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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
43
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
46
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
50
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
55
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
57
58 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
59 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
60 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
61
62 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
63
64 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
65 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
66 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
67 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
69
70 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
71 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
72
73 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
74 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)"};
75 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
76 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
77
78 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
79
80 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
81
82 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
83 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
84
85 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)"};
86
87 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"};
88 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
89
90 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
91
92 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
93 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
94
95 extern cvar_t r_equalize_entities_fullbright;
96
97 client_static_t cls;
98 client_state_t  cl;
99
100 /*
101 =====================
102 CL_ClearState
103
104 =====================
105 */
106 void CL_VM_ShutDown (void);
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
147         cl.max_showlmps = 0;
148
149         cl.num_dlights = 0;
150         cl.num_effects = 0;
151         cl.num_beams = 0;
152
153         cl.csqcrenderentities = NULL;
154         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164         cl.showlmps = NULL;
165
166         // LordHavoc: have to set up the baseline info for alpha and other stuff
167         for (i = 0;i < cl.max_entities;i++)
168         {
169                 cl.entities[i].state_baseline = defaultstate;
170                 cl.entities[i].state_previous = defaultstate;
171                 cl.entities[i].state_current = defaultstate;
172         }
173
174         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
175         {
176                 VectorSet(cl.playerstandmins, -16, -16, -24);
177                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178                 VectorSet(cl.playercrouchmins, -16, -16, -24);
179                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
180         }
181         else
182         {
183                 VectorSet(cl.playerstandmins, -16, -16, -24);
184                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185                 VectorSet(cl.playercrouchmins, -16, -16, -24);
186                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187         }
188
189         // disable until we get textures for it
190         R_ResetSkyBox();
191
192         ent = &cl.entities[0];
193         // entire entity array was cleared, so just fill in a few fields
194         ent->state_current.active = true;
195         ent->render.model = cl.worldmodel = NULL; // no world model yet
196         ent->render.alpha = 1;
197         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199         ent->render.allowdecals = true;
200         CL_UpdateRenderEntity(&ent->render);
201
202         // noclip is turned off at start
203         noclip_anglehack = false;
204
205         // mark all frames invalid for delta
206         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207
208         // set bestweapon data back to Quake data
209         IN_BestWeapon_ResetData();
210
211         CL_Screen_NewMap();
212 }
213
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 {
216         int i;
217         qboolean fail = false;
218         if (!allowstarkey && key[0] == '*')
219                 fail = true;
220         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221                 fail = true;
222         for (i = 0;key[i];i++)
223                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
224                         fail = true;
225         for (i = 0;value[i];i++)
226                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
227                         fail = true;
228         if (fail)
229         {
230                 if (!quiet)
231                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
232                 return;
233         }
234         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
235         if (cls.state == ca_connected && cls.netcon)
236         {
237                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238                 {
239                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
240                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
241                 }
242                 else if (!strcasecmp(key, "name"))
243                 {
244                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
245                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
246                 }
247                 else if (!strcasecmp(key, "playermodel"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
251                 }
252                 else if (!strcasecmp(key, "playerskin"))
253                 {
254                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
256                 }
257                 else if (!strcasecmp(key, "topcolor"))
258                 {
259                         // don't send anything, the combined color code will be updated manually
260                 }
261                 else if (!strcasecmp(key, "bottomcolor"))
262                 {
263                         // don't send anything, the combined color code will be updated manually
264                 }
265                 else if (!strcasecmp(key, "rate"))
266                 {
267                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
269                 }
270         }
271 }
272
273 void CL_ExpandEntities(int num)
274 {
275         int i, oldmaxentities;
276         entity_t *oldentities;
277         if (num >= cl.max_entities)
278         {
279                 if (!cl.entities)
280                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
281                 if (num >= MAX_EDICTS)
282                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
283                 oldmaxentities = cl.max_entities;
284                 oldentities = cl.entities;
285                 cl.max_entities = (num & ~255) + 256;
286                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
287                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
288                 Mem_Free(oldentities);
289                 for (i = oldmaxentities;i < cl.max_entities;i++)
290                 {
291                         cl.entities[i].state_baseline = defaultstate;
292                         cl.entities[i].state_previous = defaultstate;
293                         cl.entities[i].state_current = defaultstate;
294                 }
295         }
296 }
297
298 void CL_ExpandCSQCRenderEntities(int num)
299 {
300         int i;
301         int oldmaxcsqcrenderentities;
302         entity_render_t *oldcsqcrenderentities;
303         if (num >= cl.max_csqcrenderentities)
304         {
305                 if (num >= MAX_EDICTS)
306                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
307                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
308                 oldcsqcrenderentities = cl.csqcrenderentities;
309                 cl.max_csqcrenderentities = (num & ~255) + 256;
310                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
311                 if (oldcsqcrenderentities)
312                 {
313                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
314                         for (i = 0;i < r_refdef.scene.numentities;i++)
315                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
316                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
317                         Mem_Free(oldcsqcrenderentities);
318                 }
319         }
320 }
321
322 /*
323 =====================
324 CL_Disconnect
325
326 Sends a disconnect message to the server
327 This is also called on Host_Error, so it shouldn't cause any errors
328 =====================
329 */
330 void CL_Disconnect(void)
331 {
332         if (cls.state == ca_dedicated)
333                 return;
334
335         if (COM_CheckParm("-profilegameonly"))
336                 Sys_AllowProfiling(false);
337
338         Curl_Clear_forthismap();
339
340         Con_DPrintf("CL_Disconnect\n");
341
342     Cvar_SetValueQuick(&csqc_progcrc, -1);
343         Cvar_SetValueQuick(&csqc_progsize, -1);
344         CL_VM_ShutDown();
345 // stop sounds (especially looping!)
346         S_StopAllSounds ();
347
348         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
349
350         // clear contents blends
351         cl.cshifts[0].percent = 0;
352         cl.cshifts[1].percent = 0;
353         cl.cshifts[2].percent = 0;
354         cl.cshifts[3].percent = 0;
355
356         cl.worldmodel = NULL;
357
358         CL_Parse_ErrorCleanUp();
359
360         if (cls.demoplayback)
361                 CL_StopPlayback();
362         else if (cls.netcon)
363         {
364                 sizebuf_t buf;
365                 unsigned char bufdata[8];
366                 if (cls.demorecording)
367                         CL_Stop_f();
368
369                 // send disconnect message 3 times to improve chances of server
370                 // receiving it (but it still fails sometimes)
371                 memset(&buf, 0, sizeof(buf));
372                 buf.data = bufdata;
373                 buf.maxsize = sizeof(bufdata);
374                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
375                 {
376                         Con_DPrint("Sending drop command\n");
377                         MSG_WriteByte(&buf, qw_clc_stringcmd);
378                         MSG_WriteString(&buf, "drop");
379                 }
380                 else
381                 {
382                         Con_DPrint("Sending clc_disconnect\n");
383                         MSG_WriteByte(&buf, clc_disconnect);
384                 }
385                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
386                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388                 NetConn_Close(cls.netcon);
389                 cls.netcon = NULL;
390         }
391         cls.state = ca_disconnected;
392
393         cls.demoplayback = cls.timedemo = false;
394         cls.signon = 0;
395 }
396
397 void CL_Disconnect_f(void)
398 {
399         CL_Disconnect ();
400         if (sv.active)
401                 Host_ShutdownServer ();
402 }
403
404
405
406
407 /*
408 =====================
409 CL_EstablishConnection
410
411 Host should be either "local" or a net address
412 =====================
413 */
414 void CL_EstablishConnection(const char *host, int firstarg)
415 {
416         if (cls.state == ca_dedicated)
417                 return;
418
419         // clear menu's connect error message
420         M_Update_Return_Reason("");
421         cls.demonum = -1;
422
423         // stop demo loop in case this fails
424         if (cls.demoplayback)
425                 CL_StopPlayback();
426
427         // if downloads are running, cancel their finishing action
428         Curl_Clear_forthismap();
429
430         // make sure the client ports are open before attempting to connect
431         NetConn_UpdateSockets();
432
433         // run a network frame
434         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
435
436         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
437         {
438                 cls.connect_trying = true;
439                 cls.connect_remainingtries = 3;
440                 cls.connect_nextsendtime = 0;
441
442                 // only NOW, set connect_userinfo
443                 if(firstarg >= 0)
444                 {
445                         int i;
446                         *cls.connect_userinfo = 0;
447                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
448                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
