eliminated model->meshlist, replaced with an embedded model->surfmesh to cut down...
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
54
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
56
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
62
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
65
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
69
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
71
72 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)"};
73
74 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"};
75
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
77
78 client_static_t cls;
79 client_state_t  cl;
80
81 #define MAX_PARTICLES                   32768   // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
83
84 /*
85 =====================
86 CL_ClearState
87
88 =====================
89 */
90 void CL_ClearState(void)
91 {
92         int i;
93         entity_t *ent;
94
95 // wipe the entire cl structure
96         Mem_EmptyPool(cls.levelmempool);
97         memset (&cl, 0, sizeof(cl));
98
99         S_StopAllSounds();
100
101         // reset the view zoom interpolation
102         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
103
104         cl.num_entities = 0;
105         cl.num_csqcentities = 0;        //[515]: csqc
106         cl.num_static_entities = 0;
107         cl.num_temp_entities = 0;
108         cl.num_brushmodel_entities = 0;
109
110         // tweak these if the game runs out
111         cl.max_entities = 256;
112         cl.max_csqcentities = 256;      //[515]: csqc
113         cl.max_static_entities = 256;
114         cl.max_temp_entities = 512;
115         cl.max_effects = 256;
116         cl.max_beams = 256;
117         cl.max_dlights = MAX_DLIGHTS;
118         cl.max_lightstyle = MAX_LIGHTSTYLES;
119         cl.max_brushmodel_entities = MAX_EDICTS;
120         cl.max_particles = MAX_PARTICLES;
121
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123         i = COM_CheckParm ("-particles");
124         if (i && i < com_argc - 1)
125         {
126                 cl.max_particles = (int)(atoi(com_argv[i+1]));
127                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
129         }
130
131         cl.num_dlights = 0;
132         cl.num_effects = 0;
133         cl.num_beams = 0;
134
135         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
137         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
139         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
147
148         // LordHavoc: have to set up the baseline info for alpha and other stuff
149         for (i = 0;i < cl.max_entities;i++)
150         {
151                 cl.entities[i].state_baseline = defaultstate;
152                 cl.entities[i].state_previous = defaultstate;
153                 cl.entities[i].state_current = defaultstate;
154         }
155
156         for (i = 0;i < cl.max_csqcentities;i++)
157         {
158                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
159                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
160                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
161                 cl.csqcentities[i].csqc = true;
162                 cl.csqcentities[i].state_current.number = -i;
163         }
164
165         if (gamemode == GAME_NEXUIZ)
166         {
167                 VectorSet(cl.playerstandmins, -16, -16, -24);
168                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169                 VectorSet(cl.playercrouchmins, -16, -16, -24);
170                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
171         }
172         else
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
178         }
179
180         // disable until we get textures for it
181         R_ResetSkyBox();
182
183         ent = &cl.entities[0];
184         // entire entity array was cleared, so just fill in a few fields
185         ent->state_current.active = true;
186         ent->render.model = cl.worldmodel = NULL; // no world model yet
187         ent->render.scale = 1; // some of the renderer still relies on scale
188         ent->render.alpha = 1;
189         ent->render.colormap = -1; // no special coloring
190         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193         CL_BoundingBoxForEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         CL_Screen_NewMap();
202 }
203
204 void CL_ExpandEntities(int num)
205 {
206         int i, oldmaxentities;
207         entity_t *oldentities;
208         if (num >= cl.max_entities)
209         {
210                 if (!cl.entities)
211                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
212                 if (num >= MAX_EDICTS)
213                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
214                 oldmaxentities = cl.max_entities;
215                 oldentities = cl.entities;
216                 cl.max_entities = (num & ~255) + 256;
217                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
218                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
219                 Mem_Free(oldentities);
220                 for (i = oldmaxentities;i < cl.max_entities;i++)
221                 {
222                         cl.entities[i].state_baseline = defaultstate;
223                         cl.entities[i].state_previous = defaultstate;
224                         cl.entities[i].state_current = defaultstate;
225                 }
226         }
227 }
228
229 void CL_ExpandCSQCEntities(int num)
230 {
231         int i, oldmaxentities;
232         entity_t *oldentities;
233         if (num >= cl.max_csqcentities)
234         {
235                 if (!cl.csqcentities)
236                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
237                 if (num >= MAX_EDICTS)
238                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
239                 oldmaxentities = cl.max_csqcentities;
240                 oldentities = cl.csqcentities;
241                 cl.max_csqcentities = (num & ~255) + 256;
242                 cl.csqcentities = Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
243                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
244                 Mem_Free(oldentities);
245                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
246                 {
247                         cl.csqcentities[i].state_baseline = defaultstate;
248                         cl.csqcentities[i].state_previous = defaultstate;
249                         cl.csqcentities[i].state_current = defaultstate;
250                         cl.csqcentities[i].csqc = true;
251                         cl.csqcentities[i].state_current.number = -i;
252                 }
253         }
254 }
255
256 void CL_VM_ShutDown (void);
257 /*
258 =====================
259 CL_Disconnect
260
261 Sends a disconnect message to the server
262 This is also called on Host_Error, so it shouldn't cause any errors
263 =====================
264 */
265 void CL_Disconnect(void)
266 {
267         if (cls.state == ca_dedicated)
268                 return;
269
270         Con_DPrintf("CL_Disconnect\n");
271
272         CL_VM_ShutDown();
273 // stop sounds (especially looping!)
