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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
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
76
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
78
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
81
82 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)"};
83
84 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"};
85
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
87
88 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)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90
91 extern cvar_t r_equalize_entities_fullbright;
92
93 client_static_t cls;
94 client_state_t  cl;
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_VM_ShutDown (void);
103 void CL_ClearState(void)
104 {
105         int i;
106         entity_t *ent;
107
108         CL_VM_ShutDown();
109
110 // wipe the entire cl structure
111         Mem_EmptyPool(cls.levelmempool);
112         memset (&cl, 0, sizeof(cl));
113
114         S_StopAllSounds();
115
116         // reset the view zoom interpolation
117         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
118         cl.sensitivityscale = 1.0f;
119
120         // enable rendering of the world and such
121         cl.csqc_vidvars.drawworld = true;
122         cl.csqc_vidvars.drawenginesbar = true;
123         cl.csqc_vidvars.drawcrosshair = true;
124
125         // set up the float version of the stats array for easier access to float stats
126         cl.statsf = (float *)cl.stats;
127
128         cl.num_entities = 0;
129         cl.num_static_entities = 0;
130         cl.num_brushmodel_entities = 0;
131
132         // tweak these if the game runs out
133         cl.max_entities = 256;
134         cl.max_static_entities = 256;
135         cl.max_effects = 256;
136         cl.max_beams = 256;
137         cl.max_dlights = MAX_DLIGHTS;
138         cl.max_lightstyle = MAX_LIGHTSTYLES;
139         cl.max_brushmodel_entities = MAX_EDICTS;
140         cl.max_particles = 8192; // grows dynamically
141         cl.max_decals = 2048; // grows dynamically
142         cl.max_showlmps = 0;
143
144         cl.num_dlights = 0;
145         cl.num_effects = 0;
146         cl.num_beams = 0;
147
148         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
149         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
150         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
151         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
152         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
153         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
154         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
155         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
156         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
157         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158         cl.showlmps = NULL;
159
160         // LordHavoc: have to set up the baseline info for alpha and other stuff
161         for (i = 0;i < cl.max_entities;i++)
162         {
163                 cl.entities[i].state_baseline = defaultstate;
164                 cl.entities[i].state_previous = defaultstate;
165                 cl.entities[i].state_current = defaultstate;
166         }
167
168         if (gamemode == GAME_NEXUIZ)
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
174         }
175         else
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181         }
182
183         // disable until we get textures for it
184         R_ResetSkyBox();
185
186         ent = &cl.entities[0];
187         // entire entity array was cleared, so just fill in a few fields
188         ent->state_current.active = true;
189         ent->render.model = cl.worldmodel = NULL; // no world model yet
190         ent->render.alpha = 1;
191         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193         CL_UpdateRenderEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         // set bestweapon data back to Quake data
202         IN_BestWeapon_ResetData();
203
204         CL_Screen_NewMap();
205 }
206
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 {
209         int i;
210         qboolean fail = false;
211         if (!allowstarkey && key[0] == '*')
212                 fail = true;
213         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
214                 fail = true;
215         for (i = 0;key[i];i++)
216                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
217                         fail = true;
218         for (i = 0;value[i];i++)
219                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220                         fail = true;
221         if (fail)
222         {
223                 if (!quiet)
224                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225                 return;
226         }
227         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228         if (cls.state == ca_connected && cls.netcon)
229         {
230                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
231                 {
232                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
234                 }
235                 else if (!strcasecmp(key, "name"))
236                 {
237                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
239                 }
240                 else if (!strcasecmp(key, "playermodel"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playerskin"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "topcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "bottomcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "rate"))
259                 {
260                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262                 }
263         }
264 }
265
266 void CL_ExpandEntities(int num)
267 {
268         int i, oldmaxentities;
269         entity_t *oldentities;
270         if (num >= cl.max_entities)
271         {
272                 if (!cl.entities)
273                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274                 if (num >= MAX_EDICTS)
275                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276                 oldmaxentities = cl.max_entities;
277                 oldentities = cl.entities;
278                 cl.max_entities = (num & ~255) + 256;
279                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281                 Mem_Free(oldentities);
282                 for (i = oldmaxentities;i < cl.max_entities;i++)
283                 {
284                         cl.entities[i].state_baseline = defaultstate;
285                         cl.entities[i].state_previous = defaultstate;
286                         cl.entities[i].state_current = defaultstate;
287                 }
288         }
289 }
290
291 /*
292 =====================
293 CL_Disconnect
294
295 Sends a disconnect message to the server
296 This is also called on Host_Error, so it shouldn't cause any errors
297 =====================
298 */
299 void CL_Disconnect(void)
300 {
301         if (cls.state == ca_dedicated)
302                 return;
303
304         if (COM_CheckParm("-profilegameonly"))
305                 Sys_AllowProfiling(false);
306
307         Curl_Clear_forthismap();
308
309         Con_DPrintf("CL_Disconnect\n");
310
311     Cvar_SetValueQuick(&csqc_progcrc, -1);
312         Cvar_SetValueQuick(&csqc_progsize, -1);
313         CL_VM_ShutDown();
314 // stop sounds (especially looping!)
315         S_StopAllSounds ();
316
317         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
318
319         // clear contents blends
320         cl.cshifts[0].percent = 0;
321         cl.cshifts[1].percent = 0;
322         cl.cshifts[2].percent = 0;
323         cl.cshifts[3].percent = 0;
324
325         cl.worldmodel = NULL;
326
327         CL_Parse_ErrorCleanUp();
328
329         if (cls.demoplayback)
330                 CL_StopPlayback();
331         else if (cls.netcon)
332         {
333                 sizebuf_t buf;
334                 unsigned char bufdata[8];
335                 if (cls.demorecording)
336                         CL_Stop_f();
337
338                 // send disconnect message 3 times to improve chances of server
339                 // receiving it (but it still fails sometimes)
340                 memset(&buf, 0, sizeof(buf));
341                 buf.data = bufdata;
342                 buf.maxsize = sizeof(bufdata);
343                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
344                 {
345                         Con_DPrint("Sending drop command\n");
346                         MSG_WriteByte(&buf, qw_clc_stringcmd);
347                         MSG_WriteString(&buf, "drop");
348                 }
349                 else
350                 {
351                         Con_DPrint("Sending clc_disconnect\n");
352                         MSG_WriteByte(&buf, clc_disconnect);
353                 }
354                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357                 NetConn_Close(cls.netcon);
358                 cls.netcon = NULL;
359         }
360         cls.state = ca_disconnected;
361
362         cls.demoplayback = cls.timedemo = false;
363         cls.signon = 0;
364 }
365
366 void CL_Disconnect_f(void)
367 {
368         CL_Disconnect ();
369         if (sv.active)
370                 Host_ShutdownServer ();
371 }
372
373
374
375
376 /*
377 =====================
378 CL_EstablishConnection
379
380 Host should be either "local" or a net address
381 =====================
382 */
383 void CL_EstablishConnection(const char *host)
384 {
385         if (cls.state == ca_dedicated)
386                 return;
387
388         // clear menu's connect error message
389         M_Update_Return_Reason("");
390         cls.demonum = -1;
391
392         // stop demo loop in case this fails
393         if (cls.demoplayback)
394                 CL_StopPlayback();
395
396         // if downloads are running, cancel their finishing action
397         Curl_Clear_forthismap();
398
399         // make sure the client ports are open before attempting to connect
400         NetConn_UpdateSockets();
401
402         // run a network frame
403         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404
405         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
406         {
407                 cls.connect_trying = true;
408                 cls.connect_remainingtries = 3;
409                 cls.connect_nextsendtime = 0;
410                 M_Update_Return_Reason("Trying to connect...");
411                 // run several network frames to jump into the game quickly
412                 //if (sv.active)
413                 //{
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418                 //}
419         }
420         else
421         {
422                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
423                 M_Update_Return_Reason("No network");
424         }
425 }
426
427 /*
428 ==============
429 CL_PrintEntities_f
430 ==============
431 */
432 static void CL_PrintEntities_f(void)
433 {
434         entity_t *ent;
435         int i;
436
437         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
438         {
439                 const char* modelname;
440
441                 if (!ent->state_current.active)
442                         continue;
443
444                 if (ent->render.model)
445                         modelname = ent->render.model->name;
446                 else
