and move the declaration for CL_VM_Shutdown up
[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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 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)"};
81
82 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"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 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)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 /*
93 =====================
94 CL_ClearState
95
96 =====================
97 */
98 void CL_VM_ShutDown (void);
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104         CL_VM_ShutDown();
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114         cl.sensitivityscale = 1.0f;
115
116         // enable rendering of the world and such
117         cl.csqc_vidvars.drawworld = true;
118         cl.csqc_vidvars.drawenginesbar = true;
119         cl.csqc_vidvars.drawcrosshair = true;
120
121         // set up the float version of the stats array for easier access to float stats
122         cl.statsf = (float *)cl.stats;
123
124         cl.num_entities = 0;
125         cl.num_static_entities = 0;
126         cl.num_brushmodel_entities = 0;
127
128         // tweak these if the game runs out
129         cl.max_entities = 256;
130         cl.max_static_entities = 256;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = 8192; // grows dynamically
137         cl.max_decals = 2048; // grows dynamically
138         cl.max_showlmps = 0;
139
140         cl.num_dlights = 0;
141         cl.num_effects = 0;
142         cl.num_beams = 0;
143
144         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
154         cl.showlmps = NULL;
155
156         // LordHavoc: have to set up the baseline info for alpha and other stuff
157         for (i = 0;i < cl.max_entities;i++)
158         {
159                 cl.entities[i].state_baseline = defaultstate;
160                 cl.entities[i].state_previous = defaultstate;
161                 cl.entities[i].state_current = defaultstate;
162         }
163
164         if (gamemode == GAME_NEXUIZ)
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
170         }
171         else
172         {
173                 VectorSet(cl.playerstandmins, -16, -16, -24);
174                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175                 VectorSet(cl.playercrouchmins, -16, -16, -24);
176                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
177         }
178
179         // disable until we get textures for it
180         R_ResetSkyBox();
181
182         ent = &cl.entities[0];
183         // entire entity array was cleared, so just fill in a few fields
184         ent->state_current.active = true;
185         ent->render.model = cl.worldmodel = NULL; // no world model yet
186         ent->render.alpha = 1;
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         CL_UpdateRenderEntity(&ent->render);
190
191         // noclip is turned off at start
192         noclip_anglehack = false;
193
194         // mark all frames invalid for delta
195         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
196
197         // set bestweapon data back to Quake data
198         IN_BestWeapon_ResetData();
199
200         CL_Screen_NewMap();
201 }
202
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
204 {
205         int i;
206         qboolean fail = false;
207         if (!allowstarkey && key[0] == '*')
208                 fail = true;
209         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
210                 fail = true;
211         for (i = 0;key[i];i++)
212                 if (key[i] <= ' ' || key[i] == '\"')
213                         fail = true;
214         for (i = 0;value[i];i++)
215                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
216                         fail = true;
217         if (fail)
218         {
219                 if (!quiet)
220                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
221                 return;
222         }
223         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224         if (cls.state == ca_connected && cls.netcon)
225         {
226                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
227                 {
228                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
230                 }
231                 else if (!strcasecmp(key, "name"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playermodel"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "playerskin"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "topcolor"))
247                 {
248                         // don't send anything, the combined color code will be updated manually
249                 }
250                 else if (!strcasecmp(key, "bottomcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "rate"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
258                 }
259         }
260 }
261
262 void CL_ExpandEntities(int num)
263 {
264         int i, oldmaxentities;
265         entity_t *oldentities;
266         if (num >= cl.max_entities)
267         {
268                 if (!cl.entities)
269                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270                 if (num >= MAX_EDICTS)
271                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272                 oldmaxentities = cl.max_entities;
273                 oldentities = cl.entities;
274                 cl.max_entities = (num & ~255) + 256;
275                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277                 Mem_Free(oldentities);
278                 for (i = oldmaxentities;i < cl.max_entities;i++)
279                 {
280                         cl.entities[i].state_baseline = defaultstate;
281                         cl.entities[i].state_previous = defaultstate;
282                         cl.entities[i].state_current = defaultstate;
283                 }
284         }
285 }
286
287 /*
288 =====================
289 CL_Disconnect
290
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
294 */
295 void CL_Disconnect(void)
296 {
297         if (cls.state == ca_dedicated)
298                 return;
299
300         if (COM_CheckParm("-profilegameonly"))
301                 Sys_AllowProfiling(false);
302
303         Curl_Clear_forthismap();
304
305         Con_DPrintf("CL_Disconnect\n");
306
307         CL_VM_ShutDown();
308 // stop sounds (especially looping!)
309         S_StopAllSounds ();
310
311         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
312
313         // clear contents blends
314         cl.cshifts[0].percent = 0;
315         cl.cshifts[1].percent = 0;
316         cl.cshifts[2].percent = 0;
317         cl.cshifts[3].percent = 0;
318
319         cl.worldmodel = NULL;
320
321         CL_Parse_ErrorCleanUp();
322
323         if (cls.demoplayback)
324                 CL_StopPlayback();
325         else if (cls.netcon)
326         {
327                 sizebuf_t buf;
328                 unsigned char bufdata[8];
329                 if (cls.demorecording)
330                         CL_Stop_f();
331
332                 // send disconnect message 3 times to improve chances of server
333                 // receiving it (but it still fails sometimes)
334                 memset(&buf, 0, sizeof(buf));
335                 buf.data = bufdata;
336                 buf.maxsize = sizeof(bufdata);
337                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
338                 {
339                         Con_DPrint("Sending drop command\n");
340                         MSG_WriteByte(&buf, qw_clc_stringcmd);
341                         MSG_WriteString(&buf, "drop");
342                 }
343                 else
344                 {
345                         Con_DPrint("Sending clc_disconnect\n");
346                         MSG_WriteByte(&buf, clc_disconnect);
347                 }
348                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
349                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_Close(cls.netcon);
352                 cls.netcon = NULL;
353         }
354         cls.state = ca_disconnected;
355
356         cls.demoplayback = cls.timedemo = false;
357         cls.signon = 0;
358 }
359
360 void CL_Disconnect_f(void)
361 {
362         CL_Disconnect ();
363         if (sv.active)
364                 Host_ShutdownServer ();
365 }
366
367
368
369
370 /*
371 =====================
372 CL_EstablishConnection
373
374 Host should be either "local" or a net address
375 =====================
376 */
377 void CL_EstablishConnection(const char *host)
378 {
379         if (cls.state == ca_dedicated)
380                 return;
381
382         // clear menu's connect error message
383         M_Update_Return_Reason("");
384         cls.demonum = -1;
385
386         // stop demo loop in case this fails
387         if (cls.demoplayback)
388                 CL_StopPlayback();
389
390         // if downloads are running, cancel their finishing action
391         Curl_Clear_forthismap();
392
393         // make sure the client ports are open before attempting to connect
394         NetConn_UpdateSockets();
395
396         // run a network frame
397         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
398
399         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
400         {
401                 cls.connect_trying = true;
402                 cls.connect_remainingtries = 3;
403                 cls.connect_nextsendtime = 0;
404                 M_Update_Return_Reason("Trying to connect...");
405                 // run several network frames to jump into the game quickly
406                 //if (sv.active)
407                 //{
408                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //}
413         }
414         else
415         {
416                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
417                 M_Update_Return_Reason("No network");
418         }
419 }
420
421 /*
422 ==============
423 CL_PrintEntities_f
424 ==============
425 */
426 static void CL_PrintEntities_f(void)
427 {
428         entity_t *ent;
429         int i;
430
431         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
432         {
433                 const char* modelname;
434
435                 if (!ent->state_current.active)
436                         continue;
437
438                 if (ent->render.model)
439                         modelname = ent->render.model->name;
440                 else
441                         modelname = "--no model--";
442                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
443         }
444 }
445
446 /*
447 ===============
448 CL_ModelIndexList_f
449
450 List information on all models in the client modelindex
451 ===============
452 */
453 static void CL_ModelIndexList_f(void)
454 {
455         int i = 1;
456
457         // Print Header
458         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
459
460         while(cl.model_precache[i] && i != MAX_MODELS)
461         { // Valid Model
462                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