449                 }
450                 else if(firstarg < -1)
451                 {
452                         // -1: keep as is (reconnect)
453                         // -2: clear
454                         *cls.connect_userinfo = 0;
455                 }
456
457                 M_Update_Return_Reason("Trying to connect...");
458
459                 // run several network frames to jump into the game quickly
460                 //if (sv.active)
461                 //{
462                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
463                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
464                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
465                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
466                 //}
467         }
468         else
469         {
470                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
471                 M_Update_Return_Reason("No network");
472         }
473 }
474
475 /*
476 ==============
477 CL_PrintEntities_f
478 ==============
479 */
480 static void CL_PrintEntities_f(void)
481 {
482         entity_t *ent;
483         int i;
484
485         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
486         {
487                 const char* modelname;
488
489                 if (!ent->state_current.active)
490                         continue;
491
492                 if (ent->render.model)
493                         modelname = ent->render.model->name;
494                 else
495                         modelname = "--no model--";
496                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
497         }
498 }
499
500 /*
501 ===============
502 CL_ModelIndexList_f
503
504 List information on all models in the client modelindex
505 ===============
506 */
507 static void CL_ModelIndexList_f(void)
508 {
509         int i;
510         dp_model_t *model;
511
512         // Print Header
513         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
514
515         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
516         {
517                 model = CL_GetModelByIndex(i);
518                 if(model->loaded || i == 1)
519                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
520                 else
521                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
522                 i++;
523         }
524 }
525
526 /*
527 ===============
528 CL_SoundIndexList_f
529
530 List all sounds in the client soundindex
531 ===============
532 */
533 static void CL_SoundIndexList_f(void)
534 {
535         int i = 1;
536
537         while(cl.sound_precache[i] && i != MAX_SOUNDS)
538         { // Valid Sound
539                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
540                 i++;
541         }
542 }
543
544 /*
545 ===============
546 CL_UpdateRenderEntity
547
548 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
549 ===============
550 */
551 void CL_UpdateRenderEntity(entity_render_t *ent)
552 {
553         vec3_t org;
554         vec_t scale;
555         dp_model_t *model = ent->model;
556         // update the inverse matrix for the renderer
557         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
558         // update the animation blend state
559         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
560         // we need the matrix origin to center the box
561         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
562         // update entity->render.scale because the renderer needs it
563         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
564         if (model)
565         {
566                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
567 #ifdef MATRIX4x4_OPENGLORIENTATION
568                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
569 #else
570                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
571 #endif
572                 {
573                         // pitch or roll
574                         VectorMA(org, scale, model->rotatedmins, ent->mins);
575                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
576                 }
577 #ifdef MATRIX4x4_OPENGLORIENTATION
578                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
579 #else
580                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
581 #endif
582                 {
583                         // yaw
584                         VectorMA(org, scale, model->yawmins, ent->mins);
585                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
586                 }
587                 else
588                 {
589                         VectorMA(org, scale, model->normalmins, ent->mins);
590                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
591                 }
592         }
593         else
594         {
595                 ent->mins[0] = org[0] - 16;
596                 ent->mins[1] = org[1] - 16;
597                 ent->mins[2] = org[2] - 16;
598                 ent->maxs[0] = org[0] + 16;
599                 ent->maxs[1] = org[1] + 16;
600                 ent->maxs[2] = org[2] + 16;
601         }
602 }
603
604 /*
605 ===============
606 CL_LerpPoint
607
608 Determines the fraction between the last two messages that the objects
609 should be put at.
610 ===============
611 */
612 static float CL_LerpPoint(void)
613 {
614         float f;
615
616         if (cl_nettimesyncboundmode.integer == 1)
617                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
618
619         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
620         if (cl.mtime[0] <= cl.mtime[1])
621         {
622                 cl.time = cl.mtime[0];
623                 return 1;
624         }
625
626         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
627         return bound(0, f, 1);
628 }
629
630 void CL_ClearTempEntities (void)
631 {
632         r_refdef.scene.numtempentities = 0;
633         // grow tempentities buffer on request
634         if (r_refdef.scene.expandtempentities)
635         {
636                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
637                 r_refdef.scene.maxtempentities *= 2;
638                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
639                 r_refdef.scene.expandtempentities = false;
640         }
641 }
642
643 entity_render_t *CL_NewTempEntity(double shadertime)
644 {
645         entity_render_t *render;
646
647         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
648                 return NULL;
649         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
650         {
651                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
652                 return NULL;
653         }
654         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
655         memset (render, 0, sizeof(*render));
656         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
657
658         render->shadertime = shadertime;
659         render->alpha = 1;
660         VectorSet(render->colormod, 1, 1, 1);
661         VectorSet(render->glowmod, 1, 1, 1);
662         return render;
663 }
664
665 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
666 {
667         int i;
668         cl_effect_t *e;
669         if (!modelindex) // sanity check
670                 return;
671         if (framerate < 1)
672         {
673                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
674                 return;
675         }
676         if (framecount < 1)
677         {
678                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
679                 return;
680         }
681         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
682         {
683                 if (e->active)
684                         continue;
685                 e->active = true;
686                 VectorCopy(org, e->origin);
687                 e->modelindex = modelindex;
688                 e->starttime = cl.time;
689                 e->startframe = startframe;
690                 e->endframe = startframe + framecount;
691                 e->framerate = framerate;
692
693                 e->frame = 0;
694                 e->frame1time = cl.time;
695                 e->frame2time = cl.time;
696                 cl.num_effects = max(cl.num_effects, i + 1);
697                 break;
698         }
699 }
700
701 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
702 {
703         int i;
704         dlight_t *dl;
705
706 // then look for anything else
707         dl = cl.dlights;
708         for (i = 0;i < cl.max_dlights;i++, dl++)
709                 if (!dl->radius)
710                         break;
711
712         // unable to find one
713         if (i == cl.max_dlights)
714                 return;
715
716         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
717         memset (dl, 0, sizeof(*dl));
718         cl.num_dlights = max(cl.num_dlights, i + 1);
719         Matrix4x4_Normalize(&dl->matrix, matrix);
720         dl->ent = ent;
721         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
722         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
723         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
724         dl->radius = radius;
725         dl->color[0] = red;
726         dl->color[1] = green;
727         dl->color[2] = blue;
728         dl->initialradius = radius;
729         dl->initialcolor[0] = red;
730         dl->initialcolor[1] = green;
731         dl->initialcolor[2] = blue;
732         dl->decay = decay / radius; // changed decay to be a percentage decrease
733         dl->intensity = 1; // this is what gets decayed
734         if (lifetime)
735                 dl->die = cl.time + lifetime;
736         else
737                 dl->die = 0;
738         if (cubemapnum > 0)
739                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
740         else
741                 dl->cubemapname[0] = 0;
742         dl->style = style;
743         dl->shadow = shadowenable;
744         dl->corona = corona;
745         dl->flags = flags;
746         dl->coronasizescale = coronasizescale;
747         dl->ambientscale = ambientscale;
748         dl->diffusescale = diffusescale;
749         dl->specularscale = specularscale;
750 }
751
752 void CL_DecayLightFlashes(void)
753 {
754         int i, oldmax;
755         dlight_t *dl;
756         float time;
757
758         time = bound(0, cl.time - cl.oldtime, 0.1);
759         oldmax = cl.num_dlights;
760         cl.num_dlights = 0;
761         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
762         {
763                 if (dl->radius)
764                 {
765                         dl->intensity -= time * dl->decay;
766                         if (cl.time < dl->die && dl->intensity > 0)
767                         {
768                                 if (cl_dlights_decayradius.integer)
769                                         dl->radius = dl->initialradius * dl->intensity;
770                                 else
771                                         dl->radius = dl->initialradius;
772                                 if (cl_dlights_decaybrightness.integer)
773                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
774                                 else
775                                         VectorCopy(dl->initialcolor, dl->color);
776                                 cl.num_dlights = i + 1;
777                         }
778                         else
779                                 dl->radius = 0;
780                 }
781         }
782 }
783
784 // called before entity relinking
785 void CL_RelinkLightFlashes(void)
786 {
787         int i, j, k, l;
788         dlight_t *dl;
789         float frac, f;
790         matrix4x4_t tempmatrix;
791
792         if (r_dynamic.integer)
793         {
794                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
795                 {
796                         if (dl->radius)
797                         {
798                                 tempmatrix = dl->matrix;
799                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
800                                 // we need the corona fading to be persistent
801                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
802                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
803                         }
804                 }
805         }
806
807         if (!cl.lightstyle)
808         {
809                 for (j = 0;j < cl.max_lightstyle;j++)
810                 {
811                         r_refdef.scene.rtlightstylevalue[j] = 1;
812                         r_refdef.scene.lightstylevalue[j] = 256;
813                 }
814                 return;
815         }
816
817 // light animations
