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