- fix specular stuff on Q1BSP
[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 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
43
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
46
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
50
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
55
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
57
58 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" };
59 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
60
61 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
62
63 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
64 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
66 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
68
69 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
70 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
71
72 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
73 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)"};
74 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
75 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
76
77 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
78
79 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
80
81 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
82 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
83
84 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)"};
85
86 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"};
87
88 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
89
90 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)"};
91 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
92
93 extern cvar_t r_equalize_entities_fullbright;
94
95 client_static_t cls;
96 client_state_t  cl;
97
98 /*
99 =====================
100 CL_ClearState
101
102 =====================
103 */
104 void CL_VM_ShutDown (void);
105 void CL_ClearState(void)
106 {
107         int i;
108         entity_t *ent;
109
110         CL_VM_ShutDown();
111
112 // wipe the entire cl structure
113         Mem_EmptyPool(cls.levelmempool);
114         memset (&cl, 0, sizeof(cl));
115
116         S_StopAllSounds();
117
118         // reset the view zoom interpolation
119         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120         cl.sensitivityscale = 1.0f;
121
122         // enable rendering of the world and such
123         cl.csqc_vidvars.drawworld = true;
124         cl.csqc_vidvars.drawenginesbar = true;
125         cl.csqc_vidvars.drawcrosshair = true;
126
127         // set up the float version of the stats array for easier access to float stats
128         cl.statsf = (float *)cl.stats;
129
130         cl.num_entities = 0;
131         cl.num_static_entities = 0;
132         cl.num_brushmodel_entities = 0;
133
134         // tweak these if the game runs out
135         cl.max_csqcrenderentities = 0;
136         cl.max_entities = 256;
137         cl.max_static_entities = 256;
138         cl.max_effects = 256;
139         cl.max_beams = 256;
140         cl.max_dlights = MAX_DLIGHTS;
141         cl.max_lightstyle = MAX_LIGHTSTYLES;
142         cl.max_brushmodel_entities = MAX_EDICTS;
143         cl.max_particles = 8192; // grows dynamically
144         cl.max_decals = 2048; // grows dynamically
145         cl.max_showlmps = 0;
146
147         cl.num_dlights = 0;
148         cl.num_effects = 0;
149         cl.num_beams = 0;
150
151         cl.csqcrenderentities = NULL;
152         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
153         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
154         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
155         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
162         cl.showlmps = NULL;
163
164         // LordHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (gamemode == GAME_NEXUIZ)
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         if (!allowstarkey && key[0] == '*')
217                 fail = true;
218         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
219                 fail = true;
220         for (i = 0;key[i];i++)
221                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
222                         fail = true;
223         for (i = 0;value[i];i++)
224                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
225                         fail = true;
226         if (fail)
227         {
228                 if (!quiet)
229                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
230                 return;
231         }
232         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
233         if (cls.state == ca_connected && cls.netcon)
234         {
235                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
236                 {
237                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
239                 }
240                 else if (!strcasecmp(key, "name"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playermodel"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "playerskin"))
251                 {
252                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
253                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
254                 }
255                 else if (!strcasecmp(key, "topcolor"))
256                 {
257                         // don't send anything, the combined color code will be updated manually
258                 }
259                 else if (!strcasecmp(key, "bottomcolor"))
260                 {
261                         // don't send anything, the combined color code will be updated manually
262                 }
263                 else if (!strcasecmp(key, "rate"))
264                 {
265                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
266                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
267                 }
268         }
269 }
270
271 void CL_ExpandEntities(int num)
272 {
273         int i, oldmaxentities;
274         entity_t *oldentities;
275         if (num >= cl.max_entities)
276         {
277                 if (!cl.entities)
278                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
279                 if (num >= MAX_EDICTS)
280                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
281                 oldmaxentities = cl.max_entities;
282                 oldentities = cl.entities;
283                 cl.max_entities = (num & ~255) + 256;
284                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
285                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
286                 Mem_Free(oldentities);
287                 for (i = oldmaxentities;i < cl.max_entities;i++)
288                 {
289                         cl.entities[i].state_baseline = defaultstate;
290                         cl.entities[i].state_previous = defaultstate;
291                         cl.entities[i].state_current = defaultstate;
292                 }
293         }
294 }
295
296 void CL_ExpandCSQCRenderEntities(int num)
297 {
298         int oldmaxcsqcrenderentities;
299         entity_render_t *oldcsqcrenderentities;
300         if (num >= cl.max_csqcrenderentities)
301         {
302                 if (num >= MAX_EDICTS)
303                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
305                 oldcsqcrenderentities = cl.csqcrenderentities;
306                 cl.max_csqcrenderentities = (num & ~255) + 256;
307                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
308                 if (oldcsqcrenderentities)
309                 {
310                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
311                         Mem_Free(oldcsqcrenderentities);
312                 }
313         }
314 }
315
316 /*
317 =====================
318 CL_Disconnect
319
320 Sends a disconnect message to the server
321 This is also called on Host_Error, so it shouldn't cause any errors
322 =====================
323 */
324 void CL_Disconnect(void)
325 {
326         if (cls.state == ca_dedicated)
327                 return;
328
329         if (COM_CheckParm("-profilegameonly"))
330                 Sys_AllowProfiling(false);
331
332         Curl_Clear_forthismap();
333
334         Con_DPrintf("CL_Disconnect\n");
335
336     Cvar_SetValueQuick(&csqc_progcrc, -1);
337         Cvar_SetValueQuick(&csqc_progsize, -1);
338         CL_VM_ShutDown();
339 // stop sounds (especially looping!)