463                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
464                 else
465                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
466                 i++;
467         }
468 }
469
470 /*
471 ===============
472 CL_SoundIndexList_f
473
474 List all sounds in the client soundindex
475 ===============
476 */
477 static void CL_SoundIndexList_f(void)
478 {
479         int i = 1;
480
481         while(cl.sound_precache[i] && i != MAX_SOUNDS)
482         { // Valid Sound
483                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
484                 i++;
485         }
486 }
487
488 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
489 {
490         vec3_t tempdiffusenormal;
491
492         // fetch the lighting from the worldmodel data
493         VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
494         VectorClear(ent->modellight_diffuse);
495         VectorClear(tempdiffusenormal);
496         if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
497         {
498                 vec3_t org;
499                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
500                 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
501         }
502         else // highly rare
503                 VectorSet(ent->modellight_ambient, 1, 1, 1);
504
505         // move the light direction into modelspace coordinates for lighting code
506         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
507         if(VectorLength2(ent->modellight_lightdir) <= 0)
508                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
509         VectorNormalize(ent->modellight_lightdir);
510 }
511
512 //static const vec3_t nomodelmins = {-16, -16, -16};
513 //static const vec3_t nomodelmaxs = {16, 16, 16};
514 void CL_UpdateRenderEntity(entity_render_t *ent)
515 {
516         vec3_t org;
517         vec_t scale;
518         dp_model_t *model = ent->model;
519         // update the inverse matrix for the renderer
520         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
521         // update the animation blend state
522         R_LerpAnimation(ent);
523         // we need the matrix origin to center the box
524         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
525         // update entity->render.scale because the renderer needs it
526         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
527         if (model)
528         {
529                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
530 #ifdef MATRIX4x4_OPENGLORIENTATION
531                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
532 #else
533                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
534 #endif
535                 {
536                         // pitch or roll
537                         VectorMA(org, scale, model->rotatedmins, ent->mins);
538                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
539                 }
540 #ifdef MATRIX4x4_OPENGLORIENTATION
541                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
542 #else
543                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
544 #endif
545                 {
546                         // yaw
547                         VectorMA(org, scale, model->yawmins, ent->mins);
548                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
549                 }
550                 else
551                 {
552                         VectorMA(org, scale, model->normalmins, ent->mins);
553                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
554                 }
555         }
556         else
557         {
558                 ent->mins[0] = org[0] - 16;
559                 ent->mins[1] = org[1] - 16;
560                 ent->mins[2] = org[2] - 16;
561                 ent->maxs[0] = org[0] + 16;
562                 ent->maxs[1] = org[1] + 16;
563                 ent->maxs[2] = org[2] + 16;
564         }
565         CL_UpdateRenderEntity_Lighting(ent);
566 }
567
568 /*
569 ===============
570 CL_LerpPoint
571
572 Determines the fraction between the last two messages that the objects
573 should be put at.
574 ===============
575 */
576 static float CL_LerpPoint(void)
577 {
578         float f;
579
580         if (cl_nettimesyncboundmode.integer == 1)
581                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
582
583         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
584         if (cl.mtime[0] <= cl.mtime[1])
585         {
586                 cl.time = cl.mtime[0];
587                 return 1;
588         }
589
590         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
591         return bound(0, f, 1);
592 }
593
594 void CL_ClearTempEntities (void)
595 {
596         r_refdef.scene.numtempentities = 0;
597 }
598
599 entity_render_t *CL_NewTempEntity(void)
600 {
601         entity_render_t *render;
602
603         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
604                 return NULL;
605         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
606                 return NULL;
607         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
608         memset (render, 0, sizeof(*render));
609         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
610
611         render->alpha = 1;
612         VectorSet(render->colormod, 1, 1, 1);
613         return render;
614 }
615
616 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
617 {
618         int i;
619         cl_effect_t *e;
620         if (!modelindex) // sanity check
621                 return;
622         if (framerate < 1)
623         {
624                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
625                 return;
626         }
627         if (framecount < 1)
628         {
629                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
630                 return;
631         }
632         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
633         {
634                 if (e->active)
635                         continue;
636                 e->active = true;
637                 VectorCopy(org, e->origin);
638                 e->modelindex = modelindex;
639                 e->starttime = cl.time;
640                 e->startframe = startframe;
641                 e->endframe = startframe + framecount;
642                 e->framerate = framerate;
643
644                 e->frame = 0;
645                 e->frame1time = cl.time;
646                 e->frame2time = cl.time;
647                 cl.num_effects = max(cl.num_effects, i + 1);
648                 break;
649         }
650 }
651
652 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)
653 {
654         int i;
655         dlight_t *dl;
656
657 // then look for anything else
658         dl = cl.dlights;
659         for (i = 0;i < cl.max_dlights;i++, dl++)
660                 if (!dl->radius)
661                         break;
662
663         // unable to find one
664         if (i == cl.max_dlights)
665                 return;
666
667         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
668         memset (dl, 0, sizeof(*dl));
669         cl.num_dlights = max(cl.num_dlights, i + 1);
670         Matrix4x4_Normalize(&dl->matrix, matrix);
671         dl->ent = ent;
672         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
673         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
674         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
675         dl->radius = radius;
676         dl->color[0] = red;
677         dl->color[1] = green;
678         dl->color[2] = blue;
679         dl->initialradius = radius;
680         dl->initialcolor[0] = red;
681         dl->initialcolor[1] = green;
682         dl->initialcolor[2] = blue;
683         dl->decay = decay / radius; // changed decay to be a percentage decrease
684         dl->intensity = 1; // this is what gets decayed
685         if (lifetime)
686                 dl->die = cl.time + lifetime;
687         else
688                 dl->die = 0;
689         if (cubemapnum > 0)
690                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
691         else
692                 dl->cubemapname[0] = 0;
693         dl->style = style;
694         dl->shadow = shadowenable;
695         dl->corona = corona;
696         dl->flags = flags;
697         dl->coronasizescale = coronasizescale;
698         dl->ambientscale = ambientscale;
699         dl->diffusescale = diffusescale;
700         dl->specularscale = specularscale;
701 }
702
703 void CL_DecayLightFlashes(void)
704 {
705         int i, oldmax;
706         dlight_t *dl;
707         float time;
708
709         time = bound(0, cl.time - cl.oldtime, 0.1);
710         oldmax = cl.num_dlights;
711         cl.num_dlights = 0;
712         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
713         {
714                 if (dl->radius)
715                 {
716                         dl->intensity -= time * dl->decay;
717                         if (cl.time < dl->die && dl->intensity > 0)
718                         {
719                                 if (cl_dlights_decayradius.integer)
720                                         dl->radius = dl->initialradius * dl->intensity;
721                                 else
722                                         dl->radius = dl->initialradius;
723                                 if (cl_dlights_decaybrightness.integer)
724                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
725                                 else
726                                         VectorCopy(dl->initialcolor, dl->color);
727                                 cl.num_dlights = i + 1;
728                         }
729                         else
730                                 dl->radius = 0;
731                 }
732         }
733 }
734
735 // called before entity relinking
736 void CL_RelinkLightFlashes(void)
737 {
738         int i, j, k, l;
739         dlight_t *dl;
740         float frac, f;
741         matrix4x4_t tempmatrix;
742
743         if (r_dynamic.integer)
744         {
745                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
746                 {
747                         if (dl->radius)
748                         {
749                                 tempmatrix = dl->matrix;
750                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
751                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
752                         }
753                 }
754         }
755
756 // light animations
757 // 'm' is normal light, 'a' is no light, 'z' is double bright
758         f = cl.time * 10;
759         i = (int)floor(f);
760         frac = f - i;
761         for (j = 0;j < cl.max_lightstyle;j++)
762         {
763                 if (!cl.lightstyle || !cl.lightstyle[j].length)
764                 {
765                         r_refdef.scene.rtlightstylevalue[j] = 1;
766                         r_refdef.scene.lightstylevalue[j] = 256;
767                         continue;
768                 }
769                 k = i % cl.lightstyle[j].length;
770                 l = (i-1) % cl.lightstyle[j].length;