818 // 'm' is normal light, 'a' is no light, 'z' is double bright
819         f = cl.time * 10;
820         i = (int)floor(f);
821         frac = f - i;
822         for (j = 0;j < cl.max_lightstyle;j++)
823         {
824                 if (!cl.lightstyle[j].length)
825                 {
826                         r_refdef.scene.rtlightstylevalue[j] = 1;
827                         r_refdef.scene.lightstylevalue[j] = 256;
828                         continue;
829                 }
830                 // static lightstyle "=value"
831                 if (cl.lightstyle[j].map[0] == '=')
832                 {
833                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
834                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
835                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
836                         continue;
837                 }
838                 k = i % cl.lightstyle[j].length;
839                 l = (i-1) % cl.lightstyle[j].length;
840                 k = cl.lightstyle[j].map[k] - 'a';
841                 l = cl.lightstyle[j].map[l] - 'a';
842                 // rtlightstylevalue is always interpolated because it has no bad
843                 // consequences for performance
844                 // lightstylevalue is subject to a cvar for performance reasons;
845                 // skipping lightmap updates on most rendered frames substantially
846                 // improves framerates (but makes light fades look bad)
847                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
848                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
849         }
850 }
851
852 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
853 {
854         int frame = player->render.framegroupblend[0].frame;
855         float f;
856         entity_render_t *flagrender;
857         matrix4x4_t flagmatrix;
858
859         // this code taken from QuakeWorld
860         f = 14;
861         if (frame >= 29 && frame <= 40)
862         {
863                 if (frame >= 29 && frame <= 34)
864                 { //axpain
865                         if      (frame == 29) f = f + 2;
866                         else if (frame == 30) f = f + 8;
867                         else if (frame == 31) f = f + 12;
868                         else if (frame == 32) f = f + 11;
869                         else if (frame == 33) f = f + 10;
870                         else if (frame == 34) f = f + 4;
871                 }
872                 else if (frame >= 35 && frame <= 40)
873                 { // pain
874                         if      (frame == 35) f = f + 2;
875                         else if (frame == 36) f = f + 10;
876                         else if (frame == 37) f = f + 10;
877                         else if (frame == 38) f = f + 8;
878                         else if (frame == 39) f = f + 4;
879                         else if (frame == 40) f = f + 2;
880                 }
881         }
882         else if (frame >= 103 && frame <= 118)
883         {
884                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
885                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
886                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
887                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
888         }
889         // end of code taken from QuakeWorld
890
891         flagrender = CL_NewTempEntity(player->render.shadertime);
892         if (!flagrender)
893                 return;
894
895         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
896         flagrender->skinnum = skin;
897         flagrender->alpha = 1;
898         VectorSet(flagrender->colormod, 1, 1, 1);
899         VectorSet(flagrender->glowmod, 1, 1, 1);
900         // attach the flag to the player matrix
901         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
902         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
903         CL_UpdateRenderEntity(flagrender);
904 }
905
906 matrix4x4_t viewmodelmatrix;
907
908 static const vec3_t muzzleflashorigin = {18, 0, 0};
909
910 extern void V_DriftPitch(void);
911 extern void V_FadeViewFlashs(void);
912 extern void V_CalcViewBlend(void);
913 extern void V_CalcRefdef(void);
914
915 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
916 {
917         const unsigned char *cbcolor;
918         if (colormap >= 0)
919         {
920                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
921                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
922                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
923                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
924         }
925         else
926         {
927                 VectorClear(ent->colormap_pantscolor);
928                 VectorClear(ent->colormap_shirtcolor);
929         }
930 }
931
932 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
933 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
934 {
935         const matrix4x4_t *matrix;
936         matrix4x4_t blendmatrix, tempmatrix, matrix2;
937         int frame;
938         float origin[3], angles[3], lerp;
939         entity_t *t;
940         entity_render_t *r;
941         //entity_persistent_t *p = &e->persistent;
942         //entity_render_t *r = &e->render;
943         // skip inactive entities and world
944         if (!e->state_current.active || e == cl.entities)
945                 return;
946         if (recursionlimit < 1)
947                 return;
948         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
949         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
950         e->render.flags = e->state_current.flags;
951         e->render.effects = e->state_current.effects;
952         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
953         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
954         if(e >= cl.entities && e < cl.entities + cl.num_entities)
955                 e->render.entitynumber = e - cl.entities;
956         else
957                 e->render.entitynumber = 0;
958         if (e->state_current.flags & RENDER_COLORMAPPED)
959                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
960         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
961                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
962         else
963                 CL_SetEntityColormapColors(&e->render, -1);
964         e->render.skinnum = e->state_current.skin;
965         if (e->state_current.tagentity)
966         {
967                 // attached entity (gun held in player model's hand, etc)
968                 // if the tag entity is currently impossible, skip it
969                 if (e->state_current.tagentity >= cl.num_entities)
970                         return;
971                 t = cl.entities + e->state_current.tagentity;
972                 // if the tag entity is inactive, skip it
973                 if (t->state_current.active)
974                 {
975                         // update the parent first
976                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
977                         r = &t->render;
978                 }
979                 else
980                 {
981                         // it may still be a CSQC entity... trying to use its
982                         // info from last render frame (better than nothing)
983                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
984                                 return;
985                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
986                         if(!r->entitynumber)
987                                 return; // neither CSQC nor legacy entity... can't attach
988                 }
989                 // make relative to the entity
990                 matrix = &r->matrix;
991                 // some properties of the tag entity carry over
992                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
993                 // if a valid tagindex is used, make it relative to that tag instead
994                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
995                 {
996                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
997                         {
998                                 // concat the tag matrices onto the entity matrix
999                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1000                                 // use the constructed tag matrix
1001                                 matrix = &tempmatrix;
1002                         }
1003                 }
1004         }
1005         else if (e->render.flags & RENDER_VIEWMODEL)
1006         {
1007                 // view-relative entity (guns and such)
1008                 if (e->render.effects & EF_NOGUNBOB)
1009                         matrix = &r_refdef.view.matrix; // really attached to view
1010                 else
1011                         matrix = &viewmodelmatrix; // attached to gun bob matrix
1012         }
1013         else
1014         {
1015                 // world-relative entity (the normal kind)
1016                 matrix = &identitymatrix;
1017         }
1018
1019         // movement lerp
1020         // if it's the predicted player entity, update according to client movement
1021         // but don't lerp if going through a teleporter as it causes a bad lerp
1022         // also don't use the predicted location if fixangle was set on both of
1023         // the most recent server messages, as that cause means you are spectating
1024         // someone or watching a cutscene of some sort
1025         if (cl_nolerp.integer || cls.timedemo)
1026                 interpolate = false;
1027         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1028         {
1029                 VectorCopy(cl.movement_origin, origin);
1030                 VectorSet(angles, 0, cl.viewangles[1], 0);
1031         }
1032         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1033         {
1034                 // interpolate the origin and angles
1035                 lerp = max(0, lerp);
1036                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1037 #if 0
1038                 // this fails at the singularity of euler angles
1039                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1040                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1041                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1042                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1043                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1044 #else
1045                 {
1046                         vec3_t f0, u0, f1, u1;
1047                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1048                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1049                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1050                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1051                         AnglesFromVectors(angles, f0, u0, false);
1052                 }
1053 #endif
1054         }
1055         else
1056         {
1057                 // no interpolation
1058                 VectorCopy(e->persistent.neworigin, origin);
1059                 VectorCopy(e->persistent.newangles, angles);
1060         }
1061
1062         // model setup and some modelflags
1063         frame = e->state_current.frame;
1064         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1065         if (e->render.model)
1066         {
1067                 if (e->render.skinnum >= e->render.model->numskins)
1068                         e->render.skinnum = 0;
1069                 if (frame >= e->render.model->numframes)
1070                         frame = 0;
1071                 // models can set flags such as EF_ROCKET
1072                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1073                 if (!(e->render.effects & 0xFF800000))
1074                         e->render.effects |= e->render.model->effects;
1075                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1076                 if (e->render.model->type == mod_alias)
1077                         angles[0] = -angles[0];
1078                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1079                 {
1080                         VectorScale(e->render.colormod, 2, e->render.colormod);
1081                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1082                 }
1083         }
1084         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1085         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1086                 angles[0] = -angles[0];
1087                 // NOTE: this must be synced to SV_GetPitchSign!