340         S_StopAllSounds ();
341
342         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
343
344         // clear contents blends
345         cl.cshifts[0].percent = 0;
346         cl.cshifts[1].percent = 0;
347         cl.cshifts[2].percent = 0;
348         cl.cshifts[3].percent = 0;
349
350         cl.worldmodel = NULL;
351
352         CL_Parse_ErrorCleanUp();
353
354         if (cls.demoplayback)
355                 CL_StopPlayback();
356         else if (cls.netcon)
357         {
358                 sizebuf_t buf;
359                 unsigned char bufdata[8];
360                 if (cls.demorecording)
361                         CL_Stop_f();
362
363                 // send disconnect message 3 times to improve chances of server
364                 // receiving it (but it still fails sometimes)
365                 memset(&buf, 0, sizeof(buf));
366                 buf.data = bufdata;
367                 buf.maxsize = sizeof(bufdata);
368                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
369                 {
370                         Con_DPrint("Sending drop command\n");
371                         MSG_WriteByte(&buf, qw_clc_stringcmd);
372                         MSG_WriteString(&buf, "drop");
373                 }
374                 else
375                 {
376                         Con_DPrint("Sending clc_disconnect\n");
377                         MSG_WriteByte(&buf, clc_disconnect);
378                 }
379                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
380                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
381                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
382                 NetConn_Close(cls.netcon);
383                 cls.netcon = NULL;
384         }
385         cls.state = ca_disconnected;
386
387         cls.demoplayback = cls.timedemo = false;
388         cls.signon = 0;
389 }
390
391 void CL_Disconnect_f(void)
392 {
393         CL_Disconnect ();
394         if (sv.active)
395                 Host_ShutdownServer ();
396 }
397
398
399
400
401 /*
402 =====================
403 CL_EstablishConnection
404
405 Host should be either "local" or a net address
406 =====================
407 */
408 void CL_EstablishConnection(const char *host)
409 {
410         if (cls.state == ca_dedicated)
411                 return;
412
413         // clear menu's connect error message
414         M_Update_Return_Reason("");
415         cls.demonum = -1;
416
417         // stop demo loop in case this fails
418         if (cls.demoplayback)
419                 CL_StopPlayback();
420
421         // if downloads are running, cancel their finishing action
422         Curl_Clear_forthismap();
423
424         // make sure the client ports are open before attempting to connect
425         NetConn_UpdateSockets();
426
427         // run a network frame
428         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
429
430         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
431         {
432                 cls.connect_trying = true;
433                 cls.connect_remainingtries = 3;
434                 cls.connect_nextsendtime = 0;
435                 M_Update_Return_Reason("Trying to connect...");
436                 // run several network frames to jump into the game quickly
437                 //if (sv.active)
438                 //{
439                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
440                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
441                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
442                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
443                 //}
444         }
445         else
446         {
447                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
448                 M_Update_Return_Reason("No network");
449         }
450 }
451
452 /*
453 ==============
454 CL_PrintEntities_f
455 ==============
456 */
457 static void CL_PrintEntities_f(void)
458 {
459         entity_t *ent;
460         int i;
461
462         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
463         {
464                 const char* modelname;
465
466                 if (!ent->state_current.active)
467                         continue;
468
469                 if (ent->render.model)
470                         modelname = ent->render.model->name;
471                 else
472                         modelname = "--no model--";
473                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
474         }
475 }
476
477 /*
478 ===============
479 CL_ModelIndexList_f
480
481 List information on all models in the client modelindex
482 ===============
483 */
484 static void CL_ModelIndexList_f(void)
485 {
486         int i;
487         dp_model_t *model;
488
489         // Print Header
490         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
491
492         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
493         {
494                 model = CL_GetModelByIndex(i);
495                 if(model->loaded || i == 1)
496                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
497                 else
498                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
499                 i++;
500         }
501 }
502
503 /*
504 ===============
505 CL_SoundIndexList_f
506
507 List all sounds in the client soundindex
508 ===============
509 */
510 static void CL_SoundIndexList_f(void)
511 {
512         int i = 1;
513
514         while(cl.sound_precache[i] && i != MAX_SOUNDS)
515         { // Valid Sound
516                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
517                 i++;
518         }
519 }
520
521 /*
522 ===============
523 CL_UpdateRenderEntity
524
525 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
526 ===============
527 */
528 void CL_UpdateRenderEntity(entity_render_t *ent)
529 {
530         vec3_t org;
531         vec_t scale;
532         dp_model_t *model = ent->model;
533         // update the inverse matrix for the renderer
534         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
535         // update the animation blend state
536         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
537         // we need the matrix origin to center the box
538         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
539         // update entity->render.scale because the renderer needs it
540         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
541         if (model)
542         {
543                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
544 #ifdef MATRIX4x4_OPENGLORIENTATION
545                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
546 #else
547                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
548 #endif
549                 {
550                         // pitch or roll