771                 k = cl.lightstyle[j].map[k] - 'a';
772                 l = cl.lightstyle[j].map[l] - 'a';
773                 // rtlightstylevalue is always interpolated because it has no bad
774                 // consequences for performance
775                 // lightstylevalue is subject to a cvar for performance reasons;
776                 // skipping lightmap updates on most rendered frames substantially
777                 // improves framerates (but makes light fades look bad)
778                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
779                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
780         }
781 }
782
783 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
784 {
785         float f;
786         entity_render_t *flagrender;
787         matrix4x4_t flagmatrix;
788
789         // this code taken from QuakeWorld
790         f = 14;
791         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
792         {
793                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
794                 { //axpain
795                         if      (player->render.frame2 == 29) f = f + 2;
796                         else if (player->render.frame2 == 30) f = f + 8;
797                         else if (player->render.frame2 == 31) f = f + 12;
798                         else if (player->render.frame2 == 32) f = f + 11;
799                         else if (player->render.frame2 == 33) f = f + 10;
800                         else if (player->render.frame2 == 34) f = f + 4;
801                 }
802                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
803                 { // pain
804                         if      (player->render.frame2 == 35) f = f + 2;
805                         else if (player->render.frame2 == 36) f = f + 10;
806                         else if (player->render.frame2 == 37) f = f + 10;
807                         else if (player->render.frame2 == 38) f = f + 8;
808                         else if (player->render.frame2 == 39) f = f + 4;
809                         else if (player->render.frame2 == 40) f = f + 2;
810                 }
811         }
812         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
813         {
814                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
815                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
816                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
817                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
818         }
819         // end of code taken from QuakeWorld
820
821         flagrender = CL_NewTempEntity();
822         if (!flagrender)
823                 return;
824
825         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
826         flagrender->skinnum = skin;
827         flagrender->alpha = 1;
828         VectorSet(flagrender->colormod, 1, 1, 1);
829         // attach the flag to the player matrix
830         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
831         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
832         CL_UpdateRenderEntity(flagrender);
833 }
834
835 matrix4x4_t viewmodelmatrix;
836
837 static const vec3_t muzzleflashorigin = {18, 0, 0};
838
839 extern void V_DriftPitch(void);
840 extern void V_FadeViewFlashs(void);
841 extern void V_CalcViewBlend(void);
842 extern void V_CalcRefdef(void);
843
844 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
845 {
846         const unsigned char *cbcolor;
847         if (colormap >= 0)
848         {
849                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
850                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
851                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
852                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
853         }
854         else
855         {
856                 VectorClear(ent->colormap_pantscolor);
857                 VectorClear(ent->colormap_shirtcolor);
858         }
859 }
860
861 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
862 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
863 {
864         const matrix4x4_t *matrix;
865         matrix4x4_t blendmatrix, tempmatrix, matrix2;
866         int j, k, l, frame;
867         float origin[3], angles[3], delta[3], lerp, d;
868         entity_t *t;
869         dp_model_t *model;
870         //entity_persistent_t *p = &e->persistent;
871         //entity_render_t *r = &e->render;
872         // skip inactive entities and world
873         if (!e->state_current.active || e == cl.entities)
874                 return;
875         if (recursionlimit < 1)
876                 return;
877         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
878         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
879         e->render.flags = e->state_current.flags;
880         e->render.effects = e->state_current.effects;
881         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
882         e->render.entitynumber = e - cl.entities;
883         if (e->state_current.flags & RENDER_COLORMAPPED)
884                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
885         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
886                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
887         else
888                 CL_SetEntityColormapColors(&e->render, -1);
889         e->render.skinnum = e->state_current.skin;
890         if (e->state_current.tagentity)
891         {
892                 // attached entity (gun held in player model's hand, etc)
893                 // if the tag entity is currently impossible, skip it
894                 if (e->state_current.tagentity >= cl.num_entities)
895                         return;
896                 t = cl.entities + e->state_current.tagentity;
897                 // if the tag entity is inactive, skip it
898                 if (!t->state_current.active)
899                         return;
900                 // update the parent first
901                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
902                 // make relative to the entity
903                 matrix = &t->render.matrix;
904                 // some properties of the tag entity carry over
905                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
906                 // if a valid tagindex is used, make it relative to that tag instead
907                 // FIXME: use a model function to get tag info (need to handle skeletal)
908                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
909                 {
910                         // blend the matrices
911                         memset(&blendmatrix, 0, sizeof(blendmatrix));
912                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
913                         {
914                                 matrix4x4_t tagmatrix;
915                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
916                                 d = t->render.frameblend[j].lerp;
917                                 for (l = 0;l < 4;l++)
918                                         for (k = 0;k < 4;k++)
919                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
920                         }
921                         // concat the tag matrices onto the entity matrix
922                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
923                         // use the constructed tag matrix
924                         matrix = &tempmatrix;
925                 }
926         }
927         else if (e->render.flags & RENDER_VIEWMODEL)
928         {
929                 // view-relative entity (guns and such)
930                 if (e->render.effects & EF_NOGUNBOB)
931                         matrix = &r_refdef.view.matrix; // really attached to view
932                 else
933                         matrix = &viewmodelmatrix; // attached to gun bob matrix
934         }
935         else
936         {
937                 // world-relative entity (the normal kind)
938                 matrix = &identitymatrix;
939         }
940
941         // movement lerp
942         // if it's the predicted player entity, update according to client movement
943         // but don't lerp if going through a teleporter as it causes a bad lerp
944         // also don't use the predicted location if fixangle was set on both of
945         // the most recent server messages, as that cause means you are spectating
946         // someone or watching a cutscene of some sort
947         if (cl_nolerp.integer || cls.timedemo)
948                 interpolate = false;
949         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
950         {
951                 VectorCopy(cl.movement_origin, origin);
952                 VectorSet(angles, 0, cl.viewangles[1], 0);
953         }
954         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
955         {
956                 // interpolate the origin and angles
957                 lerp = max(0, lerp);
958                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
959                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
960                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
961                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
962                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
963                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
964         }
965         else
966         {
967                 // no interpolation
968                 VectorCopy(e->persistent.neworigin, origin);
969                 VectorCopy(e->persistent.newangles, angles);
970         }
971
972         // model setup and some modelflags
973         frame = e->state_current.frame;
974         if (e->state_current.modelindex < MAX_MODELS)
975                 e->render.model = cl.model_precache[e->state_current.modelindex];
976         else
977                 e->render.model = NULL;
978         if (e->render.model)
979         {
980                 if (e->render.skinnum >= e->render.model->numskins)
981                         e->render.skinnum = 0;
982                 if (frame >= e->render.model->numframes)
983                         frame = 0;
984                 // models can set flags such as EF_ROCKET
985                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
986                 if (!(e->render.effects & 0xFF800000))
987                         e->render.effects |= e->render.model->effects;
988                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
989                 if (e->render.model->type == mod_alias)
990                         angles[0] = -angles[0];
991                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
992                         VectorScale(e->render.colormod, 2, e->render.colormod);
993         }
994         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
995         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
996                 angles[0] = -angles[0];
997
998         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