1088
1089         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1090         {
1091                 angles[1] = ANGLEMOD(100*cl.time);
1092                 if (cl_itembobheight.value)
1093                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1094         }
1095
1096         // animation lerp
1097         if (e->render.framegroupblend[0].frame == frame)
1098         {
1099                 // update frame lerp fraction
1100                 e->render.framegroupblend[0].lerp = 1;
1101                 e->render.framegroupblend[1].lerp = 0;
1102                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1103                 {
1104                         // make sure frame lerp won't last longer than 100ms
1105                         // (this mainly helps with models that use framegroups and
1106                         // switch between them infrequently)
1107                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1108                         if(e->render.model)
1109                         if(e->render.model->animscenes)
1110                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1111                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1112                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1113                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1114                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1115                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1116                 }
1117         }
1118         else
1119         {
1120                 // begin a new frame lerp
1121                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1122                 e->render.framegroupblend[1].lerp = 1;
1123                 e->render.framegroupblend[0].frame = frame;
1124                 e->render.framegroupblend[0].start = cl.time;
1125                 e->render.framegroupblend[0].lerp = 0;
1126         }
1127
1128         // set up the render matrix
1129         if (matrix)
1130         {
1131                 // attached entity, this requires a matrix multiply (concat)
1132                 // FIXME: e->render.scale should go away
1133                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1134                 // concat the matrices to make the entity relative to its tag
1135                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1136                 // get the origin from the new matrix
1137                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1138         }
1139         else
1140         {
1141                 // unattached entities are faster to process
1142                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1143         }
1144
1145         // tenebrae's sprites are all additive mode (weird)
1146         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1147                 e->render.flags |= RENDER_ADDITIVE;
1148         // player model is only shown with chase_active on
1149         if (e->state_current.number == cl.viewentity)
1150                 e->render.flags |= RENDER_EXTERIORMODEL;
1151         // either fullbright or lit
1152         if(!r_fullbright.integer)
1153         {
1154                 if (!(e->render.effects & EF_FULLBRIGHT))
1155                         e->render.flags |= RENDER_LIGHT;
1156                 else if(r_equalize_entities_fullbright.integer)
1157                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1158         }
1159         // hide player shadow during intermission or nehahra movie
1160         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1161          && (e->render.alpha >= 1)
1162          && !(e->render.flags & RENDER_VIEWMODEL)
1163          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1164                 e->render.flags |= RENDER_SHADOW;
1165         if (e->render.flags & RENDER_VIEWMODEL)
1166                 e->render.flags |= RENDER_NOSELFSHADOW;
1167         if (e->render.effects & EF_NOSELFSHADOW)
1168                 e->render.flags |= RENDER_NOSELFSHADOW;
1169         if (e->render.effects & EF_NODEPTHTEST)
1170                 e->render.flags |= RENDER_NODEPTHTEST;
1171         if (e->render.effects & EF_ADDITIVE)
1172                 e->render.flags |= RENDER_ADDITIVE;
1173         if (e->render.effects & EF_DOUBLESIDED)
1174                 e->render.flags |= RENDER_DOUBLESIDED;
1175
1176         // make the other useful stuff
1177         e->render.allowdecals = true;
1178         CL_UpdateRenderEntity(&e->render);
1179 }
1180
1181 // creates light and trails from an entity
1182 void CL_UpdateNetworkEntityTrail(entity_t *e)
1183 {
1184         effectnameindex_t trailtype;
1185         vec3_t origin;
1186
1187         // bmodels are treated specially since their origin is usually '0 0 0' and
1188         // their actual geometry is far from '0 0 0'
1189         if (e->render.model && e->render.model->soundfromcenter)
1190         {
1191                 vec3_t o;
1192                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1193                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1194         }
1195         else
1196                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1197
1198         // handle particle trails and such effects now that we know where this
1199         // entity is in the world...
1200         trailtype = EFFECT_NONE;
1201         // LordHavoc: if the entity has no effects, don't check each
1202         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1203         {
1204                 if (e->render.effects & EF_BRIGHTFIELD)
1205                 {
1206                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1207                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1208                         else
1209                                 CL_EntityParticles(e);
1210                 }
1211                 if (e->render.effects & EF_FLAME)
1212                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1213                 if (e->render.effects & EF_STARDUST)
1214                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1215         }
1216         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1217         {
1218                 // these are only set on player entities
1219                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1220         }
1221         // muzzleflash fades over time
1222         if (e->persistent.muzzleflash > 0)
1223                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1224         // LordHavoc: if the entity has no effects, don't check each
1225         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1226         {
1227                 if (e->render.effects & EF_GIB)
1228                         trailtype = EFFECT_TR_BLOOD;
1229                 else if (e->render.effects & EF_ZOMGIB)
1230                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1231                 else if (e->render.effects & EF_TRACER)
1232                         trailtype = EFFECT_TR_WIZSPIKE;
1233                 else if (e->render.effects & EF_TRACER2)
1234                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1235                 else if (e->render.effects & EF_ROCKET)
1236                         trailtype = EFFECT_TR_ROCKET;
1237                 else if (e->render.effects & EF_GRENADE)
1238                 {
1239                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1240                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1241                 }
1242                 else if (e->render.effects & EF_TRACER3)
1243                         trailtype = EFFECT_TR_VORESPIKE;
1244         }
1245         // do trails
1246         if (e->render.flags & RENDER_GLOWTRAIL)
1247                 trailtype = EFFECT_TR_GLOWTRAIL;
1248         // check if a trail is allowed (it is not after a teleport for example)
1249         if (trailtype && e->persistent.trail_allowed)
1250         {
1251                 float len;
1252                 vec3_t vel;
1253                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1254                 len = e->state_current.time - e->state_previous.time;
1255                 if (len > 0)
1256                         len = 1.0f / len;
1257                 VectorScale(vel, len, vel);
1258                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1259         }
1260         // now that the entity has survived one trail update it is allowed to
1261         // leave a real trail on later frames
1262         e->persistent.trail_allowed = true;
1263         VectorCopy(origin, e->persistent.trail_origin);
1264 }
1265
1266
1267 /*
1268 ===============
1269 CL_UpdateViewEntities
1270 ===============
1271 */
1272 void CL_UpdateViewEntities(void)
1273 {
1274         int i;
1275         // update any RENDER_VIEWMODEL entities to use the new view matrix
1276         for (i = 1;i < cl.num_entities;i++)
1277         {
1278                 if (cl.entities_active[i])
1279                 {
1280                         entity_t *ent = cl.entities + i;
1281                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1282                                 CL_UpdateNetworkEntity(ent, 32, true);
1283                 }
1284         }
1285         // and of course the engine viewmodel needs updating as well
1286         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1287 }
1288
1289 /*
1290 ===============
1291 CL_UpdateNetworkCollisionEntities
1292 ===============
1293 */
1294 void CL_UpdateNetworkCollisionEntities(void)
1295 {
1296         entity_t *ent;
1297         int i;
1298
1299         // start on the entity after the world
1300         cl.num_brushmodel_entities = 0;
1301         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1302         {
1303                 if (cl.entities_active[i])
1304                 {
1305                         ent = cl.entities + i;
1306                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1307                         {
1308                                 // do not interpolate the bmodels for this
1309                                 CL_UpdateNetworkEntity(ent, 32, false);
1310                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1311                         }
1312                 }
1313         }
1314 }
1315
1316 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1317
1318 /*
1319 ===============
1320 CL_UpdateNetworkEntities
1321 ===============
1322 */
1323 void CL_UpdateNetworkEntities(void)
1324 {
1325         entity_t *ent;
1326         int i;
1327
1328         // start on the entity after the world
1329         for (i = 1;i < cl.num_entities;i++)
1330         {
1331                 if (cl.entities_active[i])
1332                 {
1333                         ent = cl.entities + i;
1334                         if (ent->state_current.active)
1335                         {
1336                                 CL_UpdateNetworkEntity(ent, 32, true);
1337                                 // view models should never create light/trails
1338                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1339                                         CL_UpdateNetworkEntityTrail(ent);
1340                         }
1341                         else
1342                         {
1343                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1344                                 cl.entities_active[i] = false;
1345                         }
1346                 }
1347         }
1348 }
1349
1350 void CL_UpdateViewModel(void)
1351 {
1352         entity_t *ent;
1353         ent = &cl.viewent;
1354         ent->state_previous = ent->state_current;
1355         ent->state_current = defaultstate;
1356         ent->state_current.time = cl.time;
1357         ent->state_current.number = (unsigned short)-1;
1358         ent->state_current.active = true;