551                         VectorMA(org, scale, model->rotatedmins, ent->mins);
552                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
553                 }
554 #ifdef MATRIX4x4_OPENGLORIENTATION
555                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
556 #else
557                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
558 #endif
559                 {
560                         // yaw
561                         VectorMA(org, scale, model->yawmins, ent->mins);
562                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
563                 }
564                 else
565                 {
566                         VectorMA(org, scale, model->normalmins, ent->mins);
567                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
568                 }
569         }
570         else
571         {
572                 ent->mins[0] = org[0] - 16;
573                 ent->mins[1] = org[1] - 16;
574                 ent->mins[2] = org[2] - 16;
575                 ent->maxs[0] = org[0] + 16;
576                 ent->maxs[1] = org[1] + 16;
577                 ent->maxs[2] = org[2] + 16;
578         }
579 }
580
581 /*
582 ===============
583 CL_LerpPoint
584
585 Determines the fraction between the last two messages that the objects
586 should be put at.
587 ===============
588 */
589 static float CL_LerpPoint(void)
590 {
591         float f;
592
593         if (cl_nettimesyncboundmode.integer == 1)
594                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
595
596         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
597         if (cl.mtime[0] <= cl.mtime[1])
598         {
599                 cl.time = cl.mtime[0];
600                 return 1;
601         }
602
603         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
604         return bound(0, f, 1);
605 }
606
607 void CL_ClearTempEntities (void)
608 {
609         r_refdef.scene.numtempentities = 0;
610 }
611
612 entity_render_t *CL_NewTempEntity(double shadertime)
613 {
614         entity_render_t *render;
615
616         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
617                 return NULL;
618         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
619                 return NULL;
620         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
621         memset (render, 0, sizeof(*render));
622         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
623
624         render->shadertime = shadertime;
625         render->alpha = 1;
626         VectorSet(render->colormod, 1, 1, 1);
627         VectorSet(render->glowmod, 1, 1, 1);
628         return render;
629 }
630
631 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
632 {
633         int i;
634         cl_effect_t *e;
635         if (!modelindex) // sanity check
636                 return;
637         if (framerate < 1)
638         {
639                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
640                 return;
641         }
642         if (framecount < 1)
643         {
644                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
645                 return;
646         }
647         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
648         {
649                 if (e->active)
650                         continue;
651                 e->active = true;
652                 VectorCopy(org, e->origin);
653                 e->modelindex = modelindex;
654                 e->starttime = cl.time;
655                 e->startframe = startframe;
656                 e->endframe = startframe + framecount;
657                 e->framerate = framerate;
658
659                 e->frame = 0;
660                 e->frame1time = cl.time;
661                 e->frame2time = cl.time;
662                 cl.num_effects = max(cl.num_effects, i + 1);
663                 break;
664         }
665 }
666
667 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)
668 {
669         int i;
670         dlight_t *dl;
671
672 // then look for anything else
673         dl = cl.dlights;
674         for (i = 0;i < cl.max_dlights;i++, dl++)
675                 if (!dl->radius)
676                         break;
677
678         // unable to find one
679         if (i == cl.max_dlights)
680                 return;
681
682         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
683         memset (dl, 0, sizeof(*dl));
684         cl.num_dlights = max(cl.num_dlights, i + 1);
685         Matrix4x4_Normalize(&dl->matrix, matrix);
686         dl->ent = ent;
687         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
688         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
689         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
690         dl->radius = radius;
691         dl->color[0] = red;
692         dl->color[1] = green;
693         dl->color[2] = blue;
694         dl->initialradius = radius;
695         dl->initialcolor[0] = red;
696         dl->initialcolor[1] = green;
697         dl->initialcolor[2] = blue;
698         dl->decay = decay / radius; // changed decay to be a percentage decrease
699         dl->intensity = 1; // this is what gets decayed
700         if (lifetime)
701                 dl->die = cl.time + lifetime;
702         else
703                 dl->die = 0;
704         if (cubemapnum > 0)
705                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
706         else
707                 dl->cubemapname[0] = 0;
708         dl->style = style;
709         dl->shadow = shadowenable;
710         dl->corona = corona;
711         dl->flags = flags;
712         dl->coronasizescale = coronasizescale;
713         dl->ambientscale = ambientscale;
714         dl->diffusescale = diffusescale;
715         dl->specularscale = specularscale;
716 }
717
718 void CL_DecayLightFlashes(void)
719 {
720         int i, oldmax;
721         dlight_t *dl;
722         float time;
723
724         time = bound(0, cl.time - cl.oldtime, 0.1);
725         oldmax = cl.num_dlights;
726         cl.num_dlights = 0;
727         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
728         {
729                 if (dl->radius)
730                 {
731                         dl->intensity -= time * dl->decay;
732                         if (cl.time < dl->die && dl->intensity > 0)
733                         {
734                                 if (cl_dlights_decayradius.integer)
735                                         dl->radius = dl->initialradius * dl->intensity;
736                                 else
737                                         dl->radius = dl->initialradius;
738                                 if (cl_dlights_decaybrightness.integer)
739                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
740                                 else
741                                         VectorCopy(dl->initialcolor, dl->color);