999         {
1000                 angles[1] = ANGLEMOD(100*cl.time);
1001                 if (cl_itembobheight.value)
1002                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1003         }
1004
1005         // animation lerp
1006         if (e->render.frame2 == frame)
1007         {
1008                 // update frame lerp fraction
1009                 e->render.framelerp = 1;
1010                 if (e->render.frame2time > e->render.frame1time)
1011                 {
1012                         // make sure frame lerp won't last longer than 100ms
1013                         // (this mainly helps with models that use framegroups and
1014                         // switch between them infrequently)
1015                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1016                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1017                 }
1018         }
1019         else
1020         {
1021                 // begin a new frame lerp
1022                 e->render.frame1 = e->render.frame2;
1023                 e->render.frame1time = e->render.frame2time;
1024                 e->render.frame2 = frame;
1025                 e->render.frame2time = cl.time;
1026                 e->render.framelerp = 0;
1027         }
1028
1029         // set up the render matrix
1030         if (matrix)
1031         {
1032                 // attached entity, this requires a matrix multiply (concat)
1033                 // FIXME: e->render.scale should go away
1034                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1035                 // concat the matrices to make the entity relative to its tag
1036                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1037                 // get the origin from the new matrix
1038                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1039         }
1040         else
1041         {
1042                 // unattached entities are faster to process
1043                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1044         }
1045
1046         // tenebrae's sprites are all additive mode (weird)
1047         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1048                 e->render.effects |= EF_ADDITIVE;
1049         // player model is only shown with chase_active on
1050         if (e->state_current.number == cl.viewentity)
1051                 e->render.flags |= RENDER_EXTERIORMODEL;
1052         // either fullbright or lit
1053         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1054                 e->render.flags |= RENDER_LIGHT;
1055         // hide player shadow during intermission or nehahra movie
1056         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1057          && (e->render.alpha >= 1)
1058          && !(e->render.flags & RENDER_VIEWMODEL)
1059          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1060                 e->render.flags |= RENDER_SHADOW;
1061         if (e->render.flags & RENDER_VIEWMODEL)
1062                 e->render.flags |= RENDER_NOSELFSHADOW;
1063
1064         // make the other useful stuff
1065         CL_UpdateRenderEntity(&e->render);
1066 }
1067
1068 // creates light and trails from an entity
1069 void CL_UpdateNetworkEntityTrail(entity_t *e)
1070 {
1071         effectnameindex_t trailtype;
1072         vec3_t origin;
1073
1074         // bmodels are treated specially since their origin is usually '0 0 0' and
1075         // their actual geometry is far from '0 0 0'
1076         if (e->render.model && e->render.model->soundfromcenter)
1077         {
1078                 vec3_t o;
1079                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1080                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1081         }
1082         else
1083                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1084
1085         // handle particle trails and such effects now that we know where this
1086         // entity is in the world...
1087         trailtype = EFFECT_NONE;
1088         // LordHavoc: if the entity has no effects, don't check each
1089         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1090         {
1091                 if (e->render.effects & EF_BRIGHTFIELD)
1092                 {
1093                         if (gamemode == GAME_NEXUIZ)
1094                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1095                         else
1096                                 CL_EntityParticles(e);
1097                 }
1098                 if (e->render.effects & EF_FLAME)
1099                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1100                 if (e->render.effects & EF_STARDUST)
1101                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1102         }
1103         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1104         {
1105                 // these are only set on player entities
1106                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1107         }
1108         // muzzleflash fades over time
1109         if (e->persistent.muzzleflash > 0)
1110                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1111         // LordHavoc: if the entity has no effects, don't check each
1112         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1113         {
1114                 if (e->render.effects & EF_GIB)
1115                         trailtype = EFFECT_TR_BLOOD;
1116                 else if (e->render.effects & EF_ZOMGIB)
1117                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1118                 else if (e->render.effects & EF_TRACER)
1119                         trailtype = EFFECT_TR_WIZSPIKE;
1120                 else if (e->render.effects & EF_TRACER2)
1121                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1122                 else if (e->render.effects & EF_ROCKET)
1123                         trailtype = EFFECT_TR_ROCKET;
1124                 else if (e->render.effects & EF_GRENADE)
1125                 {
1126                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1127                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1128                 }
1129                 else if (e->render.effects & EF_TRACER3)
1130                         trailtype = EFFECT_TR_VORESPIKE;
1131         }
1132         // do trails
1133         if (e->render.flags & RENDER_GLOWTRAIL)
1134                 trailtype = EFFECT_TR_GLOWTRAIL;
1135         // check if a trail is allowed (it is not after a teleport for example)
1136         if (trailtype && e->persistent.trail_allowed)
1137         {
1138                 float len;
1139                 vec3_t vel;
1140                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1141                 len = e->state_current.time - e->state_previous.time;
1142                 if (len > 0)
1143                         len = 1.0f / len;
1144                 VectorScale(vel, len, vel);
1145                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1146         }
1147         // now that the entity has survived one trail update it is allowed to
1148         // leave a real trail on later frames
1149         e->persistent.trail_allowed = true;
1150         VectorCopy(origin, e->persistent.trail_origin);
1151 }
1152
1153
1154 /*
1155 ===============
1156 CL_UpdateViewEntities
1157 ===============
1158 */
1159 void CL_UpdateViewEntities(void)
1160 {
1161         int i;
1162         // update any RENDER_VIEWMODEL entities to use the new view matrix
1163         for (i = 1;i < cl.num_entities;i++)
1164         {
1165                 if (cl.entities_active[i])
1166                 {
1167                         entity_t *ent = cl.entities + i;
1168                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1169                                 CL_UpdateNetworkEntity(ent, 32, true);
1170                 }
1171         }
1172         // and of course the engine viewmodel needs updating as well
1173         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1174 }
1175
1176 /*
1177 ===============
1178 CL_UpdateNetworkCollisionEntities
1179 ===============
1180 */
1181 void CL_UpdateNetworkCollisionEntities(void)
1182 {
1183         entity_t *ent;
1184         int i;
1185
1186         // start on the entity after the world
1187         cl.num_brushmodel_entities = 0;
1188         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1189         {
1190                 if (cl.entities_active[i])
1191                 {
1192                         ent = cl.entities + i;
1193                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1194                         {
1195                                 // do not interpolate the bmodels for this
1196                                 CL_UpdateNetworkEntity(ent, 32, false);
1197                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1198                         }
1199                 }
1200         }
1201 }
1202
1203 /*
1204 ===============
1205 CL_UpdateNetworkEntities
1206 ===============
1207 */
1208 void CL_UpdateNetworkEntities(void)
1209 {
1210         entity_t *ent;
1211         int i;
1212
1213         // start on the entity after the world
1214         for (i = 1;i < cl.num_entities;i++)
1215         {
1216                 if (cl.entities_active[i])
1217                 {
1218                         ent = cl.entities + i;
1219                         if (ent->state_current.active)
1220                         {
1221                                 CL_UpdateNetworkEntity(ent, 32, true);
1222                                 // view models should never create light/trails
1223                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1224                                         CL_UpdateNetworkEntityTrail(ent);
1225                         }
1226                         else
1227                                 cl.entities_active[i] = false;
1228                 }
1229         }
1230 }
1231
1232 void CL_UpdateViewModel(void)
1233 {
1234         entity_t *ent;
1235         ent = &cl.viewent;
1236         ent->state_previous = ent->state_current;
1237         ent->state_current = defaultstate;
1238         ent->state_current.time = cl.time;
1239         ent->state_current.number = -1;
1240         ent->state_current.active = true;
1241         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1242         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1243         ent->state_current.flags = RENDER_VIEWMODEL;
1244         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1245                 ent->state_current.modelindex = 0;
1246         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1247         {
1248                 if (gamemode == GAME_TRANSFUSION)
1249                         ent->state_current.alpha = 128;
1250                 else
1251                         ent->state_current.modelindex = 0;
1252         }
1253         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1254         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1255
1256         // reset animation interpolation on weaponmodel if model changed