1359         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1360         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1361         ent->state_current.flags = RENDER_VIEWMODEL;
1362         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1363                 ent->state_current.modelindex = 0;
1364         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1365         {
1366                 if (gamemode == GAME_TRANSFUSION)
1367                         ent->state_current.alpha = 128;
1368                 else
1369                         ent->state_current.modelindex = 0;
1370         }
1371         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1372         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1373
1374         // reset animation interpolation on weaponmodel if model changed
1375         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1376         {
1377                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1378                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1379                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1380         }
1381         CL_UpdateNetworkEntity(ent, 32, true);
1382 }
1383
1384 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1385 void CL_LinkNetworkEntity(entity_t *e)
1386 {
1387         effectnameindex_t trailtype;
1388         vec3_t origin;
1389         vec3_t dlightcolor;
1390         vec_t dlightradius;
1391
1392         // skip inactive entities and world
1393         if (!e->state_current.active || e == cl.entities)
1394                 return;
1395         if (e->state_current.tagentity)
1396         {
1397                 // if the tag entity is currently impossible, skip it
1398                 if (e->state_current.tagentity >= cl.num_entities)
1399                         return;
1400                 // if the tag entity is inactive, skip it
1401                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1402                 {
1403                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1404                                 return;
1405                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1406                                 return;
1407                         // if we get here, it's properly csqc networked and attached
1408                 }
1409         }
1410
1411         // create entity dlights associated with this entity
1412         if (e->render.model && e->render.model->soundfromcenter)
1413         {
1414                 // bmodels are treated specially since their origin is usually '0 0 0'
1415                 vec3_t o;
1416                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1417                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1418         }
1419         else
1420                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1421         trailtype = EFFECT_NONE;
1422         dlightradius = 0;
1423         dlightcolor[0] = 0;
1424         dlightcolor[1] = 0;
1425         dlightcolor[2] = 0;
1426         // LordHavoc: if the entity has no effects, don't check each
1427         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1428         {
1429                 if (e->render.effects & EF_BRIGHTFIELD)
1430                 {
1431                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1432                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1433                 }
1434                 if (e->render.effects & EF_DIMLIGHT)
1435                 {
1436                         dlightradius = max(dlightradius, 200);
1437                         dlightcolor[0] += 1.50f;
1438                         dlightcolor[1] += 1.50f;
1439                         dlightcolor[2] += 1.50f;
1440                 }
1441                 if (e->render.effects & EF_BRIGHTLIGHT)
1442                 {
1443                         dlightradius = max(dlightradius, 400);
1444                         dlightcolor[0] += 3.00f;
1445                         dlightcolor[1] += 3.00f;
1446                         dlightcolor[2] += 3.00f;
1447                 }
1448                 // LordHavoc: more effects
1449                 if (e->render.effects & EF_RED) // red
1450                 {
1451                         dlightradius = max(dlightradius, 200);
1452                         dlightcolor[0] += 1.50f;
1453                         dlightcolor[1] += 0.15f;
1454                         dlightcolor[2] += 0.15f;
1455                 }
1456                 if (e->render.effects & EF_BLUE) // blue
1457                 {
1458                         dlightradius = max(dlightradius, 200);
1459                         dlightcolor[0] += 0.15f;
1460                         dlightcolor[1] += 0.15f;
1461                         dlightcolor[2] += 1.50f;
1462                 }
1463                 if (e->render.effects & EF_FLAME)
1464                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1465                 if (e->render.effects & EF_STARDUST)
1466                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1467         }
1468         // muzzleflash fades over time, and is offset a bit
1469         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1470         {
1471                 vec3_t v2;
1472                 vec3_t color;
1473                 trace_t trace;
1474                 matrix4x4_t tempmatrix;
1475                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1476                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1477                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1478                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1479                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1480                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1481                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1482                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1483         }
1484         // LordHavoc: if the model has no flags, don't check each
1485         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1486         {
1487                 if (e->render.effects & EF_GIB)
1488                         trailtype = EFFECT_TR_BLOOD;
1489                 else if (e->render.effects & EF_ZOMGIB)
1490                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1491                 else if (e->render.effects & EF_TRACER)
1492                         trailtype = EFFECT_TR_WIZSPIKE;
1493                 else if (e->render.effects & EF_TRACER2)
1494                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1495                 else if (e->render.effects & EF_ROCKET)
1496                         trailtype = EFFECT_TR_ROCKET;
1497                 else if (e->render.effects & EF_GRENADE)
1498                 {
1499                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1500                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1501                 }
1502                 else if (e->render.effects & EF_TRACER3)
1503                         trailtype = EFFECT_TR_VORESPIKE;
1504         }
1505         // LordHavoc: customizable glow
1506         if (e->state_current.glowsize)
1507         {
1508                 // * 4 for the expansion from 0-255 to 0-1023 range,
1509                 // / 255 to scale down byte colors
1510                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1511                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1512         }
1513         // custom rtlight
1514         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1515         {
1516                 matrix4x4_t dlightmatrix;
1517                 float light[4];
1518                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1519                 light[3] = e->state_current.light[3];
1520                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1521                         VectorSet(light, 1, 1, 1);
1522                 if (light[3] == 0)
1523                         light[3] = 350;
1524                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1525                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1526                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1527                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1528                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1529         }
1530         // make the glow dlight
1531         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1532         {
1533                 matrix4x4_t dlightmatrix;
1534                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1535                 // hack to make glowing player light shine on their gun
1536                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1537                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1538                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1539                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1540                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1541         }
1542         // do trail light
1543         if (e->render.flags & RENDER_GLOWTRAIL)
1544                 trailtype = EFFECT_TR_GLOWTRAIL;
1545         if (trailtype)
1546                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1547
1548         // don't show entities with no modelindex (note: this still shows
1549         // entities which have a modelindex that resolved to a NULL model)
1550         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1551                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1552         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1553         //      Matrix4x4_Print(&e->render.matrix);
1554 }
1555
1556 void CL_RelinkWorld(void)
1557 {
1558         entity_t *ent = &cl.entities[0];
1559         // FIXME: this should be done at load
1560         ent->render.matrix = identitymatrix;
1561         ent->render.flags = RENDER_SHADOW;
1562         if (!r_fullbright.integer)
1563                 ent->render.flags |= RENDER_LIGHT;
1564         VectorSet(ent->render.colormod, 1, 1, 1);
1565         VectorSet(ent->render.glowmod, 1, 1, 1);
1566         ent->render.allowdecals = true;
1567         CL_UpdateRenderEntity(&ent->render);
1568         r_refdef.scene.worldentity = &ent->render;
1569         r_refdef.scene.worldmodel = cl.worldmodel;
1570 }
1571
1572 static void CL_RelinkStaticEntities(void)
1573 {
1574         int i;
1575         entity_t *e;
1576         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1577         {
1578                 e->render.flags = 0;
1579                 // if the model was not loaded when the static entity was created we
1580                 // need to re-fetch the model pointer
1581                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1582                 // either fullbright or lit
1583                 if(!r_fullbright.integer)
1584                 {
1585                         if (!(e->render.effects & EF_FULLBRIGHT))
1586                                 e->render.flags |= RENDER_LIGHT;
1587                         else if(r_equalize_entities_fullbright.integer)
1588                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1589                 }
1590                 // hide player shadow during intermission or nehahra movie
1591                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1592                         e->render.flags |= RENDER_SHADOW;
1593                 VectorSet(e->render.colormod, 1, 1, 1);
1594                 VectorSet(e->render.glowmod, 1, 1, 1);
1595                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1596                 e->render.allowdecals = true;
1597                 CL_UpdateRenderEntity(&e->render);
1598                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1599         }
1600 }
1601
1602 /*
1603 ===============
1604 CL_RelinkEntities
1605 ===============
1606 */