742                                 cl.num_dlights = i + 1;
743                         }
744                         else
745                                 dl->radius = 0;
746                 }
747         }
748 }
749
750 // called before entity relinking
751 void CL_RelinkLightFlashes(void)
752 {
753         int i, j, k, l;
754         dlight_t *dl;
755         float frac, f;
756         matrix4x4_t tempmatrix;
757
758         if (r_dynamic.integer)
759         {
760                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
761                 {
762                         if (dl->radius)
763                         {
764                                 tempmatrix = dl->matrix;
765                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
766                                 // we need the corona fading to be persistent
767                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
768                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
769                         }
770                 }
771         }
772
773         if (!cl.lightstyle)
774         {
775                 for (j = 0;j < cl.max_lightstyle;j++)
776                 {
777                         r_refdef.scene.rtlightstylevalue[j] = 1;
778                         r_refdef.scene.lightstylevalue[j] = 256;
779                 }
780                 return;
781         }
782
783 // light animations
784 // 'm' is normal light, 'a' is no light, 'z' is double bright
785         f = cl.time * 10;
786         i = (int)floor(f);
787         frac = f - i;
788         for (j = 0;j < cl.max_lightstyle;j++)
789         {
790                 if (!cl.lightstyle[j].length)
791                 {
792                         r_refdef.scene.rtlightstylevalue[j] = 1;
793                         r_refdef.scene.lightstylevalue[j] = 256;
794                         continue;
795                 }
796                 // static lightstyle "=value"
797                 if (cl.lightstyle[j].map[0] == '=')
798                 {
799                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
800                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
801                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
802                         continue;
803                 }
804                 k = i % cl.lightstyle[j].length;
805                 l = (i-1) % cl.lightstyle[j].length;
806                 k = cl.lightstyle[j].map[k] - 'a';
807                 l = cl.lightstyle[j].map[l] - 'a';
808                 // rtlightstylevalue is always interpolated because it has no bad
809                 // consequences for performance
810                 // lightstylevalue is subject to a cvar for performance reasons;
811                 // skipping lightmap updates on most rendered frames substantially
812                 // improves framerates (but makes light fades look bad)
813                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
814                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
815         }
816 }
817
818 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
819 {
820         int frame = player->render.framegroupblend[0].frame;
821         float f;
822         entity_render_t *flagrender;
823         matrix4x4_t flagmatrix;
824
825         // this code taken from QuakeWorld
826         f = 14;
827         if (frame >= 29 && frame <= 40)
828         {
829                 if (frame >= 29 && frame <= 34)
830                 { //axpain
831                         if      (frame == 29) f = f + 2;
832                         else if (frame == 30) f = f + 8;
833                         else if (frame == 31) f = f + 12;
834                         else if (frame == 32) f = f + 11;
835                         else if (frame == 33) f = f + 10;
836                         else if (frame == 34) f = f + 4;
837                 }
838                 else if (frame >= 35 && frame <= 40)
839                 { // pain
840                         if      (frame == 35) f = f + 2;
841                         else if (frame == 36) f = f + 10;
842                         else if (frame == 37) f = f + 10;
843                         else if (frame == 38) f = f + 8;
844                         else if (frame == 39) f = f + 4;
845                         else if (frame == 40) f = f + 2;
846                 }
847         }
848         else if (frame >= 103 && frame <= 118)
849         {
850                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
851                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
852                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
853                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
854         }
855         // end of code taken from QuakeWorld
856
857         flagrender = CL_NewTempEntity(player->render.shadertime);
858         if (!flagrender)
859                 return;
860
861         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
862         flagrender->skinnum = skin;
863         flagrender->alpha = 1;
864         VectorSet(flagrender->colormod, 1, 1, 1);
865         VectorSet(flagrender->glowmod, 1, 1, 1);
866         // attach the flag to the player matrix
867         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
868         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
869         CL_UpdateRenderEntity(flagrender);
870 }
871
872 matrix4x4_t viewmodelmatrix;
873
874 static const vec3_t muzzleflashorigin = {18, 0, 0};
875
876 extern void V_DriftPitch(void);
877 extern void V_FadeViewFlashs(void);
878 extern void V_CalcViewBlend(void);
879 extern void V_CalcRefdef(void);
880
881 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
882 {
883         const unsigned char *cbcolor;
884         if (colormap >= 0)
885         {
886                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
887                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
888                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
889                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
890         }
891         else
892         {
893                 VectorClear(ent->colormap_pantscolor);
894                 VectorClear(ent->colormap_shirtcolor);
895         }
896 }
897
898 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
899 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
900 {
901         const matrix4x4_t *matrix;
902         matrix4x4_t blendmatrix, tempmatrix, matrix2;
903         int frame;
904         float origin[3], angles[3], lerp;
905         entity_t *t;
906         //entity_persistent_t *p = &e->persistent;
907         //entity_render_t *r = &e->render;
908         // skip inactive entities and world
909         if (!e->state_current.active || e == cl.entities)
910                 return;