447                         modelname = "--no model--";
448                 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);
449         }
450 }
451
452 /*
453 ===============
454 CL_ModelIndexList_f
455
456 List information on all models in the client modelindex
457 ===============
458 */
459 static void CL_ModelIndexList_f(void)
460 {
461         int i = 1;
462
463         // Print Header
464         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
465
466         while(cl.model_precache[i] && i != MAX_MODELS)
467         { // Valid Model
468                 if(cl.model_precache[i]->loaded || i == 1)
469                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
470                 else
471                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
472                 i++;
473         }
474 }
475
476 /*
477 ===============
478 CL_SoundIndexList_f
479
480 List all sounds in the client soundindex
481 ===============
482 */
483 static void CL_SoundIndexList_f(void)
484 {
485         int i = 1;
486
487         while(cl.sound_precache[i] && i != MAX_SOUNDS)
488         { // Valid Sound
489                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
490                 i++;
491         }
492 }
493
494 /*
495 ===============
496 CL_UpdateRenderEntity
497
498 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
499 ===============
500 */
501 void CL_UpdateRenderEntity(entity_render_t *ent)
502 {
503         vec3_t org;
504         vec_t scale;
505         dp_model_t *model = ent->model;
506         // update the inverse matrix for the renderer
507         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
508         // update the animation blend state
509         R_LerpAnimation(ent);
510         // we need the matrix origin to center the box
511         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
512         // update entity->render.scale because the renderer needs it
513         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
514         if (model)
515         {
516                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
517 #ifdef MATRIX4x4_OPENGLORIENTATION
518                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
519 #else
520                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
521 #endif
522                 {
523                         // pitch or roll
524                         VectorMA(org, scale, model->rotatedmins, ent->mins);
525                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
526                 }
527 #ifdef MATRIX4x4_OPENGLORIENTATION
528                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
529 #else
530                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
531 #endif
532                 {
533                         // yaw
534                         VectorMA(org, scale, model->yawmins, ent->mins);
535                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
536                 }
537                 else
538                 {
539                         VectorMA(org, scale, model->normalmins, ent->mins);
540                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
541                 }
542         }
543         else
544         {
545                 ent->mins[0] = org[0] - 16;
546                 ent->mins[1] = org[1] - 16;
547                 ent->mins[2] = org[2] - 16;
548                 ent->maxs[0] = org[0] + 16;
549                 ent->maxs[1] = org[1] + 16;
550                 ent->maxs[2] = org[2] + 16;
551         }
552 }
553
554 /*
555 ===============
556 CL_LerpPoint
557
558 Determines the fraction between the last two messages that the objects
559 should be put at.
560 ===============
561 */
562 static float CL_LerpPoint(void)
563 {
564         float f;
565
566         if (cl_nettimesyncboundmode.integer == 1)
567                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
568
569         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
570         if (cl.mtime[0] <= cl.mtime[1])
571         {
572                 cl.time = cl.mtime[0];
573                 return 1;
574         }
575
576         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
577         return bound(0, f, 1);
578 }
579
580 void CL_ClearTempEntities (void)
581 {
582         r_refdef.scene.numtempentities = 0;
583 }
584
585 entity_render_t *CL_NewTempEntity(double shadertime)
586 {
587         entity_render_t *render;
588
589         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
590                 return NULL;
591         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
592                 return NULL;
593         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
594         memset (render, 0, sizeof(*render));
595         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
596
597         render->shadertime = shadertime;
598         render->alpha = 1;
599         VectorSet(render->colormod, 1, 1, 1);
600         VectorSet(render->glowmod, 1, 1, 1);
601         return render;
602 }
603
604 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
605 {
606         int i;
607         cl_effect_t *e;
608         if (!modelindex) // sanity check
609                 return;
610         if (framerate < 1)
611         {
612                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
613                 return;
614         }
615         if (framecount < 1)
616         {
617                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618                 return;
619         }
620         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
621         {
622                 if (e->active)
623                         continue;
624                 e->active = true;
625                 VectorCopy(org, e->origin);
626                 e->modelindex = modelindex;
627                 e->starttime = cl.time;
628                 e->startframe = startframe;
629                 e->endframe = startframe + framecount;
630                 e->framerate = framerate;
631
632                 e->frame = 0;
633                 e->frame1time = cl.time;
634                 e->frame2time = cl.time;
635                 cl.num_effects = max(cl.num_effects, i + 1);
636                 break;
637         }
638 }
639
640 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)
641 {
642         int i;
643         dlight_t *dl;
644
645 // then look for anything else
646         dl = cl.dlights;
647         for (i = 0;i < cl.max_dlights;i++, dl++)
648                 if (!dl->radius)
649                         break;
650
651         // unable to find one
652         if (i == cl.max_dlights)
653                 return;
654
655         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
656         memset (dl, 0, sizeof(*dl));
657         cl.num_dlights = max(cl.num_dlights, i + 1);
658         Matrix4x4_Normalize(&dl->matrix, matrix);
659         dl->ent = ent;
660         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
661         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
662         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
663         dl->radius = radius;
664         dl->color[0] = red;
665         dl->color[1] = green;
666         dl->color[2] = blue;
667         dl->initialradius = radius;
668         dl->initialcolor[0] = red;
669         dl->initialcolor[1] = green;
670         dl->initialcolor[2] = blue;
671         dl->decay = decay / radius; // changed decay to be a percentage decrease
672         dl->intensity = 1; // this is what gets decayed
673         if (lifetime)
674                 dl->die = cl.time + lifetime;
675         else
676                 dl->die = 0;
677         if (cubemapnum > 0)
678                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
679         else
680                 dl->cubemapname[0] = 0;
681         dl->style = style;
682         dl->shadow = shadowenable;
683         dl->corona = corona;
684         dl->flags = flags;
685         dl->coronasizescale = coronasizescale;
686         dl->ambientscale = ambientscale;
687         dl->diffusescale = diffusescale;
688         dl->specularscale = specularscale;
689 }
690
691 void CL_DecayLightFlashes(void)
692 {
693         int i, oldmax;
694         dlight_t *dl;
695         float time;
696
697         time = bound(0, cl.time - cl.oldtime, 0.1);
698         oldmax = cl.num_dlights;
699         cl.num_dlights = 0;
700         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
701         {
702                 if (dl->radius)
703                 {
704                         dl->intensity -= time * dl->decay;
705                         if (cl.time < dl->die && dl->intensity > 0)
706                         {
707                                 if (cl_dlights_decayradius.integer)
708                                         dl->radius = dl->initialradius * dl->intensity;
709                                 else
710                                         dl->radius = dl->initialradius;
711                                 if (cl_dlights_decaybrightness.integer)
712                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
713                                 else
714                                         VectorCopy(dl->initialcolor, dl->color);
715                                 cl.num_dlights = i + 1;
716                         }
717                         else
718                                 dl->radius = 0;
719                 }
720         }
721 }
722
723 // called before entity relinking
724 void CL_RelinkLightFlashes(void)
725 {
726         int i, j, k, l;
727         dlight_t *dl;
728         float frac, f;
729         matrix4x4_t tempmatrix;
730
731         if (r_dynamic.integer)
732         {
733                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
734                 {
735                         if (dl->radius)
736                         {
737                                 tempmatrix = dl->matrix;
738                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
739                                 // we need the corona fading to be persistent
740                                 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);
741                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
742                         }
743                 }
744         }
745
746         if (!cl.lightstyle)
747         {
748                 for (j = 0;j < cl.max_lightstyle;j++)
749                 {
750                         r_refdef.scene.rtlightstylevalue[j] = 1;
751                         r_refdef.scene.lightstylevalue[j] = 256;
752                 }
753                 return;
754         }
755
756 // light animations
757 // 'm' is normal light, 'a' is no light, 'z' is double bright
758         f = cl.time * 10;
759         i = (int)floor(f);
760         frac = f - i;
761         for (j = 0;j < cl.max_lightstyle;j++)
762         {
763                 if (!cl.lightstyle[j].length)
764                 {
765                         r_refdef.scene.rtlightstylevalue[j] = 1;
766                         r_refdef.scene.lightstylevalue[j] = 256;
767                         continue;
768                 }
769                 // static lightstyle "=value"
770                 if (cl.lightstyle[j].map[0] == '=')
771                 {
772                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
773                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
774                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