1607 static void CL_RelinkNetworkEntities(void)
1608 {
1609         entity_t *ent;
1610         int i;
1611
1612         // start on the entity after the world
1613         for (i = 1;i < cl.num_entities;i++)
1614         {
1615                 if (cl.entities_active[i])
1616                 {
1617                         ent = cl.entities + i;
1618                         if (ent->state_current.active)
1619                                 CL_LinkNetworkEntity(ent);
1620                         else
1621                                 cl.entities_active[i] = false;
1622                 }
1623         }
1624 }
1625
1626 static void CL_RelinkEffects(void)
1627 {
1628         int i, intframe;
1629         cl_effect_t *e;
1630         entity_render_t *entrender;
1631         float frame;
1632
1633         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1634         {
1635                 if (e->active)
1636                 {
1637                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1638                         intframe = (int)frame;
1639                         if (intframe < 0 || intframe >= e->endframe)
1640                         {
1641                                 memset(e, 0, sizeof(*e));
1642                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1643                                         cl.num_effects--;
1644                                 continue;
1645                         }
1646
1647                         if (intframe != e->frame)
1648                         {
1649                                 e->frame = intframe;
1650                                 e->frame1time = e->frame2time;
1651                                 e->frame2time = cl.time;
1652                         }
1653
1654                         // if we're drawing effects, get a new temp entity
1655                         // (NewTempEntity adds it to the render entities list for us)
1656                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1657                         {
1658                                 // interpolation stuff
1659                                 entrender->framegroupblend[0].frame = intframe;
1660                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1661                                 entrender->framegroupblend[0].start = e->frame1time;
1662                                 if (intframe + 1 >= e->endframe)
1663                                 {
1664                                         entrender->framegroupblend[1].frame = 0; // disappear
1665                                         entrender->framegroupblend[1].lerp = 0;
1666                                         entrender->framegroupblend[1].start = 0;
1667                                 }
1668                                 else
1669                                 {
1670                                         entrender->framegroupblend[1].frame = intframe + 1;
1671                                         entrender->framegroupblend[1].lerp = frame - intframe;
1672                                         entrender->framegroupblend[1].start = e->frame2time;
1673                                 }
1674
1675                                 // normal stuff
1676                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1677                                 entrender->alpha = 1;
1678                                 VectorSet(entrender->colormod, 1, 1, 1);
1679                                 VectorSet(entrender->glowmod, 1, 1, 1);
1680
1681                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1682                                 CL_UpdateRenderEntity(entrender);
1683                         }
1684                 }
1685         }
1686 }
1687
1688 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1689 {
1690         VectorCopy(b->start, start);
1691         VectorCopy(b->end, end);
1692
1693         // if coming from the player, update the start position
1694         if (b->entity == cl.viewentity)
1695         {
1696                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1697                 {
1698                         // LordHavoc: this is a stupid hack from Quake that makes your
1699                         // lightning appear to come from your waist and cover less of your
1700                         // view
1701                         // in Quake this hack was applied to all players (causing the
1702                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1703                         // only applies to your own lightning, and only in first person
1704                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1705                 }
1706                 if (cl_beams_instantaimhack.integer)
1707                 {
1708                         vec3_t dir, localend;
1709                         vec_t len;
1710                         // LordHavoc: this updates the beam direction to match your
1711                         // viewangles
1712                         VectorSubtract(end, start, dir);
1713                         len = VectorLength(dir);
1714                         VectorNormalize(dir);
1715                         VectorSet(localend, len, 0, 0);
1716                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1717                 }
1718         }
1719 }
1720
1721 void CL_RelinkBeams(void)
1722 {
1723         int i;
1724         beam_t *b;
1725         vec3_t dist, org, start, end;
1726         float d;
1727         entity_render_t *entrender;
1728         double yaw, pitch;
1729         float forward;
1730         matrix4x4_t tempmatrix;
1731
1732         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1733         {
1734                 if (!b->model)
1735                         continue;
1736                 if (b->endtime < cl.time)
1737                 {
1738                         b->model = NULL;
1739                         continue;
1740                 }
1741
1742                 CL_Beam_CalculatePositions(b, start, end);
1743
1744                 if (b->lightning)
1745                 {
1746                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1747                         {
1748                                 // FIXME: create a matrix from the beam start/end orientation
1749                                 vec3_t dlightcolor;
1750                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1751                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1752                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1753                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1754                         }
1755                         if (cl_beams_polygons.integer)
1756                                 continue;
1757                 }
1758
1759                 // calculate pitch and yaw
1760                 // (this is similar to the QuakeC builtin function vectoangles)
1761                 VectorSubtract(end, start, dist);
1762                 if (dist[1] == 0 && dist[0] == 0)
1763                 {
1764                         yaw = 0;
1765                         if (dist[2] > 0)
1766                                 pitch = 90;
1767                         else
1768                                 pitch = 270;
1769                 }
1770                 else
1771                 {
1772                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1773                         if (yaw < 0)
1774                                 yaw += 360;
1775
1776                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1777                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1778                         if (pitch < 0)
1779                                 pitch += 360;
1780                 }
1781
1782                 // add new entities for the lightning
1783                 VectorCopy (start, org);
1784                 d = VectorNormalizeLength(dist);
1785                 while (d > 0)
1786                 {
1787                         entrender = CL_NewTempEntity (0);
1788                         if (!entrender)
1789                                 return;
1790                         //VectorCopy (org, ent->render.origin);
1791                         entrender->model = b->model;
1792                         //ent->render.effects = EF_FULLBRIGHT;
1793                         //ent->render.angles[0] = pitch;
1794                         //ent->render.angles[1] = yaw;
1795                         //ent->render.angles[2] = rand()%360;
1796                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1797                         CL_UpdateRenderEntity(entrender);
1798                         VectorMA(org, 30, dist, org);
1799                         d -= 30;
1800                 }
1801         }
1802
1803         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1804                 cl.num_beams--;
1805 }
1806
1807 static void CL_RelinkQWNails(void)
1808 {
1809         int i;
1810         vec_t *v;
1811         entity_render_t *entrender;
1812
1813         for (i = 0;i < cl.qw_num_nails;i++)
1814         {
1815                 v = cl.qw_nails[i];
1816
1817                 // if we're drawing effects, get a new temp entity
1818                 // (NewTempEntity adds it to the render entities list for us)
1819                 if (!(entrender = CL_NewTempEntity(0)))
1820                         continue;
1821
1822                 // normal stuff
1823                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1824                 entrender->alpha = 1;
1825                 VectorSet(entrender->colormod, 1, 1, 1);
1826                 VectorSet(entrender->glowmod, 1, 1, 1);
1827
1828                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1829                 CL_UpdateRenderEntity(entrender);
1830         }
1831 }
1832
1833 void CL_LerpPlayer(float frac)
1834 {
1835         int i;
1836
1837         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1838         for (i = 0;i < 3;i++)
1839         {
1840                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1841                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1842                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1843         }
1844
1845         // interpolate the angles if playing a demo or spectating someone
1846         if (cls.demoplayback || cl.fixangle[0])
1847         {
1848                 for (i = 0;i < 3;i++)
1849                 {
1850                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1851                         if (d > 180)
1852                                 d -= 360;
1853                         else if (d < -180)
1854                                 d += 360;
1855                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1856                 }
1857         }
1858 }
1859
1860 void CSQC_RelinkAllEntities (int drawmask)
1861 {
1862         // link stuff
1863         CL_RelinkWorld();
1864         CL_RelinkStaticEntities();
1865         CL_RelinkBeams();
1866         CL_RelinkEffects();
1867
1868         // link stuff
1869         if (drawmask & ENTMASK_ENGINE)
1870         {
1871                 CL_RelinkNetworkEntities();
1872                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1873                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1874                 CL_RelinkQWNails();
1875         }
1876
1877         // update view blend
1878         V_CalcViewBlend();
1879 }
1880
1881 /*
1882 ===============
1883 CL_UpdateWorld
1884
1885 Update client game world for a new frame
1886 ===============
1887 */
1888 void CL_UpdateWorld(void)
1889 {
1890         r_refdef.scene.extraupdate = !r_speeds.integer;
1891         r_refdef.scene.numentities = 0;
1892         r_refdef.scene.numlights = 0;
1893         r_refdef.view.matrix = identitymatrix;
1894         r_refdef.view.quality = 1;
1895                 
1896         cl.num_brushmodel_entities = 0;
1897