911         if (recursionlimit < 1)
912                 return;
913         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
914         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
915         e->render.flags = e->state_current.flags;
916         e->render.effects = e->state_current.effects;
917         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
918         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
919         if(e >= cl.entities && e < cl.entities + cl.num_entities)
920                 e->render.entitynumber = e - cl.entities;
921         else
922                 e->render.entitynumber = 0;
923         if (e->state_current.flags & RENDER_COLORMAPPED)
924                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
925         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
926                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
927         else
928                 CL_SetEntityColormapColors(&e->render, -1);
929         e->render.skinnum = e->state_current.skin;
930         if (e->state_current.tagentity)
931         {
932                 // attached entity (gun held in player model's hand, etc)
933                 // if the tag entity is currently impossible, skip it
934                 if (e->state_current.tagentity >= cl.num_entities)
935                         return;
936                 t = cl.entities + e->state_current.tagentity;
937                 // if the tag entity is inactive, skip it
938                 if (!t->state_current.active)
939                         return;
940                 // update the parent first
941                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
942                 // make relative to the entity
943                 matrix = &t->render.matrix;
944                 // some properties of the tag entity carry over
945                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
946                 // if a valid tagindex is used, make it relative to that tag instead
947                 // FIXME: use a model function to get tag info (need to handle skeletal)
948                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
949                 {
950                         if(!Mod_Alias_GetTagMatrix(t->render.model, t->render.frameblend, t->render.skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
951                         {
952                                 // concat the tag matrices onto the entity matrix
953                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
954                                 // use the constructed tag matrix
955                                 matrix = &tempmatrix;
956                         }
957                 }
958         }
959         else if (e->render.flags & RENDER_VIEWMODEL)
960         {
961                 // view-relative entity (guns and such)
962                 if (e->render.effects & EF_NOGUNBOB)
963                         matrix = &r_refdef.view.matrix; // really attached to view
964                 else
965                         matrix = &viewmodelmatrix; // attached to gun bob matrix
966         }
967         else
968         {
969                 // world-relative entity (the normal kind)
970                 matrix = &identitymatrix;
971         }
972
973         // movement lerp
974         // if it's the predicted player entity, update according to client movement
975         // but don't lerp if going through a teleporter as it causes a bad lerp
976         // also don't use the predicted location if fixangle was set on both of
977         // the most recent server messages, as that cause means you are spectating
978         // someone or watching a cutscene of some sort
979         if (cl_nolerp.integer || cls.timedemo)
980                 interpolate = false;
981         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
982         {
983                 VectorCopy(cl.movement_origin, origin);
984                 VectorSet(angles, 0, cl.viewangles[1], 0);
985         }
986         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
987         {
988                 // interpolate the origin and angles
989                 lerp = max(0, lerp);
990                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
991 #if 0
992                 // this fails at the singularity of euler angles
993                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
994                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
995                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
996                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
997                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
998 #else
999                 {
1000                         vec3_t f0, u0, f1, u1;
1001                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1002                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1003                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1004                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1005                         AnglesFromVectors(angles, f0, u0, false);
1006                 }
1007 #endif
1008         }
1009         else
1010         {
1011                 // no interpolation
1012                 VectorCopy(e->persistent.neworigin, origin);
1013                 VectorCopy(e->persistent.newangles, angles);
1014         }
1015
1016         // model setup and some modelflags
1017         frame = e->state_current.frame;
1018         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1019         if (e->render.model)
1020         {
1021                 if (e->render.skinnum >= e->render.model->numskins)
1022                         e->render.skinnum = 0;
1023                 if (frame >= e->render.model->numframes)
1024                         frame = 0;
1025                 // models can set flags such as EF_ROCKET
1026                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1027                 if (!(e->render.effects & 0xFF800000))
1028                         e->render.effects |= e->render.model->effects;
1029                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1030                 if (e->render.model->type == mod_alias)
1031                         angles[0] = -angles[0];
1032                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1033                 {
1034                         VectorScale(e->render.colormod, 2, e->render.colormod);
1035                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1036                 }
1037         }
1038         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1039         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1040                 angles[0] = -angles[0];
1041                 // NOTE: this must be synced to SV_GetPitchSign!
