2] = ent->matrix.m[2][3] - 16;
513                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
514                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
515                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
516                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
517                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
518         }
519 }
520
521 /*
522 ===============
523 CL_LerpPoint
524
525 Determines the fraction between the last two messages that the objects
526 should be put at.
527 ===============
528 */
529 static float CL_LerpPoint(void)
530 {
531         float f;
532
533         // dropped packet, or start of demo
534         if (cl.mtime[1] < cl.mtime[0] - 0.1)
535                 cl.mtime[1] = cl.mtime[0] - 0.1;
536
537         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
538
539         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
540         f = cl.mtime[0] - cl.mtime[1];
541         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
542         {
543                 cl.time = cl.mtime[0];
544                 return 1;
545         }
546
547         f = (cl.time - cl.mtime[1]) / f;
548         return bound(0, f, 1);
549 }
550
551 void CL_ClearTempEntities (void)
552 {
553         cl.num_temp_entities = 0;
554 }
555
556 entity_t *CL_NewTempEntity(void)
557 {
558         entity_t *ent;
559
560         if (r_refdef.numentities >= r_refdef.maxentities)
561                 return NULL;
562         if (cl.num_temp_entities >= cl.max_temp_entities)
563                 return NULL;
564         ent = &cl.temp_entities[cl.num_temp_entities++];
565         memset (ent, 0, sizeof(*ent));
566         r_refdef.entities[r_refdef.numentities++] = &ent->render;
567
568         ent->render.colormap = -1; // no special coloring
569         ent->render.scale = 1;
570         ent->render.alpha = 1;
571         VectorSet(ent->render.colormod, 1, 1, 1);
572         return ent;
573 }
574
575 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
576 {
577         int i;
578         cl_effect_t *e;
579         if (!modelindex) // sanity check
580                 return;
581         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
582         {
583                 if (e->active)
584                         continue;
585                 e->active = true;
586                 VectorCopy(org, e->origin);
587                 e->modelindex = modelindex;
588                 e->starttime = cl.time;
589                 e->startframe = startframe;
590                 e->endframe = startframe + framecount;
591                 e->framerate = framerate;
592
593                 e->frame = 0;
594                 e->frame1time = cl.time;
595                 e->frame2time = cl.time;
596                 cl.num_effects = max(cl.num_effects, i + 1);
597                 break;
598         }
599 }
600
601 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)
602 {
603         int i;
604         dlight_t *dl;
605
606         /*
607 // first look for an exact key match
608         if (ent)
609         {
610                 dl = cl.dlights;
611                 for (i = 0;i < cl.num_dlights;i++, dl++)
612                         if (dl->ent == ent)
613                                 goto dlightsetup;
614         }
615         */
616
617 // then look for anything else
618         dl = cl.dlights;
619         for (i = 0;i < cl.num_dlights;i++, dl++)
620                 if (!dl->radius)
621                         goto dlightsetup;
622         // if we hit the end of the active dlights and found no gaps, add a new one
623         if (i < MAX_DLIGHTS)
624         {
625                 cl.num_dlights = i + 1;
626                 goto dlightsetup;
627         }
628
629         // unable to find one
630         return;
631
632 dlightsetup:
633         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
634         memset (dl, 0, sizeof(*dl));
635         Matrix4x4_Normalize(&dl->matrix, matrix);
636         dl->ent = ent;
637         dl->origin[0] = dl->matrix.m[0][3];
638         dl->origin[1] = dl->matrix.m[1][3];
639         dl->origin[2] = dl->matrix.m[2][3];
640         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
641         dl->matrix.m[0][3] = dl->origin[0];
642         dl->matrix.m[1][3] = dl->origin[1];
643         dl->matrix.m[2][3] = dl->origin[2];
644         dl->radius = radius;
645         dl->color[0] = red;
646         dl->color[1] = green;
647         dl->color[2] = blue;
648         dl->decay = decay;
649         if (lifetime)
650                 dl->die = cl.time + lifetime;
651         else
652                 dl->die = 0;
653         dl->cubemapnum = cubemapnum;
654         dl->style = style;
655         dl->shadow = shadowenable;
656         dl->corona = corona;
657         dl->flags = flags;
658         dl->coronasizescale = coronasizescale;
659         dl->ambientscale = ambientscale;
660         dl->diffusescale = diffusescale;
661         dl->specularscale = specularscale;
662 }
663
664 // called before entity relinking
665 void CL_DecayLights(void)
666 {
667         int i, oldmax;
668         dlight_t *dl;
669         float time, f;
670
671         time = cl.time - cl.oldtime;
672         oldmax = cl.num_dlights;
673         cl.num_dlights = 0;
674         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
675         {
676                 if (dl->radius)
677                 {
678                         f = dl->radius - time * dl->decay;
679                         if (cl.time < dl->die && f > 0)
680                         {
681                                 dl->radius = dl->radius - time * dl->decay;
682                                 cl.num_dlights = i + 1;
683                         }
684                         else
685                                 dl->radius = 0;
686                 }
687         }
688 }
689
690 // called after entity relinking
691 void CL_UpdateLights(void)
692 {
693         int i, j, k, l;
694         dlight_t *dl;
695         float frac, f;
696
697         r_refdef.numlights = 0;
698         if (r_dynamic.integer)
699         {
700                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
701                 {
702                         if (dl->radius)
703                         {
704                                 R_RTLight_Update(dl, false);
705                                 r_refdef.lights[r_refdef.numlights++] = dl;
706                         }
707                 }
708         }
709
710 // light animations
711 // 'm' is normal light, 'a' is no light, 'z' is double bright
712         f = cl.time * 10;
713         i = (int)floor(f);
714         frac = f - i;
715         for (j = 0;j < cl.max_lightstyle;j++)
716         {
717                 if (!cl.lightstyle || !cl.lightstyle[j].length)
718                 {
719                         r_refdef.lightstylevalue[j] = 256;
720                         continue;
721                 }
722                 k = i % cl.lightstyle[j].length;
723                 l = (i-1) % cl.lightstyle[j].length;
724                 k = cl.lightstyle[j].map[k] - 'a';
725                 l = cl.lightstyle[j].map[l] - 'a';
726                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
727         }
728 }
729
730 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
731 {
732         float f;