775                         continue;
776                 }
777                 k = i % cl.lightstyle[j].length;
778                 l = (i-1) % cl.lightstyle[j].length;
779                 k = cl.lightstyle[j].map[k] - 'a';
780                 l = cl.lightstyle[j].map[l] - 'a';
781                 // rtlightstylevalue is always interpolated because it has no bad
782                 // consequences for performance
783                 // lightstylevalue is subject to a cvar for performance reasons;
784                 // skipping lightmap updates on most rendered frames substantially
785                 // improves framerates (but makes light fades look bad)
786                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
787                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
788         }
789 }
790
791 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
792 {
793         int frame = player->render.framegroupblend[0].frame;
794         float f;
795         entity_render_t *flagrender;
796         matrix4x4_t flagmatrix;
797
798         // this code taken from QuakeWorld
799         f = 14;
800         if (frame >= 29 && frame <= 40)
801         {
802                 if (frame >= 29 && frame <= 34)
803                 { //axpain
804                         if      (frame == 29) f = f + 2;
805                         else if (frame == 30) f = f + 8;
806                         else if (frame == 31) f = f + 12;
807                         else if (frame == 32) f = f + 11;
808                         else if (frame == 33) f = f + 10;
809                         else if (frame == 34) f = f + 4;
810                 }
811                 else if (frame >= 35 && frame <= 40)
812                 { // pain
813                         if      (frame == 35) f = f + 2;
814                         else if (frame == 36) f = f + 10;
815                         else if (frame == 37) f = f + 10;
816                         else if (frame == 38) f = f + 8;
817                         else if (frame == 39) f = f + 4;
818                         else if (frame == 40) f = f + 2;
819                 }
820         }
821         else if (frame >= 103 && frame <= 118)
822         {
823                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
824                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
825                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
826                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
827         }
828         // end of code taken from QuakeWorld
829
830         flagrender = CL_NewTempEntity(player->render.shadertime);
831         if (!flagrender)
832                 return;
833
834         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
835         flagrender->skinnum = skin;
836         flagrender->alpha = 1;
837         VectorSet(flagrender->colormod, 1, 1, 1);
838         VectorSet(flagrender->glowmod, 1, 1, 1);
839         // attach the flag to the player matrix
840         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
841         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
842         CL_UpdateRenderEntity(flagrender);
843 }
844
845 matrix4x4_t viewmodelmatrix;
846
847 static const vec3_t muzzleflashorigin = {18, 0, 0};
848
849 extern void V_DriftPitch(void);
850 extern void V_FadeViewFlashs(void);
851 extern void V_CalcViewBlend(void);
852 extern void V_CalcRefdef(void);
853
854 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
855 {
856         const unsigned char *cbcolor;
857         if (colormap >= 0)
858         {
859                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
860                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
861                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
862                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
863         }
864         else
865         {
866                 VectorClear(ent->colormap_pantscolor);
867                 VectorClear(ent->colormap_shirtcolor);
868         }
869 }
870
871 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
872 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
873 {
874         const matrix4x4_t *matrix;
875         matrix4x4_t blendmatrix, tempmatrix, matrix2;
876         int frame;
877         float origin[3], angles[3], lerp;
878         entity_t *t;
879         //entity_persistent_t *p = &e->persistent;
880         //entity_render_t *r = &e->render;
881         // skip inactive entities and world
882         if (!e->state_current.active || e == cl.entities)
883                 return;
884         if (recursionlimit < 1)
885                 return;
886         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
887         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
888         e->render.flags = e->state_current.flags;
889         e->render.effects = e->state_current.effects;
890         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
891         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
892         if(e >= cl.entities && e < cl.entities + cl.num_entities)
893                 e->render.entitynumber = e - cl.entities;
894         else
895                 e->render.entitynumber = 0;
896         if (e->state_current.flags & RENDER_COLORMAPPED)
897                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
898         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
899                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
900         else
901                 CL_SetEntityColormapColors(&e->render, -1);
902         e->render.skinnum = e->state_current.skin;
903         if (e->state_current.tagentity)
904         {
905                 // attached entity (gun held in player model's hand, etc)
906                 // if the tag entity is currently impossible, skip it
907                 if (e->state_current.tagentity >= cl.num_entities)
908                         return;
909                 t = cl.entities + e->state_current.tagentity;
910                 // if the tag entity is inactive, skip it
911                 if (!t->state_current.active)
912                         return;
913                 // update the parent first
914                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
915                 // make relative to the entity
916                 matrix = &t->render.matrix;
917                 // some properties of the tag entity carry over
918                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
919                 // if a valid tagindex is used, make it relative to that tag instead
920                 // FIXME: use a model function to get tag info (need to handle skeletal)
921                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && e->render.model)
922                 {
923                         if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
924                         {
925                                 // concat the tag matrices onto the entity matrix
926                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
927                                 // use the constructed tag matrix
928                                 matrix = &tempmatrix;
929                         }
930                 }
931         }
932         else if (e->render.flags & RENDER_VIEWMODEL)
933         {
934                 // view-relative entity (guns and such)
935                 if (e->render.effects & EF_NOGUNBOB)
936                         matrix = &r_refdef.view.matrix; // really attached to view
937                 else
938                         matrix = &viewmodelmatrix; // attached to gun bob matrix
939         }
940         else
941         {
942                 // world-relative entity (the normal kind)
943                 matrix = &identitymatrix;
944         }
945
946         // movement lerp
947         // if it's the predicted player entity, update according to client movement
948         // but don't lerp if going through a teleporter as it causes a bad lerp
949         // also don't use the predicted location if fixangle was set on both of
950         // the most recent server messages, as that cause means you are spectating
951         // someone or watching a cutscene of some sort
952         if (cl_nolerp.integer || cls.timedemo)
953                 interpolate = false;
954         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
955         {
956                 VectorCopy(cl.movement_origin, origin);
957                 VectorSet(angles, 0, cl.viewangles[1], 0);
958         }
959         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
960         {
961                 // interpolate the origin and angles
962                 lerp = max(0, lerp);
963                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
964 #if 0
965                 // this fails at the singularity of euler angles
966                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
967                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
968                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
969                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
970                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
971 #else
972                 {
973                         vec3_t f0, u0, f1, u1;
974                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
975                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
976                         VectorMAM(1-lerp, f0, lerp, f1, f0);
977                         VectorMAM(1-lerp, u0, lerp, u1, u0);
978                         AnglesFromVectors(angles, f0, u0, false);
979                 }
980 #endif
981         }
982         else
983         {
984                 // no interpolation
985                 VectorCopy(e->persistent.neworigin, origin);
986                 VectorCopy(e->persistent.newangles, angles);
987         }
988
989         // model setup and some modelflags
990         frame = e->state_current.frame;
991         if (e->state_current.modelindex < MAX_MODELS)
992                 e->render.model = cl.model_precache[e->state_current.modelindex];
993         else
994                 e->render.model = NULL;
995         if (e->render.model)
996         {
997                 if (e->render.skinnum >= e->render.model->numskins)
998                         e->render.skinnum = 0;
999                 if (frame >= e->render.model->numframes)
1000                         frame = 0;
1001                 // models can set flags such as EF_ROCKET
1002                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1003                 if (!(e->render.effects & 0xFF800000))
1004                         e->render.effects |= e->render.model->effects;
1005                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1006                 if (e->render.model->type == mod_alias)
1007                         angles[0] = -angles[0];
1008                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1009                 {
1010                         VectorScale(e->render.colormod, 2, e->render.colormod);
1011                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1012                 }
1013         }
1014         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1015         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1016                 angles[0] = -angles[0];
1017                 // NOTE: this must be synced to SV_GetPitchSign!