274         S_StopAllSounds ();
275
276         // clear contents blends
277         cl.cshifts[0].percent = 0;
278         cl.cshifts[1].percent = 0;
279         cl.cshifts[2].percent = 0;
280         cl.cshifts[3].percent = 0;
281
282         cl.worldmodel = NULL;
283
284         if (cls.demoplayback)
285                 CL_StopPlayback();
286         else if (cls.netcon)
287         {
288                 sizebuf_t buf;
289                 unsigned char bufdata[8];
290                 if (cls.demorecording)
291                         CL_Stop_f();
292
293                 // send disconnect message 3 times to improve chances of server
294                 // receiving it (but it still fails sometimes)
295                 memset(&buf, 0, sizeof(buf));
296                 buf.data = bufdata;
297                 buf.maxsize = sizeof(bufdata);
298                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
299                 {
300                         Con_DPrint("Sending drop command\n");
301                         MSG_WriteByte(&buf, qw_clc_stringcmd);
302                         MSG_WriteString(&buf, "drop");
303                 }
304                 else
305                 {
306                         Con_DPrint("Sending clc_disconnect\n");
307                         MSG_WriteByte(&buf, clc_disconnect);
308                 }
309                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
310                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
311                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
312                 NetConn_Close(cls.netcon);
313                 cls.netcon = NULL;
314         }
315         cls.state = ca_disconnected;
316
317         cls.demoplayback = cls.timedemo = false;
318         cls.signon = 0;
319 }
320
321 void CL_Disconnect_f(void)
322 {
323         CL_Disconnect ();
324         if (sv.active)
325                 Host_ShutdownServer ();
326 }
327
328
329
330
331 /*
332 =====================
333 CL_EstablishConnection
334
335 Host should be either "local" or a net address
336 =====================
337 */
338 void CL_EstablishConnection(const char *host)
339 {
340         if (cls.state == ca_dedicated)
341                 return;
342
343         // clear menu's connect error message
344         M_Update_Return_Reason("");
345         cls.demonum = -1;
346
347         // stop demo loop in case this fails
348         CL_Disconnect();
349
350         // make sure the client ports are open before attempting to connect
351         NetConn_UpdateSockets();
352
353         // run a network frame
354         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
355
356         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
357         {
358                 cls.connect_trying = true;
359                 cls.connect_remainingtries = 3;
360                 cls.connect_nextsendtime = 0;
361                 M_Update_Return_Reason("Trying to connect...");
362                 // run several network frames to jump into the game quickly
363                 //if (sv.active)
364                 //{
365                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
367                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
368                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
369                 //}
370         }
371         else
372         {
373                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
374                 M_Update_Return_Reason("No network");
375         }
376 }
377
378 /*
379 ==============
380 CL_PrintEntities_f
381 ==============
382 */
383 static void CL_PrintEntities_f(void)
384 {
385         entity_t *ent;
386         int i, j;
387         char name[32];
388
389         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
390         {
391                 if (!ent->state_current.active)
392                         continue;
393
394                 if (ent->render.model)
395                         strlcpy (name, ent->render.model->name, 25);
396                 else
397                         strcpy(name, "--no model--");
398                 for (j = (int)strlen(name);j < 25;j++)
399                         name[j] = ' ';
400                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
401         }
402 }
403
404 //static const vec3_t nomodelmins = {-16, -16, -16};
405 //static const vec3_t nomodelmaxs = {16, 16, 16};
406 void CL_BoundingBoxForEntity(entity_render_t *ent)
407 {
408         model_t *model = ent->model;
409         if (model)
410         {
411                 //if (ent->angles[0] || ent->angles[2])
412                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
413                 {
414                         // pitch or roll
415                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
416                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
417                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
418                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
419                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
420                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
421                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
422                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
423                 }
424                 //else if (ent->angles[1])
425                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
426                 {
427                         // yaw
428                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
429                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
430                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
431                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
432                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
433                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
434                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
435                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
436                 }
437                 else
438                 {
439                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
440                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
441                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
442                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
443                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
444                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
445                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
446                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
447                 }
448         }
449         else
450         {
451                 ent->mins[0] = ent->matrix.m[0][3] - 16;
452                 ent->mins[1] = ent->matrix.m[1][3] - 16;
453                 ent->mins[2] = ent->matrix.m[2][3] - 16;
454                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
455                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
456                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
457                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
458                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
459         }
460 }
461
462 /*
463 ===============
464 CL_LerpPoint
465
466 Determines the fraction between the last two messages that the objects
467 should be put at.
468 ===============
469 */
470 static float CL_LerpPoint(void)
471 {
472         float f;
473
474         // dropped packet, or start of demo
475         if (cl.mtime[1] < cl.mtime[0] - 0.1)
476                 cl.mtime[1] = cl.mtime[0] - 0.1;
477
478         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
479
480         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
481         f = cl.mtime[0] - cl.mtime[1];
482         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
483         {
484                 cl.time = cl.mtime[0];
485                 return 1;
486         }
487
488         f = (cl.time - cl.mtime[1]) / f;
489         return bound(0, f, 1);
490 }
491
492 void CL_ClearTempEntities (void)
493 {
494         cl.num_temp_entities = 0;
495 }
496
497 entity_t *CL_NewTempEntity(void)
498 {
499         entity_t *ent;
500
501         if (r_refdef.numentities >= r_refdef.maxentities)
502                 return NULL;
503         if (cl.num_temp_entities >= cl.max_temp_entities)
504                 return NULL;
505         ent = &cl.temp_entities[cl.num_temp_entities++];
506         memset (ent, 0, sizeof(*ent));
507         r_refdef.entities[r_refdef.numentities++] = &ent->render;
508
509         ent->render.colormap = -1; // no special coloring
510         ent->render.scale = 1;
511         ent->render.alpha = 1;
512         VectorSet(ent->render.colormod, 1, 1, 1);
513         return ent;
514 }
515
516 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
517 {
518         int i;
519         cl_effect_t *e;
520         if (!modelindex) // sanity check
521                 return;
522         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
523         {
524                 if (e->active)
525                         continue;
526                 e->active = true;
527                 VectorCopy(org, e->origin);
528                 e->modelindex = modelindex;
529                 e->starttime = cl.time;
530                 e->startframe = startframe;
531                 e->endframe = startframe + framecount;
532                 e->framerate = framerate;
533
534                 e->frame = 0;
535                 e->frame1time = cl.time;
536                 e->frame2time = cl.time;
537                 cl.num_effects = max(cl.num_effects, i + 1);
538                 break;
539         }
540 }
541
542 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
543 {
544         int i;