733         entity_t *flag;
734         matrix4x4_t flagmatrix;
735
736         // this code taken from QuakeWorld
737         f = 14;
738         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
739         {
740                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
741                 { //axpain
742                         if      (player->render.frame2 == 29) f = f + 2;
743                         else if (player->render.frame2 == 30) f = f + 8;
744                         else if (player->render.frame2 == 31) f = f + 12;
745                         else if (player->render.frame2 == 32) f = f + 11;
746                         else if (player->render.frame2 == 33) f = f + 10;
747                         else if (player->render.frame2 == 34) f = f + 4;
748                 }
749                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
750                 { // pain
751                         if      (player->render.frame2 == 35) f = f + 2;
752                         else if (player->render.frame2 == 36) f = f + 10;
753                         else if (player->render.frame2 == 37) f = f + 10;
754                         else if (player->render.frame2 == 38) f = f + 8;
755                         else if (player->render.frame2 == 39) f = f + 4;
756                         else if (player->render.frame2 == 40) f = f + 2;
757                 }
758         }
759         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
760         {
761                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
762                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
763                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
764                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
765         }
766         // end of code taken from QuakeWorld
767
768         flag = CL_NewTempEntity();
769         if (!flag)
770                 return;
771
772         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
773         flag->render.skinnum = skin;
774         flag->render.colormap = -1; // no special coloring
775         flag->render.alpha = 1;
776         VectorSet(flag->render.colormod, 1, 1, 1);
777         // attach the flag to the player matrix
778         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
779         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
780         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
781         R_LerpAnimation(&flag->render);
782         CL_BoundingBoxForEntity(&flag->render);
783 }
784
785 #define MAXVIEWMODELS 32
786 entity_t *viewmodels[MAXVIEWMODELS];
787 int numviewmodels;
788
789 matrix4x4_t viewmodelmatrix;
790
791 static int entitylinkframenumber;
792
793 static const vec3_t muzzleflashorigin = {18, 0, 0};
794
795 extern void V_DriftPitch(void);
796 extern void V_FadeViewFlashs(void);
797 extern void V_CalcViewBlend(void);
798
799 extern void V_CalcRefdef(void);
800 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
801 void CL_UpdateNetworkEntity(entity_t *e)
802 {
803         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
804         //matrix4x4_t dlightmatrix;
805         int j, k, l;
806         effectnameindex_t trailtype;
807         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
808         entity_t *t;
809         model_t *model;
810         trace_t trace;
811         //entity_persistent_t *p = &e->persistent;
812         //entity_render_t *r = &e->render;
813         if (e->persistent.linkframe != entitylinkframenumber)
814         {
815                 e->persistent.linkframe = entitylinkframenumber;
816                 // skip inactive entities and world
817                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
818                         return;
819                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
820                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
821                 e->render.flags = e->state_current.flags;
822                 e->render.effects = e->state_current.effects;
823                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
824                 if (e->state_current.flags & RENDER_COLORMAPPED)
825                 {
826                         int cb;
827                         unsigned char *cbcolor;
828                         e->render.colormap = e->state_current.colormap;
829                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
830                         cbcolor = (unsigned char *) (&palette_complete[cb]);
831                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
832                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
833                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
834                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
835                         cbcolor = (unsigned char *) (&palette_complete[cb]);
836                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
837                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
838                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
839                 }
840                 else if (e->state_current.colormap && cl.scores != NULL)
841                 {
842                         int cb;
843                         unsigned char *cbcolor;
844                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
845                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
846                         cbcolor = (unsigned char *) (&palette_complete[cb]);
847                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
848                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
849                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
850                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
851                         cbcolor = (unsigned char *) (&palette_complete[cb]);
852                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
853                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
854                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
855                 }
856                 else
857                 {
858                         e->render.colormap = -1; // no special coloring
859                         VectorClear(e->render.colormap_pantscolor);
860                         VectorClear(e->render.colormap_shirtcolor);
861                 }
862                 e->render.skinnum = e->state_current.skin;
863                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
864                 {
865                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
866                                 return;
867                         if (!e->csqc)
868                         {
869                                 if (cl.viewentity)
870                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
871                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
872                                 {
873                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
874                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
875                                 }
876                         }
877                         matrix = &viewmodelmatrix;
878                 }
879                 else
880                 {