1898         if (cls.state == ca_connected && cls.signon == SIGNONS)
1899         {
1900                 // prepare for a new frame
1901                 CL_LerpPlayer(CL_LerpPoint());
1902                 CL_DecayLightFlashes();
1903                 CL_ClearTempEntities();
1904                 V_DriftPitch();
1905                 V_FadeViewFlashs();
1906
1907                 // if prediction is enabled we have to update all the collidable
1908                 // network entities before the prediction code can be run
1909                 CL_UpdateNetworkCollisionEntities();
1910
1911                 // now update the player prediction
1912                 CL_ClientMovement_Replay();
1913
1914                 // update the player entity (which may be predicted)
1915                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1916
1917                 // now update the view (which depends on that player entity)
1918                 V_CalcRefdef();
1919
1920                 // now update all the network entities and create particle trails
1921                 // (some entities may depend on the view)
1922                 CL_UpdateNetworkEntities();
1923
1924                 // update the engine-based viewmodel
1925                 CL_UpdateViewModel();
1926
1927                 CL_RelinkLightFlashes();
1928                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1929
1930                 // decals, particles, and explosions will be updated during rneder
1931         }
1932
1933         r_refdef.scene.time = cl.time;
1934 }
1935
1936 // LordHavoc: pausedemo command
1937 static void CL_PauseDemo_f (void)
1938 {
1939         cls.demopaused = !cls.demopaused;
1940         if (cls.demopaused)
1941                 Con_Print("Demo paused\n");
1942         else
1943                 Con_Print("Demo unpaused\n");
1944 }
1945
1946 /*
1947 ======================
1948 CL_Fog_f
1949 ======================
1950 */
1951 static void CL_Fog_f (void)
1952 {
1953         if (Cmd_Argc () == 1)
1954         {
1955                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1956                 return;
1957         }
1958         FOG_clear(); // so missing values get good defaults
1959         if(Cmd_Argc() > 1)
1960                 r_refdef.fog_density = atof(Cmd_Argv(1));
1961         if(Cmd_Argc() > 2)
1962                 r_refdef.fog_red = atof(Cmd_Argv(2));
1963         if(Cmd_Argc() > 3)
1964                 r_refdef.fog_green = atof(Cmd_Argv(3));
1965         if(Cmd_Argc() > 4)
1966                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1967         if(Cmd_Argc() > 5)
1968                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1969         if(Cmd_Argc() > 6)
1970                 r_refdef.fog_start = atof(Cmd_Argv(6));
1971         if(Cmd_Argc() > 7)
1972                 r_refdef.fog_end = atof(Cmd_Argv(7));
1973         if(Cmd_Argc() > 8)
1974                 r_refdef.fog_height = atof(Cmd_Argv(8));
1975         if(Cmd_Argc() > 9)
1976                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1977 }
1978
1979 /*
1980 ======================
1981 CL_FogHeightTexture_f
1982 ======================
1983 */
1984 static void CL_Fog_HeightTexture_f (void)
1985 {
1986         if (Cmd_Argc () < 11)
1987         {
1988                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
1989                 return;
1990         }
1991         FOG_clear(); // so missing values get good defaults
1992         r_refdef.fog_density = atof(Cmd_Argv(1));
1993         r_refdef.fog_red = atof(Cmd_Argv(2));
1994         r_refdef.fog_green = atof(Cmd_Argv(3));
1995         r_refdef.fog_blue = atof(Cmd_Argv(4));
1996         r_refdef.fog_alpha = atof(Cmd_Argv(5));
1997         r_refdef.fog_start = atof(Cmd_Argv(6));
1998         r_refdef.fog_end = atof(Cmd_Argv(7));
1999         r_refdef.fog_height = atof(Cmd_Argv(8));
2000         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2001         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2002 }
2003
2004
2005 /*
2006 ====================
2007 CL_TimeRefresh_f
2008
2009 For program optimization
2010 ====================
2011 */
2012 static void CL_TimeRefresh_f (void)
2013 {
2014         int i;
2015         float timestart, timedelta;
2016
2017         r_refdef.scene.extraupdate = false;
2018
2019         timestart = Sys_DoubleTime();
2020         for (i = 0;i < 128;i++)
2021         {
2022                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2023                 r_refdef.view.quality = 1;
2024                 CL_UpdateScreen();
2025         }
2026         timedelta = Sys_DoubleTime() - timestart;
2027
2028         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2029 }
2030
2031 void CL_AreaStats_f(void)
2032 {
2033         World_PrintAreaStats(&cl.world, "client");
2034 }
2035
2036 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2037 {
2038         int i;
2039         cl_locnode_t *loc;
2040         cl_locnode_t *best;
2041         vec3_t nearestpoint;
2042         vec_t dist, bestdist;
2043         best = NULL;
2044         bestdist = 0;
2045         for (loc = cl.locnodes;loc;loc = loc->next)
2046         {
2047                 for (i = 0;i < 3;i++)
2048                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2049                 dist = VectorDistance2(nearestpoint, point);
2050                 if (bestdist > dist || !best)
2051                 {
2052                         bestdist = dist;
2053                         best = loc;
2054                         if (bestdist < 1)
2055                                 break;
2056                 }
2057         }
2058         return best;
2059 }
2060
2061 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2062 {
2063         cl_locnode_t *loc;
2064         loc = CL_Locs_FindNearest(point);
2065         if (loc)
2066                 strlcpy(buffer, loc->name, buffersize);
2067         else
2068                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2069 }
2070
2071 void CL_Locs_FreeNode(cl_locnode_t *node)
2072 {
2073         cl_locnode_t **pointer, **next;
2074         for (pointer = &cl.locnodes;*pointer;pointer = next)
2075         {
2076                 next = &(*pointer)->next;
2077                 if (*pointer == node)
2078                 {
2079                         *pointer = node->next;
2080                         Mem_Free(node);
2081                         return;
2082                 }
2083         }
2084         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2085 }
2086
2087 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2088 {
2089         cl_locnode_t *node, **pointer;
2090         int namelen;
2091         if (!name)
2092                 name = "";
2093         namelen = strlen(name);
2094         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2095         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2096         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2097         node->name = (char *)(node + 1);
2098         memcpy(node->name, name, namelen);
2099         node->name[namelen] = 0;
2100         // link it into the tail of the list to preserve the order
2101         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2102                 ;
2103         *pointer = node;
2104 }
2105
2106 void CL_Locs_Add_f(void)
2107 {
2108         vec3_t mins, maxs;
2109         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2110         {
2111                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2112                 return;
2113         }
2114         mins[0] = atof(Cmd_Argv(1));
2115         mins[1] = atof(Cmd_Argv(2));
2116         mins[2] = atof(Cmd_Argv(3));
2117         if (Cmd_Argc() == 8)
2118         {
2119                 maxs[0] = atof(Cmd_Argv(4));
2120                 maxs[1] = atof(Cmd_Argv(5));
2121                 maxs[2] = atof(Cmd_Argv(6));
2122                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2123         }
2124         else
2125                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2126 }
2127
2128 void CL_Locs_RemoveNearest_f(void)
2129 {
2130         cl_locnode_t *loc;
2131         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2132         if (loc)
2133                 CL_Locs_FreeNode(loc);
2134         else
2135                 Con_Printf("no loc point or box found for your location\n");
2136 }
2137
2138 void CL_Locs_Clear_f(void)
2139 {
2140         while (cl.locnodes)
2141                 CL_Locs_FreeNode(cl.locnodes);
2142 }
2143
2144 void CL_Locs_Save_f(void)
2145 {
2146         cl_locnode_t *loc;
2147         qfile_t *outfile;
2148         char locfilename[MAX_QPATH];
2149         if (!cl.locnodes)
2150         {
2151                 Con_Printf("No loc points/boxes exist!\n");
2152                 return;
2153         }
2154         if (cls.state != ca_connected || !cl.worldmodel)
2155         {
2156                 Con_Printf("No level loaded!\n");
2157                 return;
2158         }
2159         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2160
2161         outfile = FS_OpenRealFile(locfilename, "w", false);
2162         if (!outfile)
2163                 return;
2164         // if any boxes are used then this is a proquake-format loc file, which
2165         // allows comments, so add some relevant information at the start
2166         for (loc = cl.locnodes;loc;loc = loc->next)
2167                 if (!VectorCompare(loc->mins, loc->maxs))
2168                         break;
2169         if (loc)
2170         {
2171                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2172                 for (loc = cl.locnodes;loc;loc = loc->next)
2173                         if (VectorCompare(loc->mins, loc->maxs))
2174                                 break;
2175                 if (loc)
2176                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2177         }
2178         for (loc = cl.locnodes;loc;loc = loc->next)
2179         {
2180                 if (VectorCompare(loc->mins, loc->maxs))
2181                 {
2182                         int len;
2183                         const char *s;
2184                         const char *in = loc->name;
2185                         char name[MAX_INPUTLINE];
2186                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2187                         {
2188                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2189                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2190                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2191                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2192                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2193                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2194                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2195                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2196                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2197                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2198                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2199                                 else s = NULL;
2200                                 if (s)
2201                                 {
2202                                         while (len < (int)sizeof(name) - 1 && *s)
2203                                                 name[len++] = *s++;
2204                                         continue;
2205                                 }
2206                                 name[len++] = *in++;
2207                         }
2208                         name[len] = 0;
2209                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2210                 }
2211                 else
2212                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2213         }
2214         FS_Close(outfile);
2215 }
2216
2217 void CL_Locs_Reload_f(void)
2218 {
2219         int i, linenumber, limit, len;