1018
1019         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1020         {
1021                 angles[1] = ANGLEMOD(100*cl.time);
1022                 if (cl_itembobheight.value)
1023                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1024         }
1025
1026         // animation lerp
1027         if (e->render.framegroupblend[0].frame == frame)
1028         {
1029                 // update frame lerp fraction
1030                 e->render.framegroupblend[0].lerp = 1;
1031                 e->render.framegroupblend[1].lerp = 0;
1032                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1033                 {
1034                         // make sure frame lerp won't last longer than 100ms
1035                         // (this mainly helps with models that use framegroups and
1036                         // switch between them infrequently)
1037                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1038                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1039                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1040                 }
1041         }
1042         else
1043         {
1044                 // begin a new frame lerp
1045                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1046                 e->render.framegroupblend[1].lerp = 1;
1047                 e->render.framegroupblend[0].frame = frame;
1048                 e->render.framegroupblend[0].start = cl.time;
1049                 e->render.framegroupblend[0].lerp = 0;
1050         }
1051
1052         // set up the render matrix
1053         if (matrix)
1054         {
1055                 // attached entity, this requires a matrix multiply (concat)
1056                 // FIXME: e->render.scale should go away
1057                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1058                 // concat the matrices to make the entity relative to its tag
1059                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1060                 // get the origin from the new matrix
1061                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1062         }
1063         else
1064         {
1065                 // unattached entities are faster to process
1066                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1067         }
1068
1069         // tenebrae's sprites are all additive mode (weird)
1070         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1071                 e->render.flags |= RENDER_ADDITIVE;
1072         // player model is only shown with chase_active on
1073         if (e->state_current.number == cl.viewentity)
1074                 e->render.flags |= RENDER_EXTERIORMODEL;
1075         // either fullbright or lit
1076         if(!r_fullbright.integer)
1077         {
1078                 if (!(e->render.effects & EF_FULLBRIGHT))
1079                         e->render.flags |= RENDER_LIGHT;
1080                 else if(r_equalize_entities_fullbright.integer)
1081                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1082         }
1083         // hide player shadow during intermission or nehahra movie
1084         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1085          && (e->render.alpha >= 1)
1086          && !(e->render.flags & RENDER_VIEWMODEL)
1087          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1088                 e->render.flags |= RENDER_SHADOW;
1089         if (e->render.flags & RENDER_VIEWMODEL)
1090                 e->render.flags |= RENDER_NOSELFSHADOW;
1091         if (e->render.effects & EF_NOSELFSHADOW)
1092                 e->render.flags |= RENDER_NOSELFSHADOW;
1093         if (e->render.effects & EF_NODEPTHTEST)
1094                 e->render.flags |= RENDER_NODEPTHTEST;
1095         if (e->render.effects & EF_ADDITIVE)
1096                 e->render.flags |= RENDER_ADDITIVE;
1097         if (e->render.effects & EF_DOUBLESIDED)
1098                 e->render.flags |= RENDER_DOUBLESIDED;
1099
1100         // make the other useful stuff
1101         CL_UpdateRenderEntity(&e->render);
1102 }
1103
1104 // creates light and trails from an entity
1105 void CL_UpdateNetworkEntityTrail(entity_t *e)
1106 {
1107         effectnameindex_t trailtype;
1108         vec3_t origin;
1109
1110         // bmodels are treated specially since their origin is usually '0 0 0' and
1111         // their actual geometry is far from '0 0 0'
1112         if (e->render.model && e->render.model->soundfromcenter)
1113         {
1114                 vec3_t o;
1115                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1116                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1117         }
1118         else
1119                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1120
1121         // handle particle trails and such effects now that we know where this
1122         // entity is in the world...
1123         trailtype = EFFECT_NONE;
1124         // LordHavoc: if the entity has no effects, don't check each
1125         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1126         {
1127                 if (e->render.effects & EF_BRIGHTFIELD)
1128                 {
1129                         if (gamemode == GAME_NEXUIZ)
1130                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1131                         else
1132                                 CL_EntityParticles(e);
1133                 }
1134                 if (e->render.effects & EF_FLAME)
1135                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1136                 if (e->render.effects & EF_STARDUST)
1137                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1138         }
1139         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1140         {
1141                 // these are only set on player entities
1142                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1143         }
1144         // muzzleflash fades over time
1145         if (e->persistent.muzzleflash > 0)
1146                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1147         // LordHavoc: if the entity has no effects, don't check each
1148         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1149         {
1150                 if (e->render.effects & EF_GIB)
1151                         trailtype = EFFECT_TR_BLOOD;
1152                 else if (e->render.effects & EF_ZOMGIB)
1153                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1154                 else if (e->render.effects & EF_TRACER)
1155                         trailtype = EFFECT_TR_WIZSPIKE;
1156                 else if (e->render.effects & EF_TRACER2)
1157                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1158                 else if (e->render.effects & EF_ROCKET)
1159                         trailtype = EFFECT_TR_ROCKET;
1160                 else if (e->render.effects & EF_GRENADE)
1161                 {
1162                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1163                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1164                 }
1165                 else if (e->render.effects & EF_TRACER3)
1166                         trailtype = EFFECT_TR_VORESPIKE;
1167         }
1168         // do trails
1169         if (e->render.flags & RENDER_GLOWTRAIL)
1170                 trailtype = EFFECT_TR_GLOWTRAIL;
1171         // check if a trail is allowed (it is not after a teleport for example)
1172         if (trailtype && e->persistent.trail_allowed)
1173         {
1174                 float len;
1175                 vec3_t vel;
1176                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1177                 len = e->state_current.time - e->state_previous.time;
1178                 if (len > 0)
1179                         len = 1.0f / len;
1180                 VectorScale(vel, len, vel);
1181                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1182         }
1183         // now that the entity has survived one trail update it is allowed to
1184         // leave a real trail on later frames
1185         e->persistent.trail_allowed = true;
1186         VectorCopy(origin, e->persistent.trail_origin);
1187 }
1188
1189
1190 /*
1191 ===============
1192 CL_UpdateViewEntities
1193 ===============
1194 */
1195 void CL_UpdateViewEntities(void)
1196 {
1197         int i;
1198         // update any RENDER_VIEWMODEL entities to use the new view matrix
1199         for (i = 1;i < cl.num_entities;i++)
1200         {
1201                 if (cl.entities_active[i])
1202                 {
1203                         entity_t *ent = cl.entities + i;
1204                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1205                                 CL_UpdateNetworkEntity(ent, 32, true);
1206                 }
1207         }
1208         // and of course the engine viewmodel needs updating as well
1209         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1210 }
1211
1212 /*
1213 ===============
1214 CL_UpdateNetworkCollisionEntities
1215 ===============
1216 */
1217 void CL_UpdateNetworkCollisionEntities(void)
1218 {
1219         entity_t *ent;
1220         int i;
1221
1222         // start on the entity after the world
1223         cl.num_brushmodel_entities = 0;
1224         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1225         {
1226                 if (cl.entities_active[i])
1227                 {
1228                         ent = cl.entities + i;
1229                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1230                         {
1231                                 // do not interpolate the bmodels for this
1232                                 CL_UpdateNetworkEntity(ent, 32, false);
1233                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1234                         }
1235                 }
1236         }
1237 }
1238
1239 /*
1240 ===============
1241 CL_UpdateNetworkEntities
1242 ===============
1243 */
1244 void CL_UpdateNetworkEntities(void)
1245 {
1246         entity_t *ent;
1247         int i;
1248
1249         // start on the entity after the world
1250         for (i = 1;i < cl.num_entities;i++)
1251         {
1252                 if (cl.entities_active[i])
1253                 {
1254                         ent = cl.entities + i;
1255                         if (ent->state_current.active)
1256                         {
1257                                 CL_UpdateNetworkEntity(ent, 32, true);
1258                                 // view models should never create light/trails
1259                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1260                                         CL_UpdateNetworkEntityTrail(ent);
1261                         }
1262                         else
1263                                 cl.entities_active[i] = false;
1264                 }
1265         }
1266 }
1267
1268 void CL_UpdateViewModel(void)
1269 {
1270         entity_t *ent;
1271         ent = &cl.viewent;
1272         ent->state_previous = ent->state_current;
1273         ent->state_current = defaultstate;
1274         ent->state_current.time = cl.time;
1275         ent->state_current.number = (unsigned short)-1;
1276         ent->state_current.active = true;
1277         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1278         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1279         ent->state_current.flags = RENDER_VIEWMODEL;
1280         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1281                 ent->state_current.modelindex = 0;