881                         // if the tag entity is currently impossible, skip it
882                         if (!e->csqc)
883                         {
884                                 if (e->state_current.tagentity >= cl.num_entities)
885                                         return;
886                                 t = cl.entities + e->state_current.tagentity;
887                         }
888                         else
889                         {
890                                 if (e->state_current.tagentity >= cl.num_csqcentities)
891                                         return;
892                                 t = cl.csqcentities + e->state_current.tagentity;
893                         }
894                         // if the tag entity is inactive, skip it
895                         if (!t->state_current.active)
896                                 return;
897                         // note: this can link to world
898                         CL_UpdateNetworkEntity(t);
899                         // make relative to the entity
900                         matrix = &t->render.matrix;
901                         // some properties of the tag entity carry over
902                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
903                         // if a valid tagindex is used, make it relative to that tag instead
904                         // FIXME: use a model function to get tag info (need to handle skeletal)
905                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
906                         {
907                                 // blend the matrices
908                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
909                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
910                                 {
911                                         matrix4x4_t tagmatrix;
912                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
913                                         d = t->render.frameblend[j].lerp;
914                                         for (l = 0;l < 4;l++)
915                                                 for (k = 0;k < 4;k++)
916                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
917                                 }
918                                 // concat the tag matrices onto the entity matrix
919                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
920                                 // use the constructed tag matrix
921                                 matrix = &tempmatrix;
922                         }
923                 }
924
925                 // movement lerp
926                 // if it's the player entity, update according to client movement
927                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
928                 {
929                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
930                         lerp = bound(0, lerp, 1);
931                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
932                         VectorSet(angles, 0, cl.viewangles[1], 0);
933                 }
934                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
935                 {
936                         // interpolate the origin and angles
937                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
938                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
939                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
940                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
941                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
942                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
943                 }
944                 else
945                 {
946                         // no interpolation
947                         VectorCopy(e->persistent.neworigin, origin);
948                         VectorCopy(e->persistent.newangles, angles);
949                 }
950
951                 // model setup and some modelflags
952                 if(e->state_current.modelindex < MAX_MODELS)
953                         e->render.model = cl.model_precache[e->state_current.modelindex];
954                 else
955                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
956                 if (e->render.model)
957                 {
958                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
959                         if (e->render.model->type == mod_alias)
960                                 angles[0] = -angles[0];
961                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
962                         {
963                                 angles[1] = ANGLEMOD(100*cl.time);
964                                 if (cl_itembobheight.value)
965                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
966                         }
967                         // transfer certain model flags to effects
968                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
969                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
970                                 VectorScale(e->render.colormod, 2, e->render.colormod);
971                 }
972                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
973                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
974                         angles[0] = -angles[0];
975
976                 // animation lerp
977                 if (e->render.frame2 == e->state_current.frame)
978                 {
979                         // update frame lerp fraction
980                         e->render.framelerp = 1;
981                         if (e->render.frame2time > e->render.frame1time)
982                         {
983                                 // make sure frame lerp won't last longer than 100ms
984                                 // (this mainly helps with models that use framegroups and
985                                 // switch between them infrequently)
986                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
987                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
988                         }
989                 }
990                 else
991                 {
992                         // begin a new frame lerp
993                         e->render.frame1 = e->render.frame2;
994                         e->render.frame1time = e->render.frame2time;
995                         e->render.frame = e->render.frame2 = e->state_current.frame;
996                         e->render.frame2time = cl.time;
997                         e->render.framelerp = 0;
998                 }
999                 R_LerpAnimation(&e->render);
1000
1001                 // set up the render matrix
1002                 // FIXME: e->render.scale should go away
1003                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1004                 // concat the matrices to make the entity relative to its tag
1005                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1006                 // make the other useful stuff
1007                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1008                 CL_BoundingBoxForEntity(&e->render);
1009
1010                 // handle effects now that we know where this entity is in the world...