1257         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1258         {
1259                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1260                 ent->render.frame1time = ent->render.frame2time = cl.time;
1261                 ent->render.framelerp = 1;
1262         }
1263         CL_UpdateNetworkEntity(ent, 32, true);
1264 }
1265
1266 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1267 void CL_LinkNetworkEntity(entity_t *e)
1268 {
1269         effectnameindex_t trailtype;
1270         vec3_t origin;
1271         vec3_t dlightcolor;
1272         vec_t dlightradius;
1273
1274         // skip inactive entities and world
1275         if (!e->state_current.active || e == cl.entities)
1276                 return;
1277         if (e->state_current.tagentity)
1278         {
1279                 // if the tag entity is currently impossible, skip it
1280                 if (e->state_current.tagentity >= cl.num_entities)
1281                         return;
1282                 // if the tag entity is inactive, skip it
1283                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1284                         return;
1285         }
1286
1287         // create entity dlights associated with this entity
1288         if (e->render.model && e->render.model->soundfromcenter)
1289         {
1290                 // bmodels are treated specially since their origin is usually '0 0 0'
1291                 vec3_t o;
1292                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1293                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1294         }
1295         else
1296                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1297         trailtype = EFFECT_NONE;
1298         dlightradius = 0;
1299         dlightcolor[0] = 0;
1300         dlightcolor[1] = 0;
1301         dlightcolor[2] = 0;
1302         // LordHavoc: if the entity has no effects, don't check each
1303         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1304         {
1305                 if (e->render.effects & EF_BRIGHTFIELD)
1306                 {
1307                         if (gamemode == GAME_NEXUIZ)
1308                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1309                 }
1310                 if (e->render.effects & EF_DIMLIGHT)
1311                 {
1312                         dlightradius = max(dlightradius, 200);
1313                         dlightcolor[0] += 1.50f;
1314                         dlightcolor[1] += 1.50f;
1315                         dlightcolor[2] += 1.50f;
1316                 }
1317                 if (e->render.effects & EF_BRIGHTLIGHT)
1318                 {
1319                         dlightradius = max(dlightradius, 400);
1320                         dlightcolor[0] += 3.00f;
1321                         dlightcolor[1] += 3.00f;
1322                         dlightcolor[2] += 3.00f;
1323                 }
1324                 // LordHavoc: more effects
1325                 if (e->render.effects & EF_RED) // red
1326                 {
1327                         dlightradius = max(dlightradius, 200);
1328                         dlightcolor[0] += 1.50f;
1329                         dlightcolor[1] += 0.15f;
1330                         dlightcolor[2] += 0.15f;
1331                 }
1332                 if (e->render.effects & EF_BLUE) // blue
1333                 {
1334                         dlightradius = max(dlightradius, 200);
1335                         dlightcolor[0] += 0.15f;
1336                         dlightcolor[1] += 0.15f;
1337                         dlightcolor[2] += 1.50f;
1338                 }
1339                 if (e->render.effects & EF_FLAME)
1340                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1341                 if (e->render.effects & EF_STARDUST)
1342                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1343         }
1344         // muzzleflash fades over time, and is offset a bit
1345         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1346         {
1347                 vec3_t v2;
1348                 vec3_t color;
1349                 trace_t trace;
1350                 matrix4x4_t tempmatrix;
1351                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1352                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1353                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1354                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1355                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1356                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1357                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1358         }
1359         // LordHavoc: if the model has no flags, don't check each
1360         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1361         {
1362                 if (e->render.effects & EF_GIB)
1363                         trailtype = EFFECT_TR_BLOOD;
1364                 else if (e->render.effects & EF_ZOMGIB)
1365                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1366                 else if (e->render.effects & EF_TRACER)
1367                         trailtype = EFFECT_TR_WIZSPIKE;
1368                 else if (e->render.effects & EF_TRACER2)
1369                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1370                 else if (e->render.effects & EF_ROCKET)
1371                         trailtype = EFFECT_TR_ROCKET;
1372                 else if (e->render.effects & EF_GRENADE)
1373                 {
1374                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1375                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1376                 }
1377                 else if (e->render.effects & EF_TRACER3)
1378                         trailtype = EFFECT_TR_VORESPIKE;
1379         }
1380         // LordHavoc: customizable glow
1381         if (e->state_current.glowsize)
1382         {
1383                 // * 4 for the expansion from 0-255 to 0-1023 range,
1384                 // / 255 to scale down byte colors
1385                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1386                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1387         }
1388         // make the glow dlight
1389         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1390         {
1391                 matrix4x4_t dlightmatrix;
1392                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1393                 // hack to make glowing player light shine on their gun
1394                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1395                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1396                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1397                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1398         }
1399         // custom rtlight
1400         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1401         {
1402                 matrix4x4_t dlightmatrix;
1403                 float light[4];
1404                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1405                 light[3] = e->state_current.light[3];
1406                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1407                         VectorSet(light, 1, 1, 1);
1408                 if (light[3] == 0)
1409                         light[3] = 350;
1410                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1411                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1412                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1413                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1414         }
1415         // do trail light
1416         if (e->render.flags & RENDER_GLOWTRAIL)
1417                 trailtype = EFFECT_TR_GLOWTRAIL;
1418         if (trailtype)
1419                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1420
1421         // don't show viewmodels in certain situations
1422         if (e->render.flags & RENDER_VIEWMODEL)
1423                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1424                         return;
1425         // don't show entities with no modelindex (note: this still shows
1426         // entities which have a modelindex that resolved to a NULL model)
1427         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1428                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1429         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1430         //      Matrix4x4_Print(&e->render.matrix);
1431 }
1432
1433 void CL_RelinkWorld(void)
1434 {
1435         entity_t *ent = &cl.entities[0];
1436         // FIXME: this should be done at load
1437         ent->render.matrix = identitymatrix;
1438         ent->render.flags = RENDER_SHADOW;
1439         if (!r_fullbright.integer)
1440                 ent->render.flags |= RENDER_LIGHT;
1441         VectorSet(ent->render.colormod, 1, 1, 1);
1442         CL_UpdateRenderEntity(&ent->render);
1443         r_refdef.scene.worldentity = &ent->render;
1444         r_refdef.scene.worldmodel = cl.worldmodel;
1445 }
1446
1447 static void CL_RelinkStaticEntities(void)
1448 {
1449         int i;
1450         entity_t *e;
1451         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1452         {
1453                 e->render.flags = 0;
1454                 // if the model was not loaded when the static entity was created we
1455                 // need to re-fetch the model pointer
1456                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1457                 // either fullbright or lit
1458                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1459                         e->render.flags |= RENDER_LIGHT;
1460                 // hide player shadow during intermission or nehahra movie
1461                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1462                         e->render.flags |= RENDER_SHADOW;
1463                 VectorSet(e->render.colormod, 1, 1, 1);
1464                 R_LerpAnimation(&e->render);
1465                 CL_UpdateRenderEntity(&e->render);
1466                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1467         }
1468 }
1469
1470 /*
1471 ===============
1472 CL_RelinkEntities
1473 ===============
1474 */
1475 static void CL_RelinkNetworkEntities(void)
1476 {
1477         entity_t *ent;
1478         int i;
1479
1480         // start on the entity after the world
1481         for (i = 1;i < cl.num_entities;i++)
1482         {
1483                 if (cl.entities_active[i])
1484                 {
1485                         ent = cl.entities + i;
1486                         if (ent->state_current.active)
1487                                 CL_LinkNetworkEntity(ent);
1488                         else
1489                                 cl.entities_active[i] = false;
1490                 }
1491         }
1492 }
1493
1494 static void CL_RelinkEffects(void)
1495 {
1496         int i, intframe;
1497         cl_effect_t *e;
1498         entity_render_t *entrender;