545         dlight_t *dl;
546
547         /*
548 // first look for an exact key match
549         if (ent)
550         {
551                 dl = cl.dlights;
552                 for (i = 0;i < cl.num_dlights;i++, dl++)
553                         if (dl->ent == ent)
554                                 goto dlightsetup;
555         }
556         */
557
558 // then look for anything else
559         dl = cl.dlights;
560         for (i = 0;i < cl.num_dlights;i++, dl++)
561                 if (!dl->radius)
562                         goto dlightsetup;
563         // if we hit the end of the active dlights and found no gaps, add a new one
564         if (i < MAX_DLIGHTS)
565         {
566                 cl.num_dlights = i + 1;
567                 goto dlightsetup;
568         }
569
570         // unable to find one
571         return;
572
573 dlightsetup:
574         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
575         memset (dl, 0, sizeof(*dl));
576         Matrix4x4_Normalize(&dl->matrix, matrix);
577         dl->ent = ent;
578         dl->origin[0] = dl->matrix.m[0][3];
579         dl->origin[1] = dl->matrix.m[1][3];
580         dl->origin[2] = dl->matrix.m[2][3];
581         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
582         dl->matrix.m[0][3] = dl->origin[0];
583         dl->matrix.m[1][3] = dl->origin[1];
584         dl->matrix.m[2][3] = dl->origin[2];
585         dl->radius = radius;
586         dl->color[0] = red;
587         dl->color[1] = green;
588         dl->color[2] = blue;
589         dl->decay = decay;
590         if (lifetime)
591                 dl->die = cl.time + lifetime;
592         else
593                 dl->die = 0;
594         dl->cubemapnum = cubemapnum;
595         dl->style = style;
596         dl->shadow = shadowenable;
597         dl->corona = corona;
598         dl->flags = flags;
599         dl->coronasizescale = coronasizescale;
600         dl->ambientscale = ambientscale;
601         dl->diffusescale = diffusescale;
602         dl->specularscale = specularscale;
603 }
604
605 // called before entity relinking
606 void CL_DecayLights(void)
607 {
608         int i, oldmax;
609         dlight_t *dl;
610         float time, f;
611
612         time = cl.time - cl.oldtime;
613         oldmax = cl.num_dlights;
614         cl.num_dlights = 0;
615         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
616         {
617                 if (dl->radius)
618                 {
619                         f = dl->radius - time * dl->decay;
620                         if (cl.time < dl->die && f > 0)
621                         {
622                                 dl->radius = dl->radius - time * dl->decay;
623                                 cl.num_dlights = i + 1;
624                         }
625                         else
626                                 dl->radius = 0;
627                 }
628         }
629 }
630
631 // called after entity relinking
632 void CL_UpdateLights(void)
633 {
634         int i, j, k, l;
635         dlight_t *dl;
636         float frac, f;
637
638         r_refdef.numlights = 0;
639         if (r_dynamic.integer)
640         {
641                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
642                 {
643                         if (dl->radius)
644                         {
645                                 R_RTLight_Update(dl, false);
646                                 r_refdef.lights[r_refdef.numlights++] = dl;
647                         }
648                 }
649         }
650
651 // light animations
652 // 'm' is normal light, 'a' is no light, 'z' is double bright
653         f = cl.time * 10;
654         i = (int)floor(f);
655         frac = f - i;
656         for (j = 0;j < cl.max_lightstyle;j++)
657         {
658                 if (!cl.lightstyle || !cl.lightstyle[j].length)
659                 {
660                         r_refdef.lightstylevalue[j] = 256;
661                         continue;
662                 }
663                 k = i % cl.lightstyle[j].length;
664                 l = (i-1) % cl.lightstyle[j].length;
665                 k = cl.lightstyle[j].map[k] - 'a';
666                 l = cl.lightstyle[j].map[l] - 'a';
667                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
668         }
669 }
670
671 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
672 {
673         float f;
674         entity_t *flag;
675         matrix4x4_t flagmatrix;
676
677         // this code taken from QuakeWorld
678         f = 14;
679         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
680         {
681                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
682                 { //axpain
683                         if      (player->render.frame2 == 29) f = f + 2;
684                         else if (player->render.frame2 == 30) f = f + 8;
685                         else if (player->render.frame2 == 31) f = f + 12;
686                         else if (player->render.frame2 == 32) f = f + 11;
687                         else if (player->render.frame2 == 33) f = f + 10;
688                         else if (player->render.frame2 == 34) f = f + 4;
689                 }
690                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
691                 { // pain
692                         if      (player->render.frame2 == 35) f = f + 2;
693                         else if (player->render.frame2 == 36) f = f + 10;
694                         else if (player->render.frame2 == 37) f = f + 10;
695                         else if (player->render.frame2 == 38) f = f + 8;
696                         else if (player->render.frame2 == 39) f = f + 4;
697                         else if (player->render.frame2 == 40) f = f + 2;
698                 }
699         }
700         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
701         {
702                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
703                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
704                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
705                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
706         }
707         // end of code taken from QuakeWorld
708
709         flag = CL_NewTempEntity();
710         if (!flag)
711                 return;
712
713         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
714         flag->render.skinnum = skin;
715         flag->render.colormap = -1; // no special coloring
716         flag->render.alpha = 1;
717         VectorSet(flag->render.colormod, 1, 1, 1);
718         // attach the flag to the player matrix
719         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
720         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
721         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
722         R_LerpAnimation(&flag->render);
723         CL_BoundingBoxForEntity(&flag->render);
724 }
725
726 #define MAXVIEWMODELS 32
727 entity_t *viewmodels[MAXVIEWMODELS];
728 int numviewmodels;
729
730 matrix4x4_t viewmodelmatrix;
731
732 static int entitylinkframenumber;
733
734 static const vec3_t muzzleflashorigin = {18, 0, 0};
735
736 extern void V_DriftPitch(void);
737 extern void V_FadeViewFlashs(void);
738 extern void V_CalcViewBlend(void);
739
740 extern void V_CalcRefdef(void);
741 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
742 void CL_LinkNetworkEntity(entity_t *e)
743 {
744         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
745         //matrix4x4_t dlightmatrix;
746         int j, k, l, trailtype, temp;
747         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
748         entity_t *t;
749         model_t *model;
750         trace_t trace;
751         //entity_persistent_t *p = &e->persistent;
752         //entity_render_t *r = &e->render;
753         if (e->persistent.linkframe != entitylinkframenumber)
754         {
755                 e->persistent.linkframe = entitylinkframenumber;
756                 // skip inactive entities and world
757                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
758                         return;
759                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
760                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
761                 e->render.flags = e->state_current.flags;
762                 e->render.effects = e->state_current.effects;
763                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
764                 if (e->state_current.flags & RENDER_COLORMAPPED)
765                 {
766                         int cb;
767                         unsigned char *cbcolor;
768                         e->render.colormap = e->state_current.colormap;
769                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
770                         cbcolor = (unsigned char *) (&palette_complete[cb]);
771                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
772                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
773                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
774                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
775                         cbcolor = (unsigned char *) (&palette_complete[cb]);
776                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
777                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
778                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
779                 }
780                 else if (e->state_current.colormap && cl.scores != NULL)
781                 {
782                         int cb;
783                         unsigned char *cbcolor;
784                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
785                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
786                         cbcolor = (unsigned char *) (&palette_complete[cb]);
787                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