1011                 if (e->render.model && e->render.model->soundfromcenter)
1012                 {
1013                         // bmodels are treated specially since their origin is usually '0 0 0'
1014                         vec3_t o;
1015                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1016                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1017                 }
1018                 else
1019                 {
1020                         origin[0] = e->render.matrix.m[0][3];
1021                         origin[1] = e->render.matrix.m[1][3];
1022                         origin[2] = e->render.matrix.m[2][3];
1023                 }
1024                 trailtype = EFFECT_NONE;
1025                 dlightradius = 0;
1026                 dlightcolor[0] = 0;
1027                 dlightcolor[1] = 0;
1028                 dlightcolor[2] = 0;
1029                 // LordHavoc: if the entity has no effects, don't check each
1030                 if (e->render.effects)
1031                 {
1032                         if (e->render.effects & EF_BRIGHTFIELD)
1033                         {
1034                                 if (gamemode == GAME_NEXUIZ)
1035                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1036                                 else
1037                                         CL_EntityParticles(e);
1038                         }
1039                         if (e->render.effects & EF_MUZZLEFLASH)
1040                                 e->persistent.muzzleflash = 1.0f;
1041                         if (e->render.effects & EF_DIMLIGHT)
1042                         {
1043                                 dlightradius = max(dlightradius, 200);
1044                                 dlightcolor[0] += 1.50f;
1045                                 dlightcolor[1] += 1.50f;
1046                                 dlightcolor[2] += 1.50f;
1047                         }
1048                         if (e->render.effects & EF_BRIGHTLIGHT)
1049                         {
1050                                 dlightradius = max(dlightradius, 400);
1051                                 dlightcolor[0] += 3.00f;
1052                                 dlightcolor[1] += 3.00f;
1053                                 dlightcolor[2] += 3.00f;
1054                         }
1055                         // LordHavoc: more effects
1056                         if (e->render.effects & EF_RED) // red
1057                         {
1058                                 dlightradius = max(dlightradius, 200);
1059                                 dlightcolor[0] += 1.50f;
1060                                 dlightcolor[1] += 0.15f;
1061                                 dlightcolor[2] += 0.15f;
1062                         }
1063                         if (e->render.effects & EF_BLUE) // blue
1064                         {
1065                                 dlightradius = max(dlightradius, 200);
1066                                 dlightcolor[0] += 0.15f;
1067                                 dlightcolor[1] += 0.15f;
1068                                 dlightcolor[2] += 1.50f;
1069                         }
1070                         if (e->render.effects & EF_FLAME)
1071                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1072                         if (e->render.effects & EF_STARDUST)
1073                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1074                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1075                         {
1076                                 // these are only set on player entities
1077                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1078                         }
1079                 }
1080                 // muzzleflash fades over time, and is offset a bit
1081                 if (e->persistent.muzzleflash > 0)
1082                 {
1083                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1084                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1085                         tempmatrix = e->render.matrix;
1086                         tempmatrix.m[0][3] = trace.endpos[0];
1087                         tempmatrix.m[1][3] = trace.endpos[1];
1088                         tempmatrix.m[2][3] = trace.endpos[2];
1089                         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);
1090                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1091                 }
1092                 // LordHavoc: if the model has no flags, don't check each
1093                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1094                 {
1095                         if (e->render.model->flags & EF_GIB)
1096                                 trailtype = EFFECT_TR_BLOOD;
1097                         else if (e->render.model->flags & EF_ZOMGIB)
1098                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1099                         else if (e->render.model->flags & EF_TRACER)
1100                                 trailtype = EFFECT_TR_WIZSPIKE;
1101                         else if (e->render.model->flags & EF_TRACER2)
1102                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1103                         else if (e->render.model->flags & EF_ROCKET)
1104                                 trailtype = EFFECT_TR_ROCKET;
1105                         else if (e->render.model->flags & EF_GRENADE)
1106                         {
1107                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1108                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1109                         }
1110                         else if (e->render.model->flags & EF_TRACER3)
1111                                 trailtype = EFFECT_TR_VORESPIKE;
1112                 }
1113                 // LordHavoc: customizable glow
1114                 if (e->state_current.glowsize)
1115                 {
1116                         // * 4 for the expansion from 0-255 to 0-1023 range,
1117                         // / 255 to scale down byte colors
1118                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1119                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1120                 }
1121                 // make the glow dlight
1122                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1123                 {
1124                         //dlightmatrix = e->render.matrix;
1125                         // hack to make glowing player light shine on their gun
1126                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1127                         //      dlightmatrix.m[2][3] += 30;
1128                         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);
1129                 }
1130                 // custom rtlight
1131                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1132                 {
1133                         float light[4];