1282         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1283         {
1284                 if (gamemode == GAME_TRANSFUSION)
1285                         ent->state_current.alpha = 128;
1286                 else
1287                         ent->state_current.modelindex = 0;
1288         }
1289         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1290         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1291
1292         // reset animation interpolation on weaponmodel if model changed
1293         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1294         {
1295                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1296                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1297                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1298         }
1299         CL_UpdateNetworkEntity(ent, 32, true);
1300 }
1301
1302 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1303 void CL_LinkNetworkEntity(entity_t *e)
1304 {
1305         effectnameindex_t trailtype;
1306         vec3_t origin;
1307         vec3_t dlightcolor;
1308         vec_t dlightradius;
1309
1310         // skip inactive entities and world
1311         if (!e->state_current.active || e == cl.entities)
1312                 return;
1313         if (e->state_current.tagentity)
1314         {
1315                 // if the tag entity is currently impossible, skip it
1316                 if (e->state_current.tagentity >= cl.num_entities)
1317                         return;
1318                 // if the tag entity is inactive, skip it
1319                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1320                         return;
1321         }
1322
1323         // create entity dlights associated with this entity
1324         if (e->render.model && e->render.model->soundfromcenter)
1325         {
1326                 // bmodels are treated specially since their origin is usually '0 0 0'
1327                 vec3_t o;
1328                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1329                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1330         }
1331         else
1332                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1333         trailtype = EFFECT_NONE;
1334         dlightradius = 0;
1335         dlightcolor[0] = 0;
1336         dlightcolor[1] = 0;
1337         dlightcolor[2] = 0;
1338         // LordHavoc: if the entity has no effects, don't check each
1339         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1340         {
1341                 if (e->render.effects & EF_BRIGHTFIELD)
1342                 {
1343                         if (gamemode == GAME_NEXUIZ)
1344                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1345                 }
1346                 if (e->render.effects & EF_DIMLIGHT)
1347                 {
1348                         dlightradius = max(dlightradius, 200);
1349                         dlightcolor[0] += 1.50f;
1350                         dlightcolor[1] += 1.50f;
1351                         dlightcolor[2] += 1.50f;
1352                 }
1353                 if (e->render.effects & EF_BRIGHTLIGHT)
1354                 {
1355                         dlightradius = max(dlightradius, 400);
1356                         dlightcolor[0] += 3.00f;
1357                         dlightcolor[1] += 3.00f;
1358                         dlightcolor[2] += 3.00f;
1359                 }
1360                 // LordHavoc: more effects
1361                 if (e->render.effects & EF_RED) // red
1362                 {
1363                         dlightradius = max(dlightradius, 200);
1364                         dlightcolor[0] += 1.50f;
1365                         dlightcolor[1] += 0.15f;
1366                         dlightcolor[2] += 0.15f;
1367                 }
1368                 if (e->render.effects & EF_BLUE) // blue
1369                 {
1370                         dlightradius = max(dlightradius, 200);
1371                         dlightcolor[0] += 0.15f;
1372                         dlightcolor[1] += 0.15f;
1373                         dlightcolor[2] += 1.50f;
1374                 }
1375                 if (e->render.effects & EF_FLAME)
1376                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1377                 if (e->render.effects & EF_STARDUST)
1378                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1379         }
1380         // muzzleflash fades over time, and is offset a bit
1381         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1382         {
1383                 vec3_t v2;
1384                 vec3_t color;
1385                 trace_t trace;
1386                 matrix4x4_t tempmatrix;
1387                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1388                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1389                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1390                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1391                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1392                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1393                 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);
1394                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1395         }
1396         // LordHavoc: if the model has no flags, don't check each
1397         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1398         {
1399                 if (e->render.effects & EF_GIB)
1400                         trailtype = EFFECT_TR_BLOOD;
1401                 else if (e->render.effects & EF_ZOMGIB)
1402                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1403                 else if (e->render.effects & EF_TRACER)
1404                         trailtype = EFFECT_TR_WIZSPIKE;
1405                 else if (e->render.effects & EF_TRACER2)
1406                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1407                 else if (e->render.effects & EF_ROCKET)
1408                         trailtype = EFFECT_TR_ROCKET;
1409                 else if (e->render.effects & EF_GRENADE)
1410                 {
1411                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1412                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1413                 }
1414                 else if (e->render.effects & EF_TRACER3)
1415                         trailtype = EFFECT_TR_VORESPIKE;
1416         }
1417         // LordHavoc: customizable glow
1418         if (e->state_current.glowsize)
1419         {
1420                 // * 4 for the expansion from 0-255 to 0-1023 range,
1421                 // / 255 to scale down byte colors
1422                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1423                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1424         }
1425         // custom rtlight
1426         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1427         {
1428                 matrix4x4_t dlightmatrix;
1429                 float light[4];
1430                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1431                 light[3] = e->state_current.light[3];
1432                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1433                         VectorSet(light, 1, 1, 1);
1434                 if (light[3] == 0)
1435                         light[3] = 350;
1436                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1437                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1438                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1439                 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);
1440                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1441         }
1442         // make the glow dlight
1443         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1444         {
1445                 matrix4x4_t dlightmatrix;
1446                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1447                 // hack to make glowing player light shine on their gun
1448                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1449                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1450                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1451                 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);
1452                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1453         }
1454         // do trail light
1455         if (e->render.flags & RENDER_GLOWTRAIL)
1456                 trailtype = EFFECT_TR_GLOWTRAIL;
1457         if (trailtype)
1458                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1459
1460         // don't show viewmodels in certain situations
1461         if (e->render.flags & RENDER_VIEWMODEL)
1462                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1463                         return;
1464         // don't show entities with no modelindex (note: this still shows
1465         // entities which have a modelindex that resolved to a NULL model)
1466         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1467                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1468         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1469         //      Matrix4x4_Print(&e->render.matrix);
1470 }
1471
1472 void CL_RelinkWorld(void)
1473 {
1474         entity_t *ent = &cl.entities[0];
1475         // FIXME: this should be done at load
1476         ent->render.matrix = identitymatrix;
1477         ent->render.flags = RENDER_SHADOW;
1478         if (!r_fullbright.integer)
1479                 ent->render.flags |= RENDER_LIGHT;
1480         VectorSet(ent->render.colormod, 1, 1, 1);
1481         VectorSet(ent->render.glowmod, 1, 1, 1);
1482         CL_UpdateRenderEntity(&ent->render);
1483         r_refdef.scene.worldentity = &ent->render;
1484         r_refdef.scene.worldmodel = cl.worldmodel;
1485 }
1486
1487 static void CL_RelinkStaticEntities(void)
1488 {
1489         int i;
1490         entity_t *e;
1491         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1492         {
1493                 e->render.flags = 0;
1494                 // if the model was not loaded when the static entity was created we
1495                 // need to re-fetch the model pointer
1496                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1497                 // either fullbright or lit
1498                 if(!r_fullbright.integer)
1499                 {
1500                         if (!(e->render.effects & EF_FULLBRIGHT))
1501                                 e->render.flags |= RENDER_LIGHT;
1502                         else if(r_equalize_entities_fullbright.integer)
1503                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1504                 }
1505                 // hide player shadow during intermission or nehahra movie
1506                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1507                         e->render.flags |= RENDER_SHADOW;
1508                 VectorSet(e->render.colormod, 1, 1, 1);
1509                 VectorSet(e->render.glowmod, 1, 1, 1);
1510                 R_LerpAnimation(&e->render);
1511                 CL_UpdateRenderEntity(&e->render);
1512                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1513         }
1514 }
1515
1516 /*
1517 ===============
1518 CL_RelinkEntities
1519 ===============
1520 */
1521 static void CL_RelinkNetworkEntities(void)
1522 {
1523         entity_t *ent;
1524         int i;
1525
1526         // start on the entity after the world
1527         for (i = 1;i < cl.num_entities;i++)