788                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
789                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
790                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
791                         cbcolor = (unsigned char *) (&palette_complete[cb]);
792                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
793                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
794                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
795                 }
796                 else
797                 {
798                         e->render.colormap = -1; // no special coloring
799                         VectorClear(e->render.colormap_pantscolor);
800                         VectorClear(e->render.colormap_shirtcolor);
801                 }
802                 e->render.skinnum = e->state_current.skin;
803                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
804                 {
805                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
806                                 return;
807                         if (!e->csqc)
808                         {
809                                 if (cl.viewentity)
810                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
811                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
812                                 {
813                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
814                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
815                                 }
816                         }
817                         matrix = &viewmodelmatrix;
818                 }
819                 else
820                 {
821                         // if the tag entity is currently impossible, skip it
822                         if (!e->csqc)
823                         {
824                                 if (e->state_current.tagentity >= cl.num_entities)
825                                         return;
826                                 t = cl.entities + e->state_current.tagentity;
827                         }
828                         else
829                         {
830                                 if (e->state_current.tagentity >= cl.num_csqcentities)
831                                         return;
832                                 t = cl.csqcentities + e->state_current.tagentity;
833                         }
834                         // if the tag entity is inactive, skip it
835                         if (!t->state_current.active)
836                                 return;
837                         // note: this can link to world
838                         CL_LinkNetworkEntity(t);
839                         // make relative to the entity
840                         matrix = &t->render.matrix;
841                         // some properties of the tag entity carry over
842                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
843                         // if a valid tagindex is used, make it relative to that tag instead
844                         // FIXME: use a model function to get tag info (need to handle skeletal)
845                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
846                         {
847                                 // blend the matrices
848                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
849                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
850                                 {
851                                         matrix4x4_t tagmatrix;
852                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
853                                         d = t->render.frameblend[j].lerp;
854                                         for (l = 0;l < 4;l++)
855                                                 for (k = 0;k < 4;k++)
856                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
857                                 }
858                                 // concat the tag matrices onto the entity matrix
859                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
860                                 // use the constructed tag matrix
861                                 matrix = &tempmatrix;
862                         }
863                 }
864
865                 // movement lerp
866                 // if it's the player entity, update according to client movement
867                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
868                 {
869                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
870                         lerp = bound(0, lerp, 1);
871                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
872                         VectorSet(angles, 0, cl.viewangles[1], 0);
873                 }
874                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
875                 {
876                         // interpolate the origin and angles
877                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
878                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
879                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
880                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
881                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
882                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
883                 }
884                 else
885                 {
886                         // no interpolation
887                         VectorCopy(e->persistent.neworigin, origin);
888                         VectorCopy(e->persistent.newangles, angles);
889                 }
890
891                 // model setup and some modelflags
892                 if(e->state_current.modelindex < MAX_MODELS)
893                         e->render.model = cl.model_precache[e->state_current.modelindex];
894                 else
895                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
896                 if (e->render.model)
897                 {
898                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
899                         if (e->render.model->type == mod_alias)
900                                 angles[0] = -angles[0];
901                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
902                         {
903                                 angles[1] = ANGLEMOD(100*cl.time);
904                                 if (cl_itembobheight.value)
905                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
906                         }
907                         // transfer certain model flags to effects
908                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
909                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
910                                 VectorScale(e->render.colormod, 2, e->render.colormod);
911                 }
912                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
913                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
914                         angles[0] = -angles[0];
915
916                 // animation lerp
917                 if (e->render.frame2 == e->state_current.frame)
918                 {
919                         // update frame lerp fraction
920                         e->render.framelerp = 1;
921                         if (e->render.frame2time > e->render.frame1time)
922                         {
923                                 // make sure frame lerp won't last longer than 100ms
924                                 // (this mainly helps with models that use framegroups and
925                                 // switch between them infrequently)
926                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
927                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
928                         }
929                 }
930                 else
931                 {
932                         // begin a new frame lerp
933                         e->render.frame1 = e->render.frame2;
934                         e->render.frame1time = e->render.frame2time;
935                         e->render.frame = e->render.frame2 = e->state_current.frame;
936                         e->render.frame2time = cl.time;
937                         e->render.framelerp = 0;
938                 }
939                 R_LerpAnimation(&e->render);
940
941                 // set up the render matrix
942                 // FIXME: e->render.scale should go away
943                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
944                 // concat the matrices to make the entity relative to its tag
945                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
946                 // make the other useful stuff
947                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
948                 CL_BoundingBoxForEntity(&e->render);
949
950                 // handle effects now that we know where this entity is in the world...
951                 if (e->render.model && e->render.model->soundfromcenter)
952                 {
953                         // bmodels are treated specially since their origin is usually '0 0 0'
954                         vec3_t o;
955                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
956                         Matrix4x4_Transform(&e->render.matrix, o, origin);
957                 }
958                 else
959                 {
960                         origin[0] = e->render.matrix.m[0][3];
961                         origin[1] = e->render.matrix.m[1][3];
962                         origin[2] = e->render.matrix.m[2][3];
963                 }
964                 trailtype = -1;
965                 dlightradius = 0;
966                 dlightcolor[0] = 0;
967                 dlightcolor[1] = 0;
968                 dlightcolor[2] = 0;