1042
1043         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1044         {
1045                 angles[1] = ANGLEMOD(100*cl.time);
1046                 if (cl_itembobheight.value)
1047                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1048         }
1049
1050         // animation lerp
1051         if (e->render.framegroupblend[0].frame == frame)
1052         {
1053                 // update frame lerp fraction
1054                 e->render.framegroupblend[0].lerp = 1;
1055                 e->render.framegroupblend[1].lerp = 0;
1056                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1057                 {
1058                         // make sure frame lerp won't last longer than 100ms
1059                         // (this mainly helps with models that use framegroups and
1060                         // switch between them infrequently)
1061                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1062                         if(e->render.model)
1063                         if(e->render.model->animscenes)
1064                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1065                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1066                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1067                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1068                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1069                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1070                 }
1071         }
1072         else
1073         {
1074                 // begin a new frame lerp
1075                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1076                 e->render.framegroupblend[1].lerp = 1;
1077                 e->render.framegroupblend[0].frame = frame;
1078                 e->render.framegroupblend[0].start = cl.time;
1079                 e->render.framegroupblend[0].lerp = 0;
1080         }
1081
1082         // set up the render matrix
1083         if (matrix)
1084         {
1085                 // attached entity, this requires a matrix multiply (concat)
1086                 // FIXME: e->render.scale should go away
1087                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1088                 // concat the matrices to make the entity relative to its tag
1089                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1090                 // get the origin from the new matrix
1091                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1092         }
1093         else
1094         {
1095                 // unattached entities are faster to process
1096                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1097         }
1098
1099         // tenebrae's sprites are all additive mode (weird)
1100         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1101                 e->render.flags |= RENDER_ADDITIVE;
1102         // player model is only shown with chase_active on
1103         if (e->state_current.number == cl.viewentity)
1104                 e->render.flags |= RENDER_EXTERIORMODEL;
1105         // either fullbright or lit
1106         if(!r_fullbright.integer)
1107         {
1108                 if (!(e->render.effects & EF_FULLBRIGHT))
1109                         e->render.flags |= RENDER_LIGHT;
1110                 else if(r_equalize_entities_fullbright.integer)
1111                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1112         }
1113         // hide player shadow during intermission or nehahra movie
1114         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1115          && (e->render.alpha >= 1)
1116          && !(e->render.flags & RENDER_VIEWMODEL)
1117          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1118                 e->render.flags |= RENDER_SHADOW;
1119         if (e->render.flags & RENDER_VIEWMODEL)
1120                 e->render.flags |= RENDER_NOSELFSHADOW;
1121         if (e->render.effects & EF_NOSELFSHADOW)
1122                 e->render.flags |= RENDER_NOSELFSHADOW;
1123         if (e->render.effects & EF_NODEPTHTEST)
1124                 e->render.flags |= RENDER_NODEPTHTEST;
1125         if (e->render.effects & EF_ADDITIVE)
1126                 e->render.flags |= RENDER_ADDITIVE;
1127         if (e->render.effects & EF_DOUBLESIDED)
1128                 e->render.flags |= RENDER_DOUBLESIDED;
1129
1130         // make the other useful stuff
1131         e->render.allowdecals = true;
1132         CL_UpdateRenderEntity(&e->render);
1133 }
1134
1135 // creates light and trails from an entity
1136 void CL_UpdateNetworkEntityTrail(entity_t *e)
1137 {
1138         effectnameindex_t trailtype;
1139         vec3_t origin;
1140
1141         // bmodels are treated specially since their origin is usually '0 0 0' and
1142         // their actual geometry is far from '0 0 0'
1143         if (e->render.model && e->render.model->soundfromcenter)
1144         {
1145                 vec3_t o;
1146                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1147                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1148         }
1149         else
1150                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1151
1152         // handle particle trails and such effects now that we know where this
1153         // entity is in the world...
