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