969                 // LordHavoc: if the entity has no effects, don't check each
970                 if (e->render.effects)
971                 {
972                         if (e->render.effects & EF_BRIGHTFIELD)
973                         {
974                                 if (gamemode == GAME_NEXUIZ)
975                                 {
976                                         dlightradius = max(dlightradius, 200);
977                                         dlightcolor[0] += 0.75f;
978                                         dlightcolor[1] += 1.50f;
979                                         dlightcolor[2] += 3.00f;
980                                         trailtype = 8;
981                                 }
982                                 else
983                                         CL_EntityParticles(e);
984                         }
985                         if (e->render.effects & EF_MUZZLEFLASH)
986                                 e->persistent.muzzleflash = 1.0f;
987                         if (e->render.effects & EF_DIMLIGHT)
988                         {
989                                 dlightradius = max(dlightradius, 200);
990                                 dlightcolor[0] += 1.50f;
991                                 dlightcolor[1] += 1.50f;
992                                 dlightcolor[2] += 1.50f;
993                         }
994                         if (e->render.effects & EF_BRIGHTLIGHT)
995                         {
996                                 dlightradius = max(dlightradius, 400);
997                                 dlightcolor[0] += 3.00f;
998                                 dlightcolor[1] += 3.00f;
999                                 dlightcolor[2] += 3.00f;
1000                         }
1001                         // LordHavoc: more effects
1002                         if (e->render.effects & EF_RED) // red
1003                         {
1004                                 dlightradius = max(dlightradius, 200);
1005                                 dlightcolor[0] += 1.50f;
1006                                 dlightcolor[1] += 0.15f;
1007                                 dlightcolor[2] += 0.15f;
1008                         }
1009                         if (e->render.effects & EF_BLUE) // blue
1010                         {
1011                                 dlightradius = max(dlightradius, 200);
1012                                 dlightcolor[0] += 0.15f;
1013                                 dlightcolor[1] += 0.15f;
1014                                 dlightcolor[2] += 1.50f;
1015                         }
1016                         if (e->render.effects & EF_FLAME)
1017                         {
1018                                 mins[0] = origin[0] - 16.0f;
1019                                 mins[1] = origin[1] - 16.0f;
1020                                 mins[2] = origin[2] - 16.0f;
1021                                 maxs[0] = origin[0] + 16.0f;
1022                                 maxs[1] = origin[1] + 16.0f;
1023                                 maxs[2] = origin[2] + 16.0f;
1024                                 // how many flames to make
1025                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1026                                 CL_FlameCube(mins, maxs, temp);
1027                                 d = lhrandom(0.75f, 1);
1028                                 dlightradius = max(dlightradius, 200);
1029                                 dlightcolor[0] += d * 2.0f;
1030                                 dlightcolor[1] += d * 1.5f;
1031                                 dlightcolor[2] += d * 0.5f;
1032                         }
1033                         if (e->render.effects & EF_STARDUST)
1034                         {
1035                                 mins[0] = origin[0] - 16.0f;
1036                                 mins[1] = origin[1] - 16.0f;
1037                                 mins[2] = origin[2] - 16.0f;
1038                                 maxs[0] = origin[0] + 16.0f;
1039                                 maxs[1] = origin[1] + 16.0f;
1040                                 maxs[2] = origin[2] + 16.0f;
1041                                 // how many particles to make
1042                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1043                                 CL_Stardust(mins, maxs, temp);
1044                                 dlightradius = max(dlightradius, 200);
1045                                 dlightcolor[0] += 1.0f;
1046                                 dlightcolor[1] += 0.7f;
1047                                 dlightcolor[2] += 0.3f;
1048                         }
1049                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1050                         {
1051                                 // these are only set on player entities
1052                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1053                         }
1054                 }
1055                 // muzzleflash fades over time, and is offset a bit
1056                 if (e->persistent.muzzleflash > 0)
1057                 {
1058                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1059                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1060                         tempmatrix = e->render.matrix;
1061                         tempmatrix.m[0][3] = trace.endpos[0];
1062                         tempmatrix.m[1][3] = trace.endpos[1];
1063                         tempmatrix.m[2][3] = trace.endpos[2];
1064                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1065                         e->persistent.muzzleflash -= cl.frametime * 10;
1066                 }
1067                 // LordHavoc: if the model has no flags, don't check each
1068                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1069                 {
1070                         if (e->render.model->flags & EF_GIB)
1071                                 trailtype = 2;
1072                         else if (e->render.model->flags & EF_ZOMGIB)
1073                                 trailtype = 4;
1074                         else if (e->render.model->flags & EF_TRACER)
1075                         {
1076                                 trailtype = 3;
1077                                 //dlightradius = max(dlightradius, 100);
1078                                 //dlightcolor[0] += 0.25f;
1079                                 //dlightcolor[1] += 1.00f;
1080                                 //dlightcolor[2] += 0.25f;
1081                         }
1082                         else if (e->render.model->flags & EF_TRACER2)
1083                         {
1084                                 trailtype = 5;
1085                                 //dlightradius = max(dlightradius, 100);
1086                                 //dlightcolor[0] += 1.00f;
1087                                 //dlightcolor[1] += 0.60f;
1088                                 //dlightcolor[2] += 0.20f;
1089                         }
1090                         else if (e->render.model->flags & EF_ROCKET)
1091                         {
1092                                 trailtype = 0;
1093                                 dlightradius = max(dlightradius, 200);
1094                                 dlightcolor[0] += 3.00f;
1095                                 dlightcolor[1] += 1.50f;
1096                                 dlightcolor[2] += 0.50f;
1097                         }
1098                         else if (e->render.model->flags & EF_GRENADE)
1099                         {
1100                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1101                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1102                         }
1103                         else if (e->render.model->flags & EF_TRACER3)
1104                         {
1105                                 trailtype = 6;
1106                                 if (gamemode == GAME_PRYDON)
1107                                 {
1108                                         dlightradius = max(dlightradius, 100);
1109                                         dlightcolor[0] += 0.30f;
1110                                         dlightcolor[1] += 0.60f;
1111                                         dlightcolor[2] += 1.20f;
1112                                 }
1113                                 else
1114                                 {
1115                                         dlightradius = max(dlightradius, 200);
1116                                         dlightcolor[0] += 1.20f;
1117                                         dlightcolor[1] += 0.50f;
1118                                         dlightcolor[2] += 1.00f;
1119                                 }
1120                         }
1121                 }
1122                 // LordHavoc: customizable glow
1123                 if (e->state_current.glowsize)
1124                 {
1125                         // * 4 for the expansion from 0-255 to 0-1023 range,
1126                         // / 255 to scale down byte colors
1127                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1128                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1129                 }
1130                 // make the glow dlight
1131                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1132                 {
1133                         //dlightmatrix = e->render.matrix;
1134                         // hack to make glowing player light shine on their gun
1135                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1136                         //      dlightmatrix.m[2][3] += 30;
1137                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1138                 }
1139                 // custom rtlight
1140                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1141                 {
1142                         float light[4];