1134                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1135                         light[3] = e->state_current.light[3];
1136                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1137                                 VectorSet(light, 1, 1, 1);
1138                         if (light[3] == 0)
1139                                 light[3] = 350;
1140                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1141                         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);
1142                 }
1143                 // do trails
1144                 if (e->render.flags & RENDER_GLOWTRAIL)
1145                         trailtype = EFFECT_TR_GLOWTRAIL;
1146                 if (trailtype)
1147                 {
1148                         float len;
1149                         vec3_t vel;
1150                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1151                         len = e->state_current.time - e->state_previous.time;
1152                         if (len > 0)
1153                                 len = 1.0f / len;
1154                         VectorScale(vel, len, vel);
1155                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1156                 }
1157                 VectorCopy(origin, e->persistent.trail_origin);
1158                 // tenebrae's sprites are all additive mode (weird)
1159                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160                         e->render.effects |= EF_ADDITIVE;
1161                 // player model is only shown with chase_active on
1162                 if (!e->csqc)
1163                 if (e->state_current.number == cl.viewentity)
1164                         e->render.flags |= RENDER_EXTERIORMODEL;
1165                 // transparent stuff can't be lit during the opaque stage
1166                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1167                         e->render.flags |= RENDER_TRANSPARENT;
1168                 // double sided rendering mode causes backfaces to be visible
1169                 // (mostly useful on transparent stuff)
1170                 if (e->render.effects & EF_DOUBLESIDED)
1171                         e->render.flags |= RENDER_NOCULLFACE;
1172                 // either fullbright or lit
1173                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1174                         e->render.flags |= RENDER_LIGHT;
1175                 // hide player shadow during intermission or nehahra movie
1176                 if (!(e->render.effects & EF_NOSHADOW)
1177                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1178                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1179                         e->render.flags |= RENDER_SHADOW;
1180                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1181                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1182                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1183                 if (e->state_current.number == cl.viewentity)
1184                         V_CalcRefdef();
1185         }
1186 }
1187
1188
1189 /*
1190 ===============
1191 CL_UpdateEntities
1192 ===============
1193 */
1194 static void CL_UpdateEntities(void)
1195 {
1196         entity_t *ent;
1197         int i;
1198
1199         ent = &cl.viewent;
1200         ent->state_previous = ent->state_current;
1201         ent->state_current = defaultstate;
1202         ent->state_current.time = cl.time;
1203         ent->state_current.number = -1;
1204         ent->state_current.active = true;
1205         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1206         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1207         ent->state_current.flags = RENDER_VIEWMODEL;
1208         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1209                 ent->state_current.modelindex = 0;
1210         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1211         {
1212                 if (gamemode == GAME_TRANSFUSION)
1213                         ent->state_current.alpha = 128;
1214                 else
1215                         ent->state_current.modelindex = 0;
1216         }
1217
1218         // reset animation interpolation on weaponmodel if model changed
1219         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1220         {
1221                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1222                 ent->render.frame1time = ent->render.frame2time = cl.time;
1223                 ent->render.framelerp = 1;
1224         }
1225
1226         // start on the entity after the world
1227         entitylinkframenumber++;
1228         for (i = 1;i < cl.num_entities;i++)
1229         {
1230                 if (cl.entities_active[i])
1231                 {
1232                         ent = cl.entities + i;
1233                         if (ent->state_current.active)
1234                                 CL_UpdateNetworkEntity(ent);
1235                         else
1236                                 cl.entities_active[i] = false;
1237                 }
1238         }
1239         CL_UpdateNetworkEntity(&cl.viewent);
1240 }
1241
1242 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1243 void CL_LinkNetworkEntity(entity_t *e)
1244 {
1245         entity_t *t;
1246         if (e->persistent.linkframe != entitylinkframenumber)
1247         {
1248                 e->persistent.linkframe = entitylinkframenumber;
1249                 // skip inactive entities and world
1250                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1251                         return;
1252                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1253                 {
1254                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1255                                 return;
1256                         if (!e->csqc)
1257                         if (cl.viewentity)
1258                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1259                 }
1260                 else
1261                 {
1262                         // if the tag entity is currently impossible, skip it
1263                         if (!e->csqc)
1264                         {
1265                                 if (e->state_current.tagentity >= cl.num_entities)
1266                                         return;
1267                                 t = cl.entities + e->state_current.tagentity;
1268                         }
1269                         else
1270                         {
1271                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1272                                         return;
1273                                 t = cl.csqcentities + e->state_current.tagentity;
1274                         }
1275                         // if the tag entity is inactive, skip it
1276                         if (!t->state_current.active)
1277                                 return;
1278                         // note: this can link to world
1279                         CL_LinkNetworkEntity(t);