1528         {
1529                 if (cl.entities_active[i])
1530                 {
1531                         ent = cl.entities + i;
1532                         if (ent->state_current.active)
1533                                 CL_LinkNetworkEntity(ent);
1534                         else
1535                                 cl.entities_active[i] = false;
1536                 }
1537         }
1538 }
1539
1540 static void CL_RelinkEffects(void)
1541 {
1542         int i, intframe;
1543         cl_effect_t *e;
1544         entity_render_t *entrender;
1545         float frame;
1546
1547         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1548         {
1549                 if (e->active)
1550                 {
1551                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1552                         intframe = (int)frame;
1553                         if (intframe < 0 || intframe >= e->endframe)
1554                         {
1555                                 memset(e, 0, sizeof(*e));
1556                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1557                                         cl.num_effects--;
1558                                 continue;
1559                         }
1560
1561                         if (intframe != e->frame)
1562                         {
1563                                 e->frame = intframe;
1564                                 e->frame1time = e->frame2time;
1565                                 e->frame2time = cl.time;
1566                         }
1567
1568                         // if we're drawing effects, get a new temp entity
1569                         // (NewTempEntity adds it to the render entities list for us)
1570                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1571                         {
1572                                 // interpolation stuff
1573                                 entrender->framegroupblend[0].frame = intframe;
1574                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1575                                 entrender->framegroupblend[0].start = e->frame1time;
1576                                 if (intframe + 1 >= e->endframe)
1577                                 {
1578                                         entrender->framegroupblend[1].frame = 0; // disappear
1579                                         entrender->framegroupblend[1].lerp = 0;
1580                                         entrender->framegroupblend[1].start = 0;
1581                                 }
1582                                 else
1583                                 {
1584                                         entrender->framegroupblend[1].frame = intframe + 1;
1585                                         entrender->framegroupblend[1].lerp = frame - intframe;
1586                                         entrender->framegroupblend[1].start = e->frame2time;
1587                                 }
1588
1589                                 // normal stuff
1590                                 if(e->modelindex < MAX_MODELS)
1591                                         entrender->model = cl.model_precache[e->modelindex];
1592                                 else
1593                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1594                                 entrender->alpha = 1;
1595                                 VectorSet(entrender->colormod, 1, 1, 1);
1596                                 VectorSet(entrender->glowmod, 1, 1, 1);
1597
1598                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1599                                 CL_UpdateRenderEntity(entrender);
1600                         }
1601                 }
1602         }
1603 }
1604
1605 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1606 {
1607         VectorCopy(b->start, start);
1608         VectorCopy(b->end, end);
1609
1610         // if coming from the player, update the start position
1611         if (b->entity == cl.viewentity)
1612         {
1613                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1614                 {
1615                         // LordHavoc: this is a stupid hack from Quake that makes your
1616                         // lightning appear to come from your waist and cover less of your
1617                         // view
1618                         // in Quake this hack was applied to all players (causing the
1619                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1620                         // only applies to your own lightning, and only in first person
1621                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1622                 }
1623                 if (cl_beams_instantaimhack.integer)
1624                 {
1625                         vec3_t dir, localend;
1626                         vec_t len;
1627                         // LordHavoc: this updates the beam direction to match your
1628                         // viewangles
1629                         VectorSubtract(end, start, dir);
1630                         len = VectorLength(dir);
1631                         VectorNormalize(dir);
1632                         VectorSet(localend, len, 0, 0);
1633                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1634                 }
1635         }
1636 }
1637
1638 void CL_RelinkBeams(void)
1639 {
1640         int i;
1641         beam_t *b;
1642         vec3_t dist, org, start, end;
1643         float d;
1644         entity_render_t *entrender;
1645         double yaw, pitch;
1646         float forward;
1647         matrix4x4_t tempmatrix;
1648
1649         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1650         {
1651                 if (!b->model)
1652                         continue;
1653                 if (b->endtime < cl.time)
1654                 {
1655                         b->model = NULL;
1656                         continue;
1657                 }
1658
1659                 CL_Beam_CalculatePositions(b, start, end);
1660
1661                 if (b->lightning)
1662                 {
1663                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1664                         {
1665                                 // FIXME: create a matrix from the beam start/end orientation
1666                                 vec3_t dlightcolor;
1667                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1668                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1669                                 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);
1670                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1671                         }
1672                         if (cl_beams_polygons.integer)
1673                                 continue;
1674                 }
1675
1676                 // calculate pitch and yaw
1677                 // (this is similar to the QuakeC builtin function vectoangles)
1678                 VectorSubtract(end, start, dist);
1679                 if (dist[1] == 0 && dist[0] == 0)
1680                 {
1681                         yaw = 0;
1682                         if (dist[2] > 0)
1683                                 pitch = 90;
1684                         else
1685                                 pitch = 270;
1686                 }
1687                 else
1688                 {
1689                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1690                         if (yaw < 0)
1691                                 yaw += 360;
1692
1693                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1694                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1695                         if (pitch < 0)
1696                                 pitch += 360;
1697                 }
1698
1699                 // add new entities for the lightning
1700                 VectorCopy (start, org);
1701                 d = VectorNormalizeLength(dist);
1702                 while (d > 0)
1703                 {
1704                         entrender = CL_NewTempEntity (0);
1705                         if (!entrender)
1706                                 return;
1707                         //VectorCopy (org, ent->render.origin);
1708                         entrender->model = b->model;
1709                         //ent->render.effects = EF_FULLBRIGHT;
1710                         //ent->render.angles[0] = pitch;
1711                         //ent->render.angles[1] = yaw;
1712                         //ent->render.angles[2] = rand()%360;
1713                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1714                         CL_UpdateRenderEntity(entrender);
1715                         VectorMA(org, 30, dist, org);
1716                         d -= 30;
1717                 }
1718         }
1719
1720         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1721                 cl.num_beams--;
1722 }
1723
1724 static void CL_RelinkQWNails(void)
1725 {
1726         int i;
1727         vec_t *v;
1728         entity_render_t *entrender;
1729
1730         for (i = 0;i < cl.qw_num_nails;i++)
1731         {
1732                 v = cl.qw_nails[i];
1733
1734                 // if we're drawing effects, get a new temp entity
1735                 // (NewTempEntity adds it to the render entities list for us)
1736                 if (!(entrender = CL_NewTempEntity(0)))
1737                         continue;
1738
1739                 // normal stuff
1740                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1741                 entrender->alpha = 1;
1742                 VectorSet(entrender->colormod, 1, 1, 1);
1743                 VectorSet(entrender->glowmod, 1, 1, 1);
1744
1745                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1746                 CL_UpdateRenderEntity(entrender);
1747         }
1748 }
1749
1750 void CL_LerpPlayer(float frac)
1751 {
1752         int i;
1753
1754         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1755         for (i = 0;i < 3;i++)
1756         {
1757                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1758                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1759                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1760         }
1761
1762         // interpolate the angles if playing a demo or spectating someone
1763         if (cls.demoplayback || cl.fixangle[0])
1764         {
1765                 for (i = 0;i < 3;i++)
1766                 {
1767                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1768                         if (d > 180)
1769                                 d -= 360;
1770                         else if (d < -180)
1771                                 d += 360;
1772                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1773                 }
1774         }
1775 }
1776
1777 void CSQC_RelinkAllEntities (int drawmask)
1778 {
1779         // link stuff
1780         CL_RelinkWorld();
1781         CL_RelinkStaticEntities();
1782         CL_RelinkBeams();
1783         CL_RelinkEffects();
1784
1785         // link stuff
1786         if (drawmask & ENTMASK_ENGINE)
1787         {
1788                 CL_RelinkNetworkEntities();
1789                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1790                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1791                 CL_RelinkQWNails();
1792         }
1793
1794         // update view blend
1795         V_CalcViewBlend();
1796 }
1797
1798 /*
1799 ===============
1800 CL_UpdateWorld
1801
1802 Update client game world for a new frame
1803 ===============