1143                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1144                         light[3] = e->state_current.light[3];
1145                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1146                                 VectorSet(light, 1, 1, 1);
1147                         if (light[3] == 0)
1148                                 light[3] = 350;
1149                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1150                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1151                 }
1152                 // do trails
1153                 if (e->render.flags & RENDER_GLOWTRAIL)
1154                         trailtype = 9;
1155                 if (trailtype >= 0)
1156                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1157                 VectorCopy(origin, e->persistent.trail_origin);
1158                 // tenebrae's sprites are all additive mode (weird)
1159                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160                         e->render.effects |= EF_ADDITIVE;
1161                 // player model is only shown with chase_active on
1162                 if (!e->csqc)
1163                 if (e->state_current.number == cl.viewentity)
1164                         e->render.flags |= RENDER_EXTERIORMODEL;
1165                 // transparent stuff can't be lit during the opaque stage
1166                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1167                         e->render.flags |= RENDER_TRANSPARENT;
1168                 // double sided rendering mode causes backfaces to be visible
1169                 // (mostly useful on transparent stuff)
1170                 if (e->render.effects & EF_DOUBLESIDED)
1171                         e->render.flags |= RENDER_NOCULLFACE;
1172                 // either fullbright or lit
1173                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1174                         e->render.flags |= RENDER_LIGHT;
1175                 // hide player shadow during intermission or nehahra movie
1176                 if (!(e->render.effects & EF_NOSHADOW)
1177                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1178                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1179                         e->render.flags |= RENDER_SHADOW;
1180                 // as soon as player is known we can call V_CalcRefDef
1181                 if (!csqc_loaded)
1182                 if (e->state_current.number == cl.viewentity)
1183                         V_CalcRefdef();
1184                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1185                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1186                 // don't show entities with no modelindex (note: this still shows
1187                 // entities which have a modelindex that resolved to a NULL model)
1188                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1189                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1190                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1191                 //      Matrix4x4_Print(&e->render.matrix);
1192         }
1193 }
1194
1195 void CL_RelinkWorld(void)
1196 {
1197         entity_t *ent = &cl.entities[0];
1198         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1199         // FIXME: this should be done at load
1200         ent->render.matrix = identitymatrix;
1201         ent->render.inversematrix = identitymatrix;
1202         R_LerpAnimation(&ent->render);
1203         CL_BoundingBoxForEntity(&ent->render);
1204         ent->render.flags = RENDER_SHADOW;
1205         if (!r_fullbright.integer)
1206                 ent->render.flags |= RENDER_LIGHT;
1207         VectorSet(ent->render.colormod, 1, 1, 1);
1208         r_refdef.worldentity = &ent->render;
1209         r_refdef.worldmodel = cl.worldmodel;
1210 }
1211
1212 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1213 {
1214         entity_t *ent = &cl.csqcentities[0];
1215         if(!csqc_loaded)
1216                 return;
1217 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1218         // FIXME: this should be done at load
1219         ent->render.matrix = identitymatrix;
1220         ent->render.inversematrix = identitymatrix;
1221         R_LerpAnimation(&ent->render);
1222         CL_BoundingBoxForEntity(&ent->render);
1223         ent->render.flags = RENDER_SHADOW;
1224         if (!r_fullbright.integer)
1225                 ent->render.flags |= RENDER_LIGHT;
1226         VectorSet(ent->render.colormod, 1, 1, 1);
1227 //      r_refdef.worldentity = &ent->render;
1228 //      r_refdef.worldmodel = cl.worldmodel;
1229 }
1230
1231 static void CL_RelinkStaticEntities(void)
1232 {
1233         int i;
1234         entity_t *e;
1235         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1236         {
1237                 e->render.flags = 0;
1238                 // transparent stuff can't be lit during the opaque stage
1239                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1240                         e->render.flags |= RENDER_TRANSPARENT;
1241                 // either fullbright or lit
1242                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1243                         e->render.flags |= RENDER_LIGHT;
1244                 // hide player shadow during intermission or nehahra movie
1245                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1246                         e->render.flags |= RENDER_SHADOW;
1247                 VectorSet(e->render.colormod, 1, 1, 1);
1248                 R_LerpAnimation(&e->render);
1249                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1250         }
1251 }
1252
1253 /*
1254 ===============
1255 CL_RelinkEntities
1256 ===============
1257 */
1258 static void CL_RelinkNetworkEntities(int drawmask)
1259 {
1260         entity_t *ent;
1261         int i, k;
1262
1263         if(!csqc_loaded)
1264         {
1265                 ent = &cl.viewent;
1266                 ent->state_previous = ent->state_current;
1267                 ent->state_current = defaultstate;
1268                 ent->state_current.time = cl.time;
1269                 ent->state_current.number = -1;
1270                 ent->state_current.active = true;
1271                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1272                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1273                 ent->state_current.flags = RENDER_VIEWMODEL;
1274                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1275                         ent->state_current.modelindex = 0;
1276                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1277                 {
1278                         if (gamemode == GAME_TRANSFUSION)
1279                                 ent->state_current.alpha = 128;
1280                         else
1281                                 ent->state_current.modelindex = 0;
1282                 }
1283
1284                 // reset animation interpolation on weaponmodel if model changed
1285                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1286                 {
1287                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1288                         ent->render.frame1time = ent->render.frame2time = cl.time;
1289                         ent->render.framelerp = 1;
1290                 }
1291         }
1292
1293         // start on the entity after the world
1294         entitylinkframenumber++;
1295         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1296         {
1297                 for (i = 1;i < cl.num_entities;i++)
1298                 {
1299                         if (cl.entities_active[i])
1300                         {
1301                                 ent = cl.entities + i;
1302                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1303                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1304                                 {
1305                                         cl.entities_active[i] = false;
1306                                         continue;
1307                                 }
1308                                 if (ent->state_current.active)
1309                                         CL_LinkNetworkEntity(ent);
1310                                 else
1311                                         cl.entities_active[i] = false;
1312                         }
1313                 }
1314         }
1315
1316         //[515]: csqc
1317         if(csqc_loaded)
1318         {
1319                 for (i=1,k=cl.num_csqcentities;k;i++)
1320                 {
1321                         if (cl.csqcentities_active[i])
1322                         {
1323                                 --k;
1324                                 ent = cl.csqcentities + i;
1325                                 if (ent->state_current.active)
1326                                         CL_LinkNetworkEntity(ent);
1327                                 else
1328                                         cl.csqcentities_active[i] = false;
1329                         }
1330                 }
1331         }
1332         else
1333                 CL_LinkNetworkEntity(&cl.viewent);
1334 }
1335
1336 static void CL_RelinkEffects(void)
1337 {
1338         int i, intframe;
1339         cl_effect_t *e;
1340         entity_t *ent;
1341         float frame;
1342
1343         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1344         {
1345                 if (e->active)
1346                 {
1347                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1348                         intframe = frame;
1349                         if (intframe < 0 || intframe >= e->endframe)
1350                         {
1351                                 memset(e, 0, sizeof(*e));
1352                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1353                                         cl.num_effects--;