1280                 }
1281
1282                 // don't show entities with no modelindex (note: this still shows
1283                 // entities which have a modelindex that resolved to a NULL model)
1284                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1285                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1286                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1287                 //      Matrix4x4_Print(&e->render.matrix);
1288         }
1289 }
1290
1291 void CL_RelinkWorld(void)
1292 {
1293         entity_t *ent = &cl.entities[0];
1294         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1295         // FIXME: this should be done at load
1296         ent->render.matrix = identitymatrix;
1297         ent->render.inversematrix = identitymatrix;
1298         R_LerpAnimation(&ent->render);
1299         CL_BoundingBoxForEntity(&ent->render);
1300         ent->render.flags = RENDER_SHADOW;
1301         if (!r_fullbright.integer)
1302                 ent->render.flags |= RENDER_LIGHT;
1303         VectorSet(ent->render.colormod, 1, 1, 1);
1304         r_refdef.worldentity = &ent->render;
1305         r_refdef.worldmodel = cl.worldmodel;
1306 }
1307
1308 static void CL_RelinkStaticEntities(void)
1309 {
1310         int i;
1311         entity_t *e;
1312         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1313         {
1314                 e->render.flags = 0;
1315                 // transparent stuff can't be lit during the opaque stage
1316                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1317                         e->render.flags |= RENDER_TRANSPARENT;
1318                 // either fullbright or lit
1319                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1320                         e->render.flags |= RENDER_LIGHT;
1321                 // hide player shadow during intermission or nehahra movie
1322                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1323                         e->render.flags |= RENDER_SHADOW;
1324                 VectorSet(e->render.colormod, 1, 1, 1);
1325                 R_LerpAnimation(&e->render);
1326                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1327         }
1328 }
1329
1330 /*
1331 ===============
1332 CL_RelinkEntities
1333 ===============
1334 */
1335 static void CL_RelinkNetworkEntities(void)
1336 {
1337         entity_t *ent;
1338         int i;
1339
1340         // start on the entity after the world
1341         for (i = 1;i < cl.num_entities;i++)
1342         {
1343                 if (cl.entities_active[i])
1344                 {
1345                         ent = cl.entities + i;
1346                         if (ent->state_current.active)
1347                                 CL_LinkNetworkEntity(ent);
1348                         else
1349                                 cl.entities_active[i] = false;
1350                 }
1351         }
1352 }
1353
1354 static void CL_RelinkEffects(void)
1355 {
1356         int i, intframe;
1357         cl_effect_t *e;
1358         entity_t *ent;
1359         float frame;
1360
1361         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1362         {
1363                 if (e->active)
1364                 {
1365                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1366                         intframe = (int)frame;
1367                         if (intframe < 0 || intframe >= e->endframe)
1368                         {
1369                                 memset(e, 0, sizeof(*e));
1370                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1371                                         cl.num_effects--;
1372                                 continue;
1373                         }
1374
1375                         if (intframe != e->frame)
1376                         {
1377                                 e->frame = intframe;
1378                                 e->frame1time = e->frame2time;
1379                                 e->frame2time = cl.time;
1380                         }
1381
1382                         // if we're drawing effects, get a new temp entity
1383                         // (NewTempEntity adds it to the render entities list for us)
1384                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1385                         {
1386                                 // interpolation stuff
1387                                 ent->render.frame1 = intframe;
1388                                 ent->render.frame2 = intframe + 1;
1389                                 if (ent->render.frame2 >= e->endframe)
1390                                         ent->render.frame2 = -1; // disappear
1391                                 ent->render.framelerp = frame - intframe;
1392                                 ent->render.frame1time = e->frame1time;
1393                                 ent->render.frame2time = e->frame2time;
1394
1395                                 // normal stuff
1396                                 if(e->modelindex < MAX_MODELS)
1397                                         ent->render.model = cl.model_precache[e->modelindex];
1398                                 else
1399                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1400                                 ent->render.frame = ent->render.frame2;
1401                                 ent->render.colormap = -1; // no special coloring
1402                                 ent->render.alpha = 1;
1403                                 VectorSet(ent->render.colormod, 1, 1, 1);
1404
1405                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1406                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1407                                 R_LerpAnimation(&ent->render);
1408                                 CL_BoundingBoxForEntity(&ent->render);
1409                         }
1410                 }
1411         }
1412 }
1413
1414 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1415 {
1416         VectorCopy(b->start, start);
1417         VectorCopy(b->end, end);
1418
1419         // if coming from the player, update the start position
1420         if (b->entity == cl.viewentity)
1421         {
1422                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1423                 {
1424                         // LordHavoc: this is a stupid hack from Quake that makes your
1425                         // lightning appear to come from your waist and cover less of your
1426                         // view
1427                         // in Quake this hack was applied to all players (causing the
1428                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1429                         // only applies to your own lightning, and only in first person
1430                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1431                 }
1432                 if (cl_beams_instantaimhack.integer)
1433                 {