1154         trailtype = EFFECT_NONE;
1155         // LordHavoc: if the entity has no effects, don't check each
1156         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1157         {
1158                 if (e->render.effects & EF_BRIGHTFIELD)
1159                 {
1160                         if (gamemode == GAME_NEXUIZ)
1161                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1162                         else
1163                                 CL_EntityParticles(e);
1164                 }
1165                 if (e->render.effects & EF_FLAME)
1166                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1167                 if (e->render.effects & EF_STARDUST)
1168                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1169         }
1170         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1171         {
1172                 // these are only set on player entities
1173                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1174         }
1175         // muzzleflash fades over time
1176         if (e->persistent.muzzleflash > 0)
1177                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1178         // LordHavoc: if the entity has no effects, don't check each
1179         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1180         {
1181                 if (e->render.effects & EF_GIB)
1182                         trailtype = EFFECT_TR_BLOOD;
1183                 else if (e->render.effects & EF_ZOMGIB)
1184                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1185                 else if (e->render.effects & EF_TRACER)
1186                         trailtype = EFFECT_TR_WIZSPIKE;
1187                 else if (e->render.effects & EF_TRACER2)
1188                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1189                 else if (e->render.effects & EF_ROCKET)
1190                         trailtype = EFFECT_TR_ROCKET;
1191                 else if (e->render.effects & EF_GRENADE)
1192                 {
1193                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1194                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1195                 }
1196                 else if (e->render.effects & EF_TRACER3)
1197                         trailtype = EFFECT_TR_VORESPIKE;
1198         }
1199         // do trails
1200         if (e->render.flags & RENDER_GLOWTRAIL)
1201                 trailtype = EFFECT_TR_GLOWTRAIL;
1202         // check if a trail is allowed (it is not after a teleport for example)
1203         if (trailtype && e->persistent.trail_allowed)
1204         {
1205                 float len;
1206                 vec3_t vel;
1207                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1208                 len = e->state_current.time - e->state_previous.time;
1209                 if (len > 0)
1210                         len = 1.0f / len;
1211                 VectorScale(vel, len, vel);
1212                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1213         }
1214         // now that the entity has survived one trail update it is allowed to
1215         // leave a real trail on later frames
1216         e->persistent.trail_allowed = true;
1217         VectorCopy(origin, e->persistent.trail_origin);
1218 }
1219
1220
1221 /*
1222 ===============
1223 CL_UpdateViewEntities
1224 ===============
1225 */
1226 void CL_UpdateViewEntities(void)
1227 {
1228         int i;
1229         // update any RENDER_VIEWMODEL entities to use the new view matrix
1230         for (i = 1;i < cl.num_entities;i++)
1231         {
1232                 if (cl.entities_active[i])
1233                 {
1234                         entity_t *ent = cl.entities + i;
1235                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1236                                 CL_UpdateNetworkEntity(ent, 32, true);
1237                 }
1238         }
1239         // and of course the engine viewmodel needs updating as well
1240         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1241 }
1242
1243 /*
1244 ===============
1245 CL_UpdateNetworkCollisionEntities
1246 ===============
1247 */
1248 void CL_UpdateNetworkCollisionEntities(void)
1249 {
1250         entity_t *ent;
1251         int i;
1252
1253         // start on the entity after the world
1254         cl.num_brushmodel_entities = 0;
1255         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1256         {
1257                 if (cl.entities_active[i])
1258                 {
1259                         ent = cl.entities + i;
1260                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1261                         {
1262                                 // do not interpolate the bmodels for this
1263                                 CL_UpdateNetworkEntity(ent, 32, false);
1264                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1265                         }
1266                 }
1267         }
1268 }
1269
1270 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1271
1272 /*
1273 ===============
1274 CL_UpdateNetworkEntities
1275 ===============
1276 */
1277 void CL_UpdateNetworkEntities(void)
1278 {
1279         entity_t *ent;
1280         int i;
1281
1282         // start on the entity after the world
1283         for (i = 1;i < cl.num_entities;i++)
1284         {
1285                 if (cl.entities_active[i])
1286                 {
1287                         ent = cl.entities + i;
1288                         if (ent->state_current.active)
1289                         {
1290                                 CL_UpdateNetworkEntity(ent, 32, true);
1291                                 // view models should never create light/trails
1292                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1293                                         CL_UpdateNetworkEntityTrail(ent);
1294                         }
1295                         else
1296                         {
1297                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1298                                 cl.entities_active[i] = false;
1299                         }
1300                 }
1301         }
1302 }
1303
1304 void CL_UpdateViewModel(void)
1305 {
1306         entity_t *ent;
1307         ent = &cl.viewent;
1308         ent->state_previous = ent->state_current;
1309         ent->state_current = defaultstate;
1310         ent->state_current.time = cl.time;
1311         ent->state_current.number = (unsigned short)-1;
1312         ent->state_current.active = true;
1313         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1314         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1315         ent->state_current.flags = RENDER_VIEWMODEL;