1499         float frame;
1500
1501         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1502         {
1503                 if (e->active)
1504                 {
1505                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1506                         intframe = (int)frame;
1507                         if (intframe < 0 || intframe >= e->endframe)
1508                         {
1509                                 memset(e, 0, sizeof(*e));
1510                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1511                                         cl.num_effects--;
1512                                 continue;
1513                         }
1514
1515                         if (intframe != e->frame)
1516                         {
1517                                 e->frame = intframe;
1518                                 e->frame1time = e->frame2time;
1519                                 e->frame2time = cl.time;
1520                         }
1521
1522                         // if we're drawing effects, get a new temp entity
1523                         // (NewTempEntity adds it to the render entities list for us)
1524                         if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1525                         {
1526                                 // interpolation stuff
1527                                 entrender->frame1 = intframe;
1528                                 entrender->frame2 = intframe + 1;
1529                                 if (entrender->frame2 >= e->endframe)
1530                                         entrender->frame2 = -1; // disappear
1531                                 entrender->framelerp = frame - intframe;
1532                                 entrender->frame1time = e->frame1time;
1533                                 entrender->frame2time = e->frame2time;
1534
1535                                 // normal stuff
1536                                 if(e->modelindex < MAX_MODELS)
1537                                         entrender->model = cl.model_precache[e->modelindex];
1538                                 else
1539                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1540                                 entrender->alpha = 1;
1541                                 VectorSet(entrender->colormod, 1, 1, 1);
1542
1543                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1544                                 CL_UpdateRenderEntity(entrender);
1545                         }
1546                 }
1547         }
1548 }
1549
1550 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1551 {
1552         VectorCopy(b->start, start);
1553         VectorCopy(b->end, end);
1554
1555         // if coming from the player, update the start position
1556         if (b->entity == cl.viewentity)
1557         {
1558                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1559                 {
1560                         // LordHavoc: this is a stupid hack from Quake that makes your
1561                         // lightning appear to come from your waist and cover less of your
1562                         // view
1563                         // in Quake this hack was applied to all players (causing the
1564                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1565                         // only applies to your own lightning, and only in first person
1566                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1567                 }
1568                 if (cl_beams_instantaimhack.integer)
1569                 {
1570                         vec3_t dir, localend;
1571                         vec_t len;
1572                         // LordHavoc: this updates the beam direction to match your
1573                         // viewangles
1574                         VectorSubtract(end, start, dir);
1575                         len = VectorLength(dir);
1576                         VectorNormalize(dir);
1577                         VectorSet(localend, len, 0, 0);
1578                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1579                 }
1580         }
1581 }
1582
1583 void CL_RelinkBeams(void)
1584 {
1585         int i;
1586         beam_t *b;
1587         vec3_t dist, org, start, end;
1588         float d;
1589         entity_render_t *entrender;
1590         double yaw, pitch;
1591         float forward;
1592         matrix4x4_t tempmatrix;
1593
1594         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1595         {
1596                 if (!b->model)
1597                         continue;
1598                 if (b->endtime < cl.time)
1599                 {
1600                         b->model = NULL;
1601                         continue;
1602                 }
1603
1604                 CL_Beam_CalculatePositions(b, start, end);
1605
1606                 if (b->lightning)
1607                 {
1608                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1609                         {
1610                                 // FIXME: create a matrix from the beam start/end orientation
1611                                 vec3_t dlightcolor;
1612                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1613                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1614                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1615                         }
1616                         if (cl_beams_polygons.integer)
1617                                 continue;
1618                 }
1619
1620                 // calculate pitch and yaw
1621                 // (this is similar to the QuakeC builtin function vectoangles)
1622                 VectorSubtract(end, start, dist);
1623                 if (dist[1] == 0 && dist[0] == 0)
1624                 {
1625                         yaw = 0;
1626                         if (dist[2] > 0)
1627                                 pitch = 90;
1628                         else
1629                                 pitch = 270;
1630                 }
1631                 else
1632                 {
1633                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1634                         if (yaw < 0)
1635                                 yaw += 360;
1636
1637                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1638                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1639                         if (pitch < 0)
1640                                 pitch += 360;
1641                 }
1642
1643                 // add new entities for the lightning
1644                 VectorCopy (start, org);
1645                 d = VectorNormalizeLength(dist);
1646                 while (d > 0)
1647                 {
1648                         entrender = CL_NewTempEntity ();
1649                         if (!entrender)
1650                                 return;
1651                         //VectorCopy (org, ent->render.origin);
1652                         entrender->model = b->model;
1653                         //ent->render.effects = EF_FULLBRIGHT;
1654                         //ent->render.angles[0] = pitch;
1655                         //ent->render.angles[1] = yaw;
1656                         //ent->render.angles[2] = rand()%360;
1657                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1658                         CL_UpdateRenderEntity(entrender);
1659                         VectorMA(org, 30, dist, org);
1660                         d -= 30;
1661                 }
1662         }
1663
1664         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1665                 cl.num_beams--;
1666 }
1667
1668 static void CL_RelinkQWNails(void)
1669 {
1670         int i;
1671         vec_t *v;
1672         entity_render_t *entrender;
1673
1674         for (i = 0;i < cl.qw_num_nails;i++)
1675         {
1676                 v = cl.qw_nails[i];
1677
1678                 // if we're drawing effects, get a new temp entity
1679                 // (NewTempEntity adds it to the render entities list for us)
1680                 if (!(entrender = CL_NewTempEntity()))
1681                         continue;
1682
1683                 // normal stuff
1684                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1685                 entrender->alpha = 1;
1686                 VectorSet(entrender->colormod, 1, 1, 1);
1687
1688                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1689                 CL_UpdateRenderEntity(entrender);
1690         }
1691 }
1692
1693 void CL_LerpPlayer(float frac)
1694 {
1695         int i;
1696
1697         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1698         for (i = 0;i < 3;i++)
1699         {
1700                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1701                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1702                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1703         }
1704
1705         // interpolate the angles if playing a demo or spectating someone
1706         if (cls.demoplayback || cl.fixangle[0])
1707         {
1708                 for (i = 0;i < 3;i++)
1709                 {
1710                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1711                         if (d > 180)
1712                                 d -= 360;
1713                         else if (d < -180)
1714                                 d += 360;
1715                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1716                 }
1717         }
1718 }
1719
1720 void CSQC_RelinkAllEntities (int drawmask)
1721 {
1722         // link stuff
1723         CL_RelinkWorld();
1724         CL_RelinkStaticEntities();
1725         CL_RelinkBeams();
1726         CL_RelinkEffects();
1727
1728         // link stuff
1729         if (drawmask & ENTMASK_ENGINE)
1730         {
1731                 CL_RelinkNetworkEntities();
1732                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1733                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1734                 CL_RelinkQWNails();
1735         }
1736
1737         // update view blend
1738         V_CalcViewBlend();
1739 }
1740
1741 /*
1742 ===============
1743 CL_UpdateWorld
1744
1745 Update client game world for a new frame
1746 ===============
1747 */
1748 void CL_UpdateWorld(void)
1749 {
1750         r_refdef.scene.extraupdate = !r_speeds.integer;
1751         r_refdef.scene.numentities = 0;
1752         r_refdef.scene.numlights = 0;
1753         r_refdef.view.matrix = identitymatrix;
1754         r_refdef.view.quality = 1;
1755
1756         cl.num_brushmodel_entities = 0;
1757
1758         if (cls.state == ca_connected && cls.signon == SIGNONS)
1759         {
1760                 // prepare for a new frame
1761                 CL_LerpPlayer(CL_LerpPoint());
1762                 CL_DecayLightFlashes();
1763                 CL_ClearTempEntities();
1764                 V_DriftPitch();
1765                 V_FadeViewFlashs();
1766
1767                 // if prediction is enabled we have to update all the collidable