1354                                 continue;
1355                         }
1356
1357                         if (intframe != e->frame)
1358                         {
1359                                 e->frame = intframe;
1360                                 e->frame1time = e->frame2time;
1361                                 e->frame2time = cl.time;
1362                         }
1363
1364                         // if we're drawing effects, get a new temp entity
1365                         // (NewTempEntity adds it to the render entities list for us)
1366                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1367                         {
1368                                 // interpolation stuff
1369                                 ent->render.frame1 = intframe;
1370                                 ent->render.frame2 = intframe + 1;
1371                                 if (ent->render.frame2 >= e->endframe)
1372                                         ent->render.frame2 = -1; // disappear
1373                                 ent->render.framelerp = frame - intframe;
1374                                 ent->render.frame1time = e->frame1time;
1375                                 ent->render.frame2time = e->frame2time;
1376
1377                                 // normal stuff
1378                                 if(e->modelindex < MAX_MODELS)
1379                                         ent->render.model = cl.model_precache[e->modelindex];
1380                                 else
1381                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1382                                 ent->render.frame = ent->render.frame2;
1383                                 ent->render.colormap = -1; // no special coloring
1384                                 ent->render.alpha = 1;
1385                                 VectorSet(ent->render.colormod, 1, 1, 1);
1386
1387                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1388                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1389                                 R_LerpAnimation(&ent->render);
1390                                 CL_BoundingBoxForEntity(&ent->render);
1391                         }
1392                 }
1393         }
1394 }
1395
1396 void CL_RelinkBeams(void)
1397 {
1398         int i;
1399         beam_t *b;
1400         vec3_t dist, org;
1401         float d;
1402         entity_t *ent;
1403         float yaw, pitch;
1404         float forward;
1405         matrix4x4_t tempmatrix;
1406
1407         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1408         {
1409                 if (!b->model)
1410                         continue;
1411                 if (b->endtime < cl.time)
1412                 {
1413                         b->model = NULL;
1414                         continue;
1415                 }
1416
1417                 // if coming from the player, update the start position
1418                 //if (b->entity == cl.viewentity)
1419                 //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1420                 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1421                 {
1422                         entity_render_t *r = &cl.entities[b->entity].render;
1423                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1424                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1425                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1426                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1427                 }
1428
1429                 if (b->lightning)
1430                 {
1431                         if (cl_beams_lightatend.integer)
1432                         {
1433                                 // FIXME: create a matrix from the beam start/end orientation
1434                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1435                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1436                         }
1437                         if (cl_beams_polygons.integer)
1438                                 continue;
1439                 }
1440
1441                 // calculate pitch and yaw
1442                 VectorSubtract (b->end, b->start, dist);
1443
1444                 if (dist[1] == 0 && dist[0] == 0)
1445                 {
1446                         yaw = 0;
1447                         if (dist[2] > 0)
1448                                 pitch = 90;
1449                         else
1450                                 pitch = 270;
1451                 }
1452                 else
1453                 {
1454                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1455                         if (yaw < 0)
1456                                 yaw += 360;
1457
1458                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1459                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1460                         if (pitch < 0)
1461                                 pitch += 360;
1462                 }
1463
1464                 // add new entities for the lightning
1465                 VectorCopy (b->start, org);
1466                 d = VectorNormalizeLength(dist);
1467                 while (d > 0)
1468                 {
1469                         ent = CL_NewTempEntity ();
1470                         if (!ent)
1471                                 return;
1472                         //VectorCopy (org, ent->render.origin);
1473                         ent->render.model = b->model;
1474                         //ent->render.effects = EF_FULLBRIGHT;
1475                         //ent->render.angles[0] = pitch;
1476                         //ent->render.angles[1] = yaw;
1477                         //ent->render.angles[2] = rand()%360;
1478                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1479                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1480                         R_LerpAnimation(&ent->render);
1481                         CL_BoundingBoxForEntity(&ent->render);
1482                         VectorMA(org, 30, dist, org);
1483                         d -= 30;
1484                 }
1485         }
1486
1487         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1488                 cl.num_beams--;
1489 }
1490
1491 static void CL_RelinkQWNails(void)
1492 {
1493         int i;
1494         vec_t *v;
1495         entity_t *ent;
1496
1497         for (i = 0;i < cl.qw_num_nails;i++)
1498         {
1499                 v = cl.qw_nails[i];
1500
1501                 // if we're drawing effects, get a new temp entity
1502                 // (NewTempEntity adds it to the render entities list for us)
1503                 if (!(ent = CL_NewTempEntity()))
1504                         continue;
1505
1506                 // normal stuff
1507                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1508                 ent->render.colormap = -1; // no special coloring
1509                 ent->render.alpha = 1;
1510                 VectorSet(ent->render.colormod, 1, 1, 1);
1511
1512                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1513                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1514                 R_LerpAnimation(&ent->render);
1515                 CL_BoundingBoxForEntity(&ent->render);
1516         }
1517 }
1518
1519 void CL_LerpPlayer(float frac)
1520 {
1521         int i;
1522         float d;
1523
1524         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1525         for (i = 0;i < 3;i++)
1526         {
1527                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1528                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1529                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1530         }
1531
1532         if (cls.demoplayback)
1533         {
1534                 // interpolate the angles
1535                 for (i = 0;i < 3;i++)
1536                 {
1537                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1538                         if (d > 180)
1539                                 d -= 360;
1540                         else if (d < -180)
1541                                 d += 360;
1542                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1543                 }
1544         }
1545 }
1546
1547 void CSQC_RelinkAllEntities (int drawmask)
1548 {
1549         CL_RelinkNetworkEntities(drawmask);
1550         if(drawmask & ENTMASK_ENGINE)
1551         {
1552                 // move particles
1553                 CL_MoveParticles();
1554                 R_MoveExplosions();
1555         }
1556
1557         // link stuff
1558         CL_RelinkWorld();
1559         CL_RelinkCSQCWorld();   //[515]: csqc
1560         if(drawmask & ENTMASK_ENGINE)
1561         {
1562                 CL_RelinkStaticEntities();
1563                 CL_RelinkBeams();
1564                 CL_RelinkEffects();
1565                 CL_RelinkQWNails();
1566         }
1567 }
1568
1569 /*
1570 ===============
1571 CL_ReadFromServer
1572
1573 Read all incoming data from the server
1574 ===============
1575 */
1576 extern void CL_ClientMovement_Replay();
1577
1578 int CL_ReadFromServer(void)
1579 {
1580         CL_ReadDemoMessage();
1581         CL_SendMove();
1582
1583         r_refdef.time = cl.time;
1584         r_refdef.extraupdate = !r_speeds.integer;
1585         r_refdef.numentities = 0;
1586         r_refdef.viewentitymatrix = identitymatrix;
1587         cl.num_brushmodel_entities = 0;
1588
1589         if (cls.state == ca_connected && cls.signon == SIGNONS)
1590         {
1591                 // prepare for a new frame
1592                 CL_LerpPlayer(CL_LerpPoint());
1593                 CL_DecayLights();
1594                 CL_ClearTempEntities();
1595                 V_DriftPitch();
1596                 V_FadeViewFlashs();
1597
1598                 // relink network entities (note: this sets up the view!)