1434                         vec3_t dir, localend;
1435                         vec_t len;
1436                         // LordHavoc: this updates the beam direction to match your
1437                         // viewangles
1438                         VectorSubtract(end, start, dir);
1439                         len = VectorLength(dir);
1440                         VectorNormalize(dir);
1441                         VectorSet(localend, len, 0, 0);
1442                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1443                 }
1444         }
1445 }
1446
1447 void CL_RelinkBeams(void)
1448 {
1449         int i;
1450         beam_t *b;
1451         vec3_t dist, org, start, end;
1452         float d;
1453         entity_t *ent;
1454         float yaw, pitch;
1455         float forward;
1456         matrix4x4_t tempmatrix;
1457
1458         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1459         {
1460                 if (!b->model)
1461                         continue;
1462                 if (b->endtime < cl.time)
1463                 {
1464                         b->model = NULL;
1465                         continue;
1466                 }
1467
1468                 CL_Beam_CalculatePositions(b, start, end);
1469
1470                 if (b->lightning)
1471                 {
1472                         if (cl_beams_lightatend.integer)
1473                         {
1474                                 // FIXME: create a matrix from the beam start/end orientation
1475                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1476                                 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);
1477                         }
1478                         if (cl_beams_polygons.integer)
1479                                 continue;
1480                 }
1481
1482                 // calculate pitch and yaw
1483                 // (this is similar to the QuakeC builtin function vectoangles)
1484                 VectorSubtract(end, start, dist);
1485                 if (dist[1] == 0 && dist[0] == 0)
1486                 {
1487                         yaw = 0;
1488                         if (dist[2] > 0)
1489                                 pitch = 90;
1490                         else
1491                                 pitch = 270;
1492                 }
1493                 else
1494                 {
1495                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1496                         if (yaw < 0)
1497                                 yaw += 360;
1498
1499                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1500                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1501                         if (pitch < 0)
1502                                 pitch += 360;
1503                 }
1504
1505                 // add new entities for the lightning
1506                 VectorCopy (start, org);
1507                 d = VectorNormalizeLength(dist);
1508                 while (d > 0)
1509                 {
1510                         ent = CL_NewTempEntity ();
1511                         if (!ent)
1512                                 return;
1513                         //VectorCopy (org, ent->render.origin);
1514                         ent->render.model = b->model;
1515                         //ent->render.effects = EF_FULLBRIGHT;
1516                         //ent->render.angles[0] = pitch;
1517                         //ent->render.angles[1] = yaw;
1518                         //ent->render.angles[2] = rand()%360;
1519                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1520                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1521                         R_LerpAnimation(&ent->render);
1522                         CL_BoundingBoxForEntity(&ent->render);
1523                         VectorMA(org, 30, dist, org);
1524                         d -= 30;
1525                 }
1526         }
1527
1528         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1529                 cl.num_beams--;
1530 }
1531
1532 static void CL_RelinkQWNails(void)
1533 {
1534         int i;
1535         vec_t *v;
1536         entity_t *ent;
1537
1538         for (i = 0;i < cl.qw_num_nails;i++)
1539         {
1540                 v = cl.qw_nails[i];
1541
1542                 // if we're drawing effects, get a new temp entity
1543                 // (NewTempEntity adds it to the render entities list for us)
1544                 if (!(ent = CL_NewTempEntity()))
1545                         continue;
1546
1547                 // normal stuff
1548                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1549                 ent->render.colormap = -1; // no special coloring
1550                 ent->render.alpha = 1;
1551                 VectorSet(ent->render.colormod, 1, 1, 1);
1552
1553                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1554                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1555                 R_LerpAnimation(&ent->render);
1556                 CL_BoundingBoxForEntity(&ent->render);
1557         }
1558 }
1559
1560 void CL_LerpPlayer(float frac)
1561 {
1562         int i;
1563
1564         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1565         for (i = 0;i < 3;i++)
1566         {
1567                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1568                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1569                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1570         }
1571 }
1572
1573 void CSQC_RelinkAllEntities (int drawmask)
1574 {
1575         // link stuff
1576         if (drawmask & ENTMASK_ENGINE)
1577         {
1578                 CL_RelinkNetworkEntities();
1579                 CL_RelinkQWNails();
1580         }
1581
1582         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1583                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1584 }
1585
1586 /*
1587 ===============
1588 CL_ReadFromServer
1589
1590 Read all incoming data from the server
1591 ===============
1592 */
1593 extern void CL_ClientMovement_Replay(void);
1594 extern void CL_StairSmoothing(void);//view.c
1595
1596 int CL_ReadFromServer(void)
1597 {
1598         CL_ReadDemoMessage();
1599         CL_SendMove();
1600
1601         r_refdef.time = cl.time;
1602         r_refdef.extraupdate = !r_speeds.integer;
1603         r_refdef.numentities = 0;
1604         r_view.matrix = identitymatrix;
1605
1606         if (cls.state == ca_connected && cls.signon == SIGNONS)
1607         {
1608                 // prepare for a new frame
1609                 CL_LerpPlayer(CL_LerpPoint());
1610                 CL_DecayLights();
1611                 CL_ClearTempEntities();
1612                 V_DriftPitch();
1613                 V_FadeViewFlashs();
1614
1615                 // move particles
1616                 CL_MoveParticles();
1617                 R_MoveExplosions();
1618
1619                 // process network entities (note: this sets up the view!)