1768                 // network entities before the prediction code can be run
1769                 CL_UpdateNetworkCollisionEntities();
1770
1771                 // now update the player prediction
1772                 CL_ClientMovement_Replay();
1773
1774                 // update the player entity (which may be predicted)
1775                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1776
1777                 // now update the view (which depends on that player entity)
1778                 V_CalcRefdef();
1779
1780                 // now update all the network entities and create particle trails
1781                 // (some entities may depend on the view)
1782                 CL_UpdateNetworkEntities();
1783
1784                 // update the engine-based viewmodel
1785                 CL_UpdateViewModel();
1786
1787                 CL_RelinkLightFlashes();
1788                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1789
1790                 // decals, particles, and explosions will be updated during rneder
1791         }
1792
1793         r_refdef.scene.time = cl.time;
1794 }
1795
1796 // LordHavoc: pausedemo command
1797 static void CL_PauseDemo_f (void)
1798 {
1799         cls.demopaused = !cls.demopaused;
1800         if (cls.demopaused)
1801                 Con_Print("Demo paused\n");
1802         else
1803                 Con_Print("Demo unpaused\n");
1804 }
1805
1806 /*
1807 ======================
1808 CL_Fog_f
1809 ======================
1810 */
1811 static void CL_Fog_f (void)
1812 {
1813         if (Cmd_Argc () == 1)
1814         {
1815                 Con_Printf("\"fog\" is \"%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);
1816                 return;
1817         }
1818         r_refdef.fog_start = 0;
1819         r_refdef.fog_end = 16384;
1820         r_refdef.fog_alpha = 1;
1821         if(Cmd_Argc() > 1)
1822                 r_refdef.fog_density = atof(Cmd_Argv(1));
1823         if(Cmd_Argc() > 2)
1824                 r_refdef.fog_red = atof(Cmd_Argv(2));
1825         if(Cmd_Argc() > 3)
1826                 r_refdef.fog_green = atof(Cmd_Argv(3));
1827         if(Cmd_Argc() > 4)
1828                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1829         if(Cmd_Argc() > 5)
1830                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1831         if(Cmd_Argc() > 6)
1832                 r_refdef.fog_start = atof(Cmd_Argv(6));
1833         if(Cmd_Argc() > 7)
1834                 r_refdef.fog_end = atof(Cmd_Argv(7));
1835 }
1836
1837 /*
1838 ====================
1839 CL_TimeRefresh_f
1840
1841 For program optimization
1842 ====================
1843 */
1844 static void CL_TimeRefresh_f (void)
1845 {
1846         int i;
1847         float timestart, timedelta;
1848
1849         r_refdef.scene.extraupdate = false;
1850
1851         timestart = Sys_DoubleTime();
1852         for (i = 0;i < 128;i++)
1853         {
1854                 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);
1855                 r_refdef.view.quality = 1;
1856                 CL_UpdateScreen();
1857         }
1858         timedelta = Sys_DoubleTime() - timestart;
1859
1860         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1861 }
1862
1863 void CL_AreaStats_f(void)
1864 {
1865         World_PrintAreaStats(&cl.world, "client");
1866 }
1867
1868 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1869 {
1870         int i;
1871         cl_locnode_t *loc;
1872         cl_locnode_t *best;
1873         vec3_t nearestpoint;
1874         vec_t dist, bestdist;
1875         best = NULL;
1876         bestdist = 0;
1877         for (loc = cl.locnodes;loc;loc = loc->next)
1878         {
1879                 for (i = 0;i < 3;i++)
1880                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1881                 dist = VectorDistance2(nearestpoint, point);
1882                 if (bestdist > dist || !best)
1883                 {
1884                         bestdist = dist;
1885                         best = loc;
1886                         if (bestdist < 1)
1887                                 break;
1888                 }
1889         }
1890         return best;
1891 }
1892
1893 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1894 {
1895         cl_locnode_t *loc;
1896         loc = CL_Locs_FindNearest(point);
1897         if (loc)
1898                 strlcpy(buffer, loc->name, buffersize);
1899         else
1900                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1901 }
1902
1903 void CL_Locs_FreeNode(cl_locnode_t *node)
1904 {
1905         cl_locnode_t **pointer, **next;
1906         for (pointer = &cl.locnodes;*pointer;pointer = next)
1907         {
1908                 next = &(*pointer)->next;
1909                 if (*pointer == node)
1910                 {
1911                         *pointer = node->next;
1912                         Mem_Free(node);
1913                 }
1914         }
1915         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1916 }
1917
1918 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1919 {
1920         cl_locnode_t *node, **pointer;
1921         int namelen;
1922         if (!name)
1923                 name = "";
1924         namelen = strlen(name);
1925         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1926         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1927         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1928         node->name = (char *)(node + 1);
1929         memcpy(node->name, name, namelen);
1930         node->name[namelen] = 0;
1931         // link it into the tail of the list to preserve the order
1932         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1933                 ;
1934         *pointer = node;
1935 }
1936
1937 void CL_Locs_Add_f(void)
1938 {
1939         vec3_t mins, maxs;
1940         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1941         {
1942                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1943                 return;
1944         }
1945         mins[0] = atof(Cmd_Argv(1));
1946         mins[1] = atof(Cmd_Argv(2));
1947         mins[2] = atof(Cmd_Argv(3));
1948         if (Cmd_Argc() == 8)
1949         {
1950                 maxs[0] = atof(Cmd_Argv(4));
1951                 maxs[1] = atof(Cmd_Argv(5));
1952                 maxs[2] = atof(Cmd_Argv(6));
1953                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1954         }
1955         else
1956                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1957 }
1958
1959 void CL_Locs_RemoveNearest_f(void)
1960 {
1961         cl_locnode_t *loc;
1962         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1963         if (loc)
1964                 CL_Locs_FreeNode(loc);
1965         else
1966                 Con_Printf("no loc point or box found for your location\n");
1967 }
1968
1969 void CL_Locs_Clear_f(void)
1970 {
1971         while (cl.locnodes)
1972                 CL_Locs_FreeNode(cl.locnodes);
1973 }
1974
1975 void CL_Locs_Save_f(void)
1976 {
1977         cl_locnode_t *loc;
1978         qfile_t *outfile;
1979         char locfilename[MAX_QPATH];
1980         if (!cl.locnodes)
1981         {
1982                 Con_Printf("No loc points/boxes exist!\n");
1983                 return;
1984         }
1985         if (cls.state != ca_connected || !cl.worldmodel)
1986         {
1987                 Con_Printf("No level loaded!\n");
1988                 return;
1989         }
1990         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1991         strlcat(locfilename, ".loc", sizeof(locfilename));
1992
1993         outfile = FS_Open(locfilename, "w", false, false);
1994         if (!outfile)
1995                 return;
1996         // if any boxes are used then this is a proquake-format loc file, which
1997         // allows comments, so add some relevant information at the start
1998         for (loc = cl.locnodes;loc;loc = loc->next)
1999                 if (!VectorCompare(loc->mins, loc->maxs))
2000                         break;
2001         if (loc)
2002         {
2003                 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);
2004                 for (loc = cl.locnodes;loc;loc = loc->next)
2005                         if (VectorCompare(loc->mins, loc->maxs))
2006                                 break;
2007                 if (loc)
2008                         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");
2009         }
2010         for (loc = cl.locnodes;loc;loc = loc->next)
2011         {
2012                 if (VectorCompare(loc->mins, loc->maxs))
2013                 {
2014                         int len;
2015                         const char *s;
2016                         const char *in = loc->name;
2017                         char name[MAX_INPUTLINE];
2018                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2019                         {
2020                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2021                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2022                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2023                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2024                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2025                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2026                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2027                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2028                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2029                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2030                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2031                                 else s = NULL;
2032                                 if (s)
2033                                 {
2034                                         while (len < (int)sizeof(name) - 1 && *s)
2035                                                 name[len++] = *s++;
2036                                         continue;
2037                                 }
2038                                 name[len++] = *in++;
2039                         }
2040                         name[len] = 0;
2041                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2042                 }
2043                 else
2044                         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);
2045         }
2046         FS_Close(outfile);
2047 }
2048
2049 void CL_Locs_Reload_f(void)
2050 {
2051         int i, linenumber, limit, len;
2052         const char *s;
2053         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2054         fs_offset_t filesize;
2055         vec3_t mins, maxs;
2056         char locfilename[MAX_QPATH];
2057         char name[MAX_INPUTLINE];
2058
2059         if (cls.state != ca_connected || !cl.worldmodel)
2060         {
2061                 Con_Printf("No level loaded!\n");
2062                 return;
2063         }
2064
2065         CL_Locs_Clear_f();
2066
2067         // try maps/something.loc first (LordHavoc: where I think they should be)