1599                 CL_ClientMovement_Replay();
1600                 if(!csqc_loaded)        //[515]: csqc
1601                 {
1602                         CL_RelinkNetworkEntities(65535);
1603
1604                         // move particles
1605                         CL_MoveParticles();
1606                         R_MoveExplosions();
1607
1608                         // link stuff
1609                         CL_RelinkWorld();
1610                         CL_RelinkCSQCWorld();   //[515]: csqc
1611                         CL_RelinkStaticEntities();
1612                         CL_RelinkBeams();
1613                         CL_RelinkEffects();
1614                         CL_RelinkQWNails();
1615                 }
1616                 else
1617                         csqc_frame = true;
1618
1619                 CL_UpdateLights();
1620
1621                 // update view blend
1622                 V_CalcViewBlend();
1623         }
1624
1625         return 0;
1626 }
1627
1628 // LordHavoc: pausedemo command
1629 static void CL_PauseDemo_f (void)
1630 {
1631         cls.demopaused = !cls.demopaused;
1632         if (cls.demopaused)
1633                 Con_Print("Demo paused\n");
1634         else
1635                 Con_Print("Demo unpaused\n");
1636 }
1637
1638 /*
1639 ======================
1640 CL_Fog_f
1641 ======================
1642 */
1643 static void CL_Fog_f (void)
1644 {
1645         if (Cmd_Argc () == 1)
1646         {
1647                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1648                 return;
1649         }
1650         fog_density = atof(Cmd_Argv(1));
1651         fog_red = atof(Cmd_Argv(2));
1652         fog_green = atof(Cmd_Argv(3));
1653         fog_blue = atof(Cmd_Argv(4));
1654 }
1655
1656 /*
1657 ====================
1658 CL_TimeRefresh_f
1659
1660 For program optimization
1661 ====================
1662 */
1663 static void CL_TimeRefresh_f (void)
1664 {
1665         int i;
1666         float timestart, timedelta, oldangles[3];
1667
1668         r_refdef.extraupdate = false;
1669         VectorCopy(cl.viewangles, oldangles);
1670         VectorClear(cl.viewangles);
1671
1672         timestart = Sys_DoubleTime();
1673         for (i = 0;i < 128;i++)
1674         {
1675                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1676                 CL_UpdateScreen();
1677         }
1678         timedelta = Sys_DoubleTime() - timestart;
1679
1680         VectorCopy(oldangles, cl.viewangles);
1681         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1682 }
1683
1684 /*
1685 ===========
1686 CL_Shutdown
1687 ===========
1688 */
1689 void CL_Shutdown (void)
1690 {
1691         CL_Particles_Shutdown();
1692         CL_Parse_Shutdown();
1693
1694         Mem_FreePool (&cls.permanentmempool);
1695         Mem_FreePool (&cls.levelmempool);
1696 }
1697
1698 /*
1699 =================
1700 CL_Init
1701 =================
1702 */
1703 void CL_Init (void)
1704 {
1705         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1706         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1707
1708         memset(&r_refdef, 0, sizeof(r_refdef));
1709         // max entities sent to renderer per frame
1710         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1711         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1712
1713         CL_InitInput ();
1714
1715 //
1716 // register our commands
1717 //
1718         Cvar_RegisterVariable (&csqc_progname);
1719         Cvar_RegisterVariable (&csqc_progcrc);
1720
1721         Cvar_RegisterVariable (&cl_upspeed);
1722         Cvar_RegisterVariable (&cl_forwardspeed);
1723         Cvar_RegisterVariable (&cl_backspeed);
1724         Cvar_RegisterVariable (&cl_sidespeed);
1725         Cvar_RegisterVariable (&cl_movespeedkey);
1726         Cvar_RegisterVariable (&cl_yawspeed);
1727         Cvar_RegisterVariable (&cl_pitchspeed);
1728         Cvar_RegisterVariable (&cl_anglespeedkey);
1729         Cvar_RegisterVariable (&cl_shownet);
1730         Cvar_RegisterVariable (&cl_nolerp);
1731         Cvar_RegisterVariable (&lookspring);
1732         Cvar_RegisterVariable (&lookstrafe);
1733         Cvar_RegisterVariable (&sensitivity);
1734         Cvar_RegisterVariable (&freelook);
1735
1736         Cvar_RegisterVariable (&m_pitch);
1737         Cvar_RegisterVariable (&m_yaw);
1738         Cvar_RegisterVariable (&m_forward);
1739         Cvar_RegisterVariable (&m_side);
1740
1741         Cvar_RegisterVariable (&cl_itembobspeed);
1742         Cvar_RegisterVariable (&cl_itembobheight);
1743
1744         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1745         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1746         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1747         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1748         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1749         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1750
1751         Cvar_RegisterVariable (&cl_autodemo);
1752         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1753
1754         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1755
1756         // LordHavoc: added pausedemo
1757         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)");
1758
1759         Cvar_RegisterVariable(&r_draweffects);
1760         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1761         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1762         Cvar_RegisterVariable(&cl_explosions_size_start);
1763         Cvar_RegisterVariable(&cl_explosions_size_end);
1764         Cvar_RegisterVariable(&cl_explosions_lifetime);
1765         Cvar_RegisterVariable(&cl_stainmaps);
1766         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1767         Cvar_RegisterVariable(&cl_beams_polygons);
1768         Cvar_RegisterVariable(&cl_beams_relative);
1769         Cvar_RegisterVariable(&cl_beams_lightatend);
1770         Cvar_RegisterVariable(&cl_noplayershadow);
1771
1772         Cvar_RegisterVariable(&cl_prydoncursor);
1773
1774         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1775
1776         // for QW connections
1777         Cvar_RegisterVariable(&qport);
1778         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1779
1780         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1781
1782         CL_Parse_Init();
1783         CL_Particles_Init();
1784         CL_Screen_Init();
1785
1786         CL_Video_Init();
1787 }
1788
1789
1790