2220         const char *s;
2221         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2222         fs_offset_t filesize;
2223         vec3_t mins, maxs;
2224         char locfilename[MAX_QPATH];
2225         char name[MAX_INPUTLINE];
2226
2227         if (cls.state != ca_connected || !cl.worldmodel)
2228         {
2229                 Con_Printf("No level loaded!\n");
2230                 return;
2231         }
2232
2233         CL_Locs_Clear_f();
2234
2235         // try maps/something.loc first (LordHavoc: where I think they should be)
2236         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2237         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2238         if (!filedata)
2239         {
2240                 // try proquake name as well (LordHavoc: I hate path mangling)
2241                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2242                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2243                 if (!filedata)
2244                         return;
2245         }
2246         text = filedata;
2247         textend = filedata + filesize;
2248         for (linenumber = 1;text < textend;linenumber++)
2249         {
2250                 linestart = text;
2251                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2252                         ;
2253                 lineend = text;
2254                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2255                         text++;
2256                 if (text < textend)
2257                         text++;
2258                 // trim trailing whitespace
2259                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2260                         lineend--;
2261                 // trim leading whitespace
2262                 while (linestart < lineend && ISWHITESPACE(*linestart))
2263                         linestart++;
2264                 // check if this is a comment
2265                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2266                         continue;
2267                 linetext = linestart;
2268                 limit = 3;
2269                 for (i = 0;i < limit;i++)
2270                 {
2271                         if (linetext >= lineend)
2272                                 break;
2273                         // note: a missing number is interpreted as 0
2274                         if (i < 3)
2275                                 mins[i] = atof(linetext);
2276                         else
2277                                 maxs[i - 3] = atof(linetext);
2278                         // now advance past the number
2279                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2280                                 linetext++;
2281                         // advance through whitespace
2282                         if (linetext < lineend)
2283                         {
2284                                 if (*linetext == ',')
2285                                 {
2286                                         linetext++;
2287                                         limit = 6;
2288                                         // note: comma can be followed by whitespace
2289                                 }
2290                                 if (ISWHITESPACE(*linetext))
2291                                 {
2292                                         // skip whitespace
2293                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2294                                                 linetext++;
2295                                 }
2296                         }
2297                 }
2298                 // if this is a quoted name, remove the quotes
2299                 if (i == 6)
2300                 {
2301                         if (linetext >= lineend || *linetext != '"')
2302                                 continue; // proquake location names are always quoted
2303                         lineend--;
2304                         linetext++;
2305                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2306                         memcpy(name, linetext, len);
2307                         name[len] = 0;
2308                         // add the box to the list
2309                         CL_Locs_AddNode(mins, maxs, name);
2310                 }
2311                 // if a point was parsed, it needs to be scaled down by 8 (since
2312                 // point-based loc files were invented by a proxy which dealt
2313                 // directly with quake protocol coordinates, which are *8), turn
2314                 // it into a box
2315                 else if (i == 3)
2316                 {
2317                         // interpret silly fuhquake macros
2318                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2319                         {
2320                                 if (*linetext == '$')
2321                                 {
2322                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2323                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2324                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2325                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2326                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2327                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2328                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2329                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2330                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2331                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2332                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2333                                         else s = NULL;
2334                                         if (s)
2335                                         {
2336                                                 while (len < (int)sizeof(name) - 1 && *s)
2337                                                         name[len++] = *s++;
2338                                                 continue;
2339                                         }
2340                                 }
2341                                 name[len++] = *linetext++;
2342                         }
2343                         name[len] = 0;
2344                         // add the point to the list
2345                         VectorScale(mins, (1.0 / 8.0), mins);
2346                         CL_Locs_AddNode(mins, mins, name);
2347                 }
2348                 else
2349                         continue;
2350         }
2351 }
2352
2353 /*
2354 ===========
2355 CL_Shutdown
2356 ===========
2357 */
2358 void CL_Shutdown (void)
2359 {
2360         CL_Screen_Shutdown();
2361         CL_Particles_Shutdown();
2362         CL_Parse_Shutdown();
2363
2364         Mem_FreePool (&cls.permanentmempool);
2365         Mem_FreePool (&cls.levelmempool);
2366 }
2367
2368 /*
2369 =================
2370 CL_Init
2371 =================
2372 */
2373 void CL_Init (void)
2374 {
2375
2376         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2377         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2378
2379         memset(&r_refdef, 0, sizeof(r_refdef));
2380         // max entities sent to renderer per frame
2381         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2382         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2383
2384         // max temp entities
2385         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2386         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2387
2388         CL_InitInput ();
2389
2390 //
2391 // register our commands
2392 //
2393         Cvar_RegisterVariable (&cl_upspeed);
2394         Cvar_RegisterVariable (&cl_forwardspeed);
2395         Cvar_RegisterVariable (&cl_backspeed);
2396         Cvar_RegisterVariable (&cl_sidespeed);
2397         Cvar_RegisterVariable (&cl_movespeedkey);
2398         Cvar_RegisterVariable (&cl_yawspeed);
2399         Cvar_RegisterVariable (&cl_pitchspeed);
2400         Cvar_RegisterVariable (&cl_anglespeedkey);
2401         Cvar_RegisterVariable (&cl_shownet);
2402         Cvar_RegisterVariable (&cl_nolerp);
2403         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2404         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2405         Cvar_RegisterVariable (&cl_deathfade);
2406         Cvar_RegisterVariable (&lookspring);
2407         Cvar_RegisterVariable (&lookstrafe);
2408         Cvar_RegisterVariable (&sensitivity);
2409         Cvar_RegisterVariable (&freelook);
2410
2411         Cvar_RegisterVariable (&m_pitch);
2412         Cvar_RegisterVariable (&m_yaw);
2413         Cvar_RegisterVariable (&m_forward);
2414         Cvar_RegisterVariable (&m_side);
2415
2416         Cvar_RegisterVariable (&cl_itembobspeed);
2417         Cvar_RegisterVariable (&cl_itembobheight);
2418
2419         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2420         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2421         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2422         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2423         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2424         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2425
2426         // Support Client-side Model Index List
2427         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2428         // Support Client-side Sound Index List
2429         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2430
2431         Cvar_RegisterVariable (&cl_autodemo);
2432         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2433         Cvar_RegisterVariable (&cl_autodemo_delete);
2434
2435         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2436         Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2437
2438         // LordHavoc: added pausedemo
2439         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)");
2440
2441         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2442
2443         Cvar_RegisterVariable(&r_draweffects);
2444         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2445         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2446         Cvar_RegisterVariable(&cl_explosions_size_start);
2447         Cvar_RegisterVariable(&cl_explosions_size_end);
2448         Cvar_RegisterVariable(&cl_explosions_lifetime);
2449         Cvar_RegisterVariable(&cl_stainmaps);
2450         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2451         Cvar_RegisterVariable(&cl_beams_polygons);
2452         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2453         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2454         Cvar_RegisterVariable(&cl_beams_lightatend);
2455         Cvar_RegisterVariable(&cl_noplayershadow);
2456         Cvar_RegisterVariable(&cl_dlights_decayradius);
2457         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2458
2459         Cvar_RegisterVariable(&cl_prydoncursor);
2460         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2461
2462         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2463
2464         // for QW connections
2465         Cvar_RegisterVariable(&qport);
2466         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2467
2468         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2469
2470         Cvar_RegisterVariable(&cl_locs_enable);
2471         Cvar_RegisterVariable(&cl_locs_show);
2472         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2473         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2474         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2475         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2476         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2477
2478         CL_Parse_Init();
2479         CL_Particles_Init();
2480         CL_Screen_Init();
2481
2482         CL_Video_Init();
2483         CL_Gecko_Init();
2484 }
2485
2486
2487