1620                 CL_ClientMovement_Replay();
1621                 cl.num_brushmodel_entities = 0;
1622                 // now that the player entity has been updated we can call V_CalcRefdef
1623                 V_CalcRefdef();
1624                 CL_UpdateEntities();
1625
1626                 entitylinkframenumber++;
1627                 // link stuff
1628                 CL_RelinkWorld();
1629                 CL_RelinkStaticEntities();
1630                 CL_RelinkBeams();
1631                 CL_RelinkEffects();
1632
1633                 if(!csqc_loaded)        //[515]: csqc
1634                 {
1635                         CL_RelinkNetworkEntities();
1636                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1637                         CL_RelinkQWNails();
1638                 }
1639                 else
1640                         csqc_frame = true;
1641
1642                 // update view blend
1643                 V_CalcViewBlend();
1644
1645                 CL_UpdateLights();
1646                 CL_StairSmoothing();
1647
1648                 // update the r_refdef time again because cl.time may have changed
1649                 r_refdef.time = cl.time;
1650         }
1651
1652         return 0;
1653 }
1654
1655 // LordHavoc: pausedemo command
1656 static void CL_PauseDemo_f (void)
1657 {
1658         cls.demopaused = !cls.demopaused;
1659         if (cls.demopaused)
1660                 Con_Print("Demo paused\n");
1661         else
1662                 Con_Print("Demo unpaused\n");
1663 }
1664
1665 /*
1666 ======================
1667 CL_Fog_f
1668 ======================
1669 */
1670 static void CL_Fog_f (void)
1671 {
1672         if (Cmd_Argc () == 1)
1673         {
1674                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1675                 return;
1676         }
1677         r_refdef.fog_density = atof(Cmd_Argv(1));
1678         r_refdef.fog_red = atof(Cmd_Argv(2));
1679         r_refdef.fog_green = atof(Cmd_Argv(3));
1680         r_refdef.fog_blue = atof(Cmd_Argv(4));
1681 }
1682
1683 /*
1684 ====================
1685 CL_TimeRefresh_f
1686
1687 For program optimization
1688 ====================
1689 */
1690 static void CL_TimeRefresh_f (void)
1691 {
1692         int i;
1693         float timestart, timedelta, oldangles[3];
1694
1695         r_refdef.extraupdate = false;
1696         VectorCopy(cl.viewangles, oldangles);
1697         VectorClear(cl.viewangles);
1698
1699         timestart = Sys_DoubleTime();
1700         for (i = 0;i < 128;i++)
1701         {
1702                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1703                 CL_UpdateScreen();
1704         }
1705         timedelta = Sys_DoubleTime() - timestart;
1706
1707         VectorCopy(oldangles, cl.viewangles);
1708         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1709 }
1710
1711 /*
1712 ===========
1713 CL_Shutdown
1714 ===========
1715 */
1716 void CL_Shutdown (void)
1717 {
1718         CL_Particles_Shutdown();
1719         CL_Parse_Shutdown();
1720
1721         Mem_FreePool (&cls.permanentmempool);
1722         Mem_FreePool (&cls.levelmempool);
1723 }
1724
1725 /*
1726 =================
1727 CL_Init
1728 =================
1729 */
1730 void CL_Init (void)
1731 {
1732         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1733         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1734
1735         memset(&r_refdef, 0, sizeof(r_refdef));
1736         // max entities sent to renderer per frame
1737         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1738         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1739
1740         CL_InitInput ();
1741
1742 //
1743 // register our commands
1744 //
1745         Cvar_RegisterVariable (&csqc_progname);
1746         Cvar_RegisterVariable (&csqc_progcrc);
1747
1748         Cvar_RegisterVariable (&cl_upspeed);
1749         Cvar_RegisterVariable (&cl_forwardspeed);
1750         Cvar_RegisterVariable (&cl_backspeed);
1751         Cvar_RegisterVariable (&cl_sidespeed);
1752         Cvar_RegisterVariable (&cl_movespeedkey);
1753         Cvar_RegisterVariable (&cl_yawspeed);
1754         Cvar_RegisterVariable (&cl_pitchspeed);
1755         Cvar_RegisterVariable (&cl_anglespeedkey);
1756         Cvar_RegisterVariable (&cl_shownet);
1757         Cvar_RegisterVariable (&cl_nolerp);
1758         Cvar_RegisterVariable (&lookspring);
1759         Cvar_RegisterVariable (&lookstrafe);
1760         Cvar_RegisterVariable (&sensitivity);
1761         Cvar_RegisterVariable (&freelook);
1762
1763         Cvar_RegisterVariable (&m_pitch);
1764         Cvar_RegisterVariable (&m_yaw);
1765         Cvar_RegisterVariable (&m_forward);
1766         Cvar_RegisterVariable (&m_side);
1767
1768         Cvar_RegisterVariable (&cl_itembobspeed);
1769         Cvar_RegisterVariable (&cl_itembobheight);
1770
1771         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1772         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1773         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1774         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1775         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1776         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1777
1778 #ifdef AUTODEMO_BROKEN
1779         Cvar_RegisterVariable (&cl_autodemo);
1780         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1781 #endif
1782
1783         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1784
1785         // LordHavoc: added pausedemo
1786         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)");
1787
1788         Cvar_RegisterVariable(&r_draweffects);
1789         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1790         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1791         Cvar_RegisterVariable(&cl_explosions_size_start);
1792         Cvar_RegisterVariable(&cl_explosions_size_end);
1793         Cvar_RegisterVariable(&cl_explosions_lifetime);
1794         Cvar_RegisterVariable(&cl_stainmaps);
1795         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1796         Cvar_RegisterVariable(&cl_beams_polygons);
1797         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1798         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1799         Cvar_RegisterVariable(&cl_beams_lightatend);
1800         Cvar_RegisterVariable(&cl_noplayershadow);
1801
1802         Cvar_RegisterVariable(&cl_prydoncursor);
1803
1804         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1805
1806         // for QW connections
1807         Cvar_RegisterVariable(&qport);
1808         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1809
1810         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1811
1812         CL_Parse_Init();
1813         CL_Particles_Init();
1814         CL_Screen_Init();
1815
1816         CL_Video_Init();
1817 }
1818
1819
1820