1804 */
1805 void CL_UpdateWorld(void)
1806 {
1807         r_refdef.scene.extraupdate = !r_speeds.integer;
1808         r_refdef.scene.numentities = 0;
1809         r_refdef.scene.numlights = 0;
1810         r_refdef.view.matrix = identitymatrix;
1811         r_refdef.view.quality = 1;
1812
1813         cl.num_brushmodel_entities = 0;
1814
1815         if (cls.state == ca_connected && cls.signon == SIGNONS)
1816         {
1817                 // prepare for a new frame
1818                 CL_LerpPlayer(CL_LerpPoint());
1819                 CL_DecayLightFlashes();
1820                 CL_ClearTempEntities();
1821                 V_DriftPitch();
1822                 V_FadeViewFlashs();
1823
1824                 // if prediction is enabled we have to update all the collidable
1825                 // network entities before the prediction code can be run
1826                 CL_UpdateNetworkCollisionEntities();
1827
1828                 // now update the player prediction
1829                 CL_ClientMovement_Replay();
1830
1831                 // update the player entity (which may be predicted)
1832                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1833
1834                 // now update the view (which depends on that player entity)
1835                 V_CalcRefdef();
1836
1837                 // now update all the network entities and create particle trails
1838                 // (some entities may depend on the view)
1839                 CL_UpdateNetworkEntities();
1840
1841                 // update the engine-based viewmodel
1842                 CL_UpdateViewModel();
1843
1844                 CL_RelinkLightFlashes();
1845                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1846
1847                 // decals, particles, and explosions will be updated during rneder
1848         }
1849
1850         r_refdef.scene.time = cl.time;
1851 }
1852
1853 // LordHavoc: pausedemo command
1854 static void CL_PauseDemo_f (void)
1855 {
1856         cls.demopaused = !cls.demopaused;
1857         if (cls.demopaused)
1858                 Con_Print("Demo paused\n");
1859         else
1860                 Con_Print("Demo unpaused\n");
1861 }
1862
1863 /*
1864 ======================
1865 CL_Fog_f
1866 ======================
1867 */
1868 static void CL_Fog_f (void)
1869 {
1870         if (Cmd_Argc () == 1)
1871         {
1872                 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);
1873                 return;
1874         }
1875         FOG_clear(); // so missing values get good defaults
1876         if(Cmd_Argc() > 1)
1877                 r_refdef.fog_density = atof(Cmd_Argv(1));
1878         if(Cmd_Argc() > 2)
1879                 r_refdef.fog_red = atof(Cmd_Argv(2));
1880         if(Cmd_Argc() > 3)
1881                 r_refdef.fog_green = atof(Cmd_Argv(3));
1882         if(Cmd_Argc() > 4)
1883                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1884         if(Cmd_Argc() > 5)
1885                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1886         if(Cmd_Argc() > 6)
1887                 r_refdef.fog_start = atof(Cmd_Argv(6));
1888         if(Cmd_Argc() > 7)
1889                 r_refdef.fog_end = atof(Cmd_Argv(7));
1890         if(Cmd_Argc() > 8)
1891                 r_refdef.fog_height = atof(Cmd_Argv(8));
1892         if(Cmd_Argc() > 9)
1893                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1894 }
1895
1896 /*
1897 ====================
1898 CL_TimeRefresh_f
1899
1900 For program optimization
1901 ====================
1902 */
1903 static void CL_TimeRefresh_f (void)
1904 {
1905         int i;
1906         float timestart, timedelta;
1907
1908         r_refdef.scene.extraupdate = false;
1909
1910         timestart = Sys_DoubleTime();
1911         for (i = 0;i < 128;i++)
1912         {
1913                 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);
1914                 r_refdef.view.quality = 1;
1915                 CL_UpdateScreen();
1916         }
1917         timedelta = Sys_DoubleTime() - timestart;
1918
1919         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1920 }
1921
1922 void CL_AreaStats_f(void)
1923 {
1924         World_PrintAreaStats(&cl.world, "client");
1925 }
1926
1927 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1928 {
1929         int i;
1930         cl_locnode_t *loc;
1931         cl_locnode_t *best;
1932         vec3_t nearestpoint;
1933         vec_t dist, bestdist;
1934         best = NULL;
1935         bestdist = 0;
1936         for (loc = cl.locnodes;loc;loc = loc->next)
1937         {
1938                 for (i = 0;i < 3;i++)
1939                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1940                 dist = VectorDistance2(nearestpoint, point);
1941                 if (bestdist > dist || !best)
1942                 {
1943                         bestdist = dist;
1944                         best = loc;
1945                         if (bestdist < 1)
1946                                 break;
1947                 }
1948         }
1949         return best;
1950 }
1951
1952 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1953 {
1954         cl_locnode_t *loc;
1955         loc = CL_Locs_FindNearest(point);
1956         if (loc)
1957                 strlcpy(buffer, loc->name, buffersize);
1958         else
1959                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1960 }
1961
1962 void CL_Locs_FreeNode(cl_locnode_t *node)
1963 {
1964         cl_locnode_t **pointer, **next;
1965         for (pointer = &cl.locnodes;*pointer;pointer = next)
1966         {
1967                 next = &(*pointer)->next;
1968                 if (*pointer == node)
1969                 {
1970                         *pointer = node->next;
1971                         Mem_Free(node);
1972                         return;
1973                 }
1974         }
1975         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1976 }
1977
1978 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1979 {
1980         cl_locnode_t *node, **pointer;
1981         int namelen;
1982         if (!name)
1983                 name = "";
1984         namelen = strlen(name);
1985         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1986         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1987         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1988         node->name = (char *)(node + 1);
1989         memcpy(node->name, name, namelen);
1990         node->name[namelen] = 0;
1991         // link it into the tail of the list to preserve the order
1992         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1993                 ;
1994         *pointer = node;
1995 }
1996
1997 void CL_Locs_Add_f(void)
1998 {
1999         vec3_t mins, maxs;
2000         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2001         {
2002                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2003                 return;
2004         }
2005         mins[0] = atof(Cmd_Argv(1));
2006         mins[1] = atof(Cmd_Argv(2));
2007         mins[2] = atof(Cmd_Argv(3));
2008         if (Cmd_Argc() == 8)
2009         {
2010                 maxs[0] = atof(Cmd_Argv(4));
2011                 maxs[1] = atof(Cmd_Argv(5));
2012                 maxs[2] = atof(Cmd_Argv(6));
2013                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2014         }
2015         else
2016                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2017 }
2018
2019 void CL_Locs_RemoveNearest_f(void)
2020 {
2021         cl_locnode_t *loc;
2022         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2023         if (loc)
2024                 CL_Locs_FreeNode(loc);
2025         else
2026                 Con_Printf("no loc point or box found for your location\n");
2027 }
2028
2029 void CL_Locs_Clear_f(void)
2030 {
2031         while (cl.locnodes)
2032                 CL_Locs_FreeNode(cl.locnodes);
2033 }
2034
2035 void CL_Locs_Save_f(void)
2036 {
2037         cl_locnode_t *loc;
2038         qfile_t *outfile;
2039         char locfilename[MAX_QPATH];
2040         if (!cl.locnodes)
2041         {
2042                 Con_Printf("No loc points/boxes exist!\n");
2043                 return;
2044         }
2045         if (cls.state != ca_connected || !cl.worldmodel)
2046         {
2047                 Con_Printf("No level loaded!\n");
2048                 return;
2049         }
2050         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2051         strlcat(locfilename, ".loc", sizeof(locfilename));
2052
2053         outfile = FS_OpenRealFile(locfilename, "w", false);
2054         if (!outfile)
2055                 return;
2056         // if any boxes are used then this is a proquake-format loc file, which
2057         // allows comments, so add some relevant information at the start
2058         for (loc = cl.locnodes;loc;loc = loc->next)
2059                 if (!VectorCompare(loc->mins, loc->maxs))
2060                         break;
2061         if (loc)
2062         {
2063                 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);
2064                 for (loc = cl.locnodes;loc;loc = loc->next)
2065                         if (VectorCompare(loc->mins, loc->maxs))
2066                                 break;
2067                 if (loc)
2068                         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");
2069         }
2070         for (loc = cl.locnodes;loc;loc = loc->next)
2071         {
2072                 if (VectorCompare(loc->mins, loc->maxs))
2073                 {
2074                         int len;
2075                         const char *s;
2076                         const char *in = loc->name;
2077                         char name[MAX_INPUTLINE];
2078                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2079                         {
2080                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2081                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2082                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2083                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2084                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2085                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2086                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2087                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2088                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2089                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2090                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2091                                 else s = NULL;
2092                                 if (s)
2093                                 {
2094                                         while (len < (int)sizeof(name) - 1 && *s)
2095                                                 name[len++] = *s++;
2096                                         continue;
2097                                 }
2098                                 name[len++] = *in++;
2099                         }
2100                         name[len] = 0;
2101                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2102                 }
2103                 else
2104                         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);
2105         }
2106         FS_Close(outfile);
2107 }
2108
2109 void CL_Locs_Reload_f(void)
2110 {
2111         int i, linenumber, limit, len;
2112         const char *s;
2113         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2114         fs_offset_t filesize;