2068         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2069         strlcat(locfilename, ".loc", sizeof(locfilename));
2070         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2071         if (!filedata)
2072         {
2073                 // try proquake name as well (LordHavoc: I hate path mangling)
2074                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2075                 strlcat(locfilename, ".loc", sizeof(locfilename));
2076                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2077                 if (!filedata)
2078                         return;
2079         }
2080         text = filedata;
2081         textend = filedata + filesize;
2082         for (linenumber = 1;text < textend;linenumber++)
2083         {
2084                 linestart = text;
2085                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2086                         ;
2087                 lineend = text;
2088                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2089                         text++;
2090                 if (text < textend)
2091                         text++;
2092                 // trim trailing whitespace
2093                 while (lineend > linestart && lineend[-1] <= ' ')
2094                         lineend--;
2095                 // trim leading whitespace
2096                 while (linestart < lineend && *linestart <= ' ')
2097                         linestart++;
2098                 // check if this is a comment
2099                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2100                         continue;
2101                 linetext = linestart;
2102                 limit = 3;
2103                 for (i = 0;i < limit;i++)
2104                 {
2105                         if (linetext >= lineend)
2106                                 break;
2107                         // note: a missing number is interpreted as 0
2108                         if (i < 3)
2109                                 mins[i] = atof(linetext);
2110                         else
2111                                 maxs[i - 3] = atof(linetext);
2112                         // now advance past the number
2113                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2114                                 linetext++;
2115                         // advance through whitespace
2116                         if (linetext < lineend)
2117                         {
2118                                 if (*linetext == ',')
2119                                 {
2120                                         linetext++;
2121                                         limit = 6;
2122                                         // note: comma can be followed by whitespace
2123                                 }
2124                                 if (*linetext <= ' ')
2125                                 {
2126                                         // skip whitespace
2127                                         while (linetext < lineend && *linetext <= ' ')
2128                                                 linetext++;
2129                                 }
2130                         }
2131                 }
2132                 // if this is a quoted name, remove the quotes
2133                 if (i == 6)
2134                 {
2135                         if (linetext >= lineend || *linetext != '"')
2136                                 continue; // proquake location names are always quoted
2137                         lineend--;
2138                         linetext++;
2139                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2140                         memcpy(name, linetext, len);
2141                         name[len] = 0;
2142                         // add the box to the list
2143                         CL_Locs_AddNode(mins, maxs, name);
2144                 }
2145                 // if a point was parsed, it needs to be scaled down by 8 (since
2146                 // point-based loc files were invented by a proxy which dealt
2147                 // directly with quake protocol coordinates, which are *8), turn
2148                 // it into a box
2149                 else if (i == 3)
2150                 {
2151                         // interpret silly fuhquake macros
2152                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2153                         {
2154                                 if (*linetext == '$')
2155                                 {
2156                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2157                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2158                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2159                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2160                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2161                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2162                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2163                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2164                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2165                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2166                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2167                                         else s = NULL;
2168                                         if (s)
2169                                         {
2170                                                 while (len < (int)sizeof(name) - 1 && *s)
2171                                                         name[len++] = *s++;
2172                                                 continue;
2173                                         }
2174                                 }
2175                                 name[len++] = *linetext++;
2176                         }
2177                         name[len] = 0;
2178                         // add the point to the list
2179                         VectorScale(mins, (1.0 / 8.0), mins);
2180                         CL_Locs_AddNode(mins, mins, name);
2181                 }
2182                 else
2183                         continue;
2184         }
2185 }
2186
2187 /*
2188 ===========
2189 CL_Shutdown
2190 ===========
2191 */
2192 void CL_Shutdown (void)
2193 {
2194         CL_Screen_Shutdown();
2195         CL_Particles_Shutdown();
2196         CL_Parse_Shutdown();
2197
2198         Mem_FreePool (&cls.permanentmempool);
2199         Mem_FreePool (&cls.levelmempool);
2200 }
2201
2202 /*
2203 =================
2204 CL_Init
2205 =================
2206 */
2207 void CL_Init (void)
2208 {
2209         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2210         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2211
2212         memset(&r_refdef, 0, sizeof(r_refdef));
2213         // max entities sent to renderer per frame
2214         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2215         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2216
2217         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2218         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2219
2220         CL_InitInput ();
2221
2222 //
2223 // register our commands
2224 //
2225         Cvar_RegisterVariable (&cl_upspeed);
2226         Cvar_RegisterVariable (&cl_forwardspeed);
2227         Cvar_RegisterVariable (&cl_backspeed);
2228         Cvar_RegisterVariable (&cl_sidespeed);
2229         Cvar_RegisterVariable (&cl_movespeedkey);
2230         Cvar_RegisterVariable (&cl_yawspeed);
2231         Cvar_RegisterVariable (&cl_pitchspeed);
2232         Cvar_RegisterVariable (&cl_anglespeedkey);
2233         Cvar_RegisterVariable (&cl_shownet);
2234         Cvar_RegisterVariable (&cl_nolerp);
2235         Cvar_RegisterVariable (&lookspring);
2236         Cvar_RegisterVariable (&lookstrafe);
2237         Cvar_RegisterVariable (&sensitivity);
2238         Cvar_RegisterVariable (&freelook);
2239
2240         Cvar_RegisterVariable (&m_pitch);
2241         Cvar_RegisterVariable (&m_yaw);
2242         Cvar_RegisterVariable (&m_forward);
2243         Cvar_RegisterVariable (&m_side);
2244
2245         Cvar_RegisterVariable (&cl_itembobspeed);
2246         Cvar_RegisterVariable (&cl_itembobheight);
2247
2248         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2249         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2250         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2251         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2252         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2253         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2254
2255         // Support Client-side Model Index List
2256         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2257         // Support Client-side Sound Index List
2258         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2259
2260         Cvar_RegisterVariable (&cl_autodemo);
2261         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2262
2263         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2264
2265         // LordHavoc: added pausedemo
2266         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)");
2267
2268         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2269
2270         Cvar_RegisterVariable(&r_draweffects);
2271         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2272         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2273         Cvar_RegisterVariable(&cl_explosions_size_start);
2274         Cvar_RegisterVariable(&cl_explosions_size_end);
2275         Cvar_RegisterVariable(&cl_explosions_lifetime);
2276         Cvar_RegisterVariable(&cl_stainmaps);
2277         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2278         Cvar_RegisterVariable(&cl_beams_polygons);
2279         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2280         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2281         Cvar_RegisterVariable(&cl_beams_lightatend);
2282         Cvar_RegisterVariable(&cl_noplayershadow);
2283         Cvar_RegisterVariable(&cl_dlights_decayradius);
2284         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2285
2286         Cvar_RegisterVariable(&cl_prydoncursor);
2287
2288         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2289
2290         // for QW connections
2291         Cvar_RegisterVariable(&qport);
2292         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2293
2294         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2295
2296         Cvar_RegisterVariable(&cl_locs_enable);
2297         Cvar_RegisterVariable(&cl_locs_show);
2298         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)");
2299         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)");
2300         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2301         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2302         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2303
2304         CL_Parse_Init();
2305         CL_Particles_Init();
2306         CL_Screen_Init();
2307
2308         CL_Video_Init();
2309         CL_Gecko_Init();
2310 }
2311
2312
2313