2115         vec3_t mins, maxs;
2116         char locfilename[MAX_QPATH];
2117         char name[MAX_INPUTLINE];
2118
2119         if (cls.state != ca_connected || !cl.worldmodel)
2120         {
2121                 Con_Printf("No level loaded!\n");
2122                 return;
2123         }
2124
2125         CL_Locs_Clear_f();
2126
2127         // try maps/something.loc first (LordHavoc: where I think they should be)
2128         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2129         strlcat(locfilename, ".loc", sizeof(locfilename));
2130         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2131         if (!filedata)
2132         {
2133                 // try proquake name as well (LordHavoc: I hate path mangling)
2134                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2135                 strlcat(locfilename, ".loc", sizeof(locfilename));
2136                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2137                 if (!filedata)
2138                         return;
2139         }
2140         text = filedata;
2141         textend = filedata + filesize;
2142         for (linenumber = 1;text < textend;linenumber++)
2143         {
2144                 linestart = text;
2145                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2146                         ;
2147                 lineend = text;
2148                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2149                         text++;
2150                 if (text < textend)
2151                         text++;
2152                 // trim trailing whitespace
2153                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2154                         lineend--;
2155                 // trim leading whitespace
2156                 while (linestart < lineend && ISWHITESPACE(*linestart))
2157                         linestart++;
2158                 // check if this is a comment
2159                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2160                         continue;
2161                 linetext = linestart;
2162                 limit = 3;
2163                 for (i = 0;i < limit;i++)
2164                 {
2165                         if (linetext >= lineend)
2166                                 break;
2167                         // note: a missing number is interpreted as 0
2168                         if (i < 3)
2169                                 mins[i] = atof(linetext);
2170                         else
2171                                 maxs[i - 3] = atof(linetext);
2172                         // now advance past the number
2173                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2174                                 linetext++;
2175                         // advance through whitespace
2176                         if (linetext < lineend)
2177                         {
2178                                 if (*linetext == ',')
2179                                 {
2180                                         linetext++;
2181                                         limit = 6;
2182                                         // note: comma can be followed by whitespace
2183                                 }
2184                                 if (ISWHITESPACE(*linetext))
2185                                 {
2186                                         // skip whitespace
2187                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2188                                                 linetext++;
2189                                 }
2190                         }
2191                 }
2192                 // if this is a quoted name, remove the quotes
2193                 if (i == 6)
2194                 {
2195                         if (linetext >= lineend || *linetext != '"')
2196                                 continue; // proquake location names are always quoted
2197                         lineend--;
2198                         linetext++;
2199                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2200                         memcpy(name, linetext, len);
2201                         name[len] = 0;
2202                         // add the box to the list
2203                         CL_Locs_AddNode(mins, maxs, name);
2204                 }
2205                 // if a point was parsed, it needs to be scaled down by 8 (since
2206                 // point-based loc files were invented by a proxy which dealt
2207                 // directly with quake protocol coordinates, which are *8), turn
2208                 // it into a box
2209                 else if (i == 3)
2210                 {
2211                         // interpret silly fuhquake macros
2212                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2213                         {
2214                                 if (*linetext == '$')
2215                                 {
2216                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2217                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2218                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2219                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2220                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2221                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2222                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2223                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2224                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2225                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2226                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2227                                         else s = NULL;
2228                                         if (s)
2229                                         {
2230                                                 while (len < (int)sizeof(name) - 1 && *s)
2231                                                         name[len++] = *s++;
2232                                                 continue;
2233                                         }
2234                                 }
2235                                 name[len++] = *linetext++;
2236                         }
2237                         name[len] = 0;
2238                         // add the point to the list
2239                         VectorScale(mins, (1.0 / 8.0), mins);
2240                         CL_Locs_AddNode(mins, mins, name);
2241                 }
2242                 else
2243                         continue;
2244         }
2245 }
2246
2247 /*
2248 ===========
2249 CL_Shutdown
2250 ===========
2251 */
2252 void CL_Shutdown (void)
2253 {
2254         CL_Screen_Shutdown();
2255         CL_Particles_Shutdown();
2256         CL_Parse_Shutdown();
2257
2258         Mem_FreePool (&cls.permanentmempool);
2259         Mem_FreePool (&cls.levelmempool);
2260 }
2261
2262 /*
2263 =================
2264 CL_Init
2265 =================
2266 */
2267 void CL_Init (void)
2268 {
2269         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2270         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2271
2272         memset(&r_refdef, 0, sizeof(r_refdef));
2273         // max entities sent to renderer per frame
2274         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2275         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2276
2277         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2278         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2279
2280         CL_InitInput ();
2281
2282 //
2283 // register our commands
2284 //
2285         Cvar_RegisterVariable (&cl_upspeed);
2286         Cvar_RegisterVariable (&cl_forwardspeed);
2287         Cvar_RegisterVariable (&cl_backspeed);
2288         Cvar_RegisterVariable (&cl_sidespeed);
2289         Cvar_RegisterVariable (&cl_movespeedkey);
2290         Cvar_RegisterVariable (&cl_yawspeed);
2291         Cvar_RegisterVariable (&cl_pitchspeed);
2292         Cvar_RegisterVariable (&cl_anglespeedkey);
2293         Cvar_RegisterVariable (&cl_shownet);
2294         Cvar_RegisterVariable (&cl_nolerp);
2295         Cvar_RegisterVariable (&cl_deathfade);
2296         Cvar_RegisterVariable (&lookspring);
2297         Cvar_RegisterVariable (&lookstrafe);
2298         Cvar_RegisterVariable (&sensitivity);
2299         Cvar_RegisterVariable (&freelook);
2300
2301         Cvar_RegisterVariable (&m_pitch);
2302         Cvar_RegisterVariable (&m_yaw);
2303         Cvar_RegisterVariable (&m_forward);
2304         Cvar_RegisterVariable (&m_side);
2305
2306         Cvar_RegisterVariable (&cl_itembobspeed);
2307         Cvar_RegisterVariable (&cl_itembobheight);
2308
2309         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2310         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2311         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2312         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2313         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2314         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2315
2316         // Support Client-side Model Index List
2317         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2318         // Support Client-side Sound Index List
2319         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2320
2321         Cvar_RegisterVariable (&cl_autodemo);
2322         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2323
2324         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2325
2326         // LordHavoc: added pausedemo
2327         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)");
2328
2329         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2330
2331         Cvar_RegisterVariable(&r_draweffects);
2332         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2333         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2334         Cvar_RegisterVariable(&cl_explosions_size_start);
2335         Cvar_RegisterVariable(&cl_explosions_size_end);
2336         Cvar_RegisterVariable(&cl_explosions_lifetime);
2337         Cvar_RegisterVariable(&cl_stainmaps);
2338         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2339         Cvar_RegisterVariable(&cl_beams_polygons);
2340         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2341         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2342         Cvar_RegisterVariable(&cl_beams_lightatend);
2343         Cvar_RegisterVariable(&cl_noplayershadow);
2344         Cvar_RegisterVariable(&cl_dlights_decayradius);
2345         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2346
2347         Cvar_RegisterVariable(&cl_prydoncursor);
2348
2349         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2350
2351         // for QW connections
2352         Cvar_RegisterVariable(&qport);
2353         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2354
2355         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2356
2357         Cvar_RegisterVariable(&cl_locs_enable);
2358         Cvar_RegisterVariable(&cl_locs_show);
2359         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)");
2360         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)");
2361         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2362         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2363         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2364
2365         CL_Parse_Init();
2366         CL_Particles_Init();
2367         CL_Screen_Init();
2368
2369         CL_Video_Init();
2370         CL_Gecko_Init();
2371 }
2372
2373
2374