1316         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1317                 ent->state_current.modelindex = 0;
1318         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1319         {
1320                 if (gamemode == GAME_TRANSFUSION)
1321                         ent->state_current.alpha = 128;
1322                 else
1323                         ent->state_current.modelindex = 0;
1324         }
1325         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1326         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1327
1328         // reset animation interpolation on weaponmodel if model changed
1329         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1330         {
1331                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1332                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1333                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1334         }
1335         CL_UpdateNetworkEntity(ent, 32, true);
1336 }
1337
1338 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1339 void CL_LinkNetworkEntity(entity_t *e)
1340 {
1341         effectnameindex_t trailtype;
1342         vec3_t origin;
1343         vec3_t dlightcolor;
1344         vec_t dlightradius;
1345
1346         // skip inactive entities and world
1347         if (!e->state_current.active || e == cl.entities)
1348                 return;
1349         if (e->state_current.tagentity)
1350         {
1351                 // if the tag entity is currently impossible, skip it
1352                 if (e->state_current.tagentity >= cl.num_entities)
1353                         return;
1354                 // if the tag entity is inactive, skip it
1355                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1356                         return;
1357         }
1358
1359         // create entity dlights associated with this entity
1360         if (e->render.model && e->render.model->soundfromcenter)
1361         {
1362                 // bmodels are treated specially since their origin is usually '0 0 0'
1363                 vec3_t o;
1364                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1365                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1366         }
1367         else
1368                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1369         trailtype = EFFECT_NONE;
1370         dlightradius = 0;
1371         dlightcolor[0] = 0;
1372         dlightcolor[1] = 0;
1373         dlightcolor[2] = 0;
1374         // LordHavoc: if the entity has no effects, don't check each
1375         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1376         {
1377                 if (e->render.effects & EF_BRIGHTFIELD)
1378                 {
1379                         if (gamemode == GAME_NEXUIZ)
1380                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1381                 }
1382                 if (e->render.effects & EF_DIMLIGHT)
1383                 {
1384                         dlightradius = max(dlightradius, 200);
1385                         dlightcolor[0] += 1.50f;
1386                         dlightcolor[1] += 1.50f;
1387                         dlightcolor[2] += 1.50f;
1388                 }
1389                 if (e->render.effects & EF_BRIGHTLIGHT)
1390                 {
1391                         dlightradius = max(dlightradius, 400);
1392                         dlightcolor[0] += 3.00f;
1393                         dlightcolor[1] += 3.00f;
1394                         dlightcolor[2] += 3.00f;
1395                 }
1396                 // LordHavoc: more effects
1397                 if (e->render.effects & EF_RED) // red
1398                 {
1399                         dlightradius = max(dlightradius, 200);
1400                         dlightcolor[0] += 1.50f;
1401                         dlightcolor[1] += 0.15f;
1402                         dlightcolor[2] += 0.15f;
1403                 }
1404                 if (e->render.effects & EF_BLUE) // blue
1405                 {
1406                         dlightradius = max(dlightradius, 200);
1407                         dlightcolor[0] += 0.15f;
1408                         dlightcolor[1] += 0.15f;
1409                         dlightcolor[2] += 1.50f;
1410                 }
1411                 if (e->render.effects & EF_FLAME)
1412                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1413                 if (e->render.effects & EF_STARDUST)
1414                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1415         }
1416         // muzzleflash fades over time, and is offset a bit
1417         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1418         {
1419                 vec3_t v2;
1420                 vec3_t color;
1421                 trace_t trace;
1422                 matrix4x4_t tempmatrix;
1423                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1424                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1425                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1426                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1427                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1428                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1429                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1430                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1431         }
1432         // LordHavoc: if the model has no flags, don't check each
1433         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1434         {
1435                 if (e->render.effects & EF_GIB)
1436                         trailtype = EFFECT_TR_BLOOD;
1437                 else if (e->render.effects & EF_ZOMGIB)
1438                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1439                 else if (e->render.effects & EF_TRACER)
1440                         trailtype = EFFECT_TR_WIZSPIKE;
1441                 else if (e->render.effects & EF_TRACER2)
1442                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1443                 else if (e->render.effects & EF_ROCKET)
1444                         trailtype = EFFECT_TR_ROCKET;
1445                 else if (e->render.effects & EF_GRENADE)
1446                 {
1447                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1448                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1449                 }
1450                 else if (e->render.effects & EF_TRACER3)
1451                         trailtype = EFFECT_TR_VORESPIKE;
1452         }
1453         // LordHavoc: customizable glow
1454         if (e->state_current.glowsize)
1455         {
1456                 // * 4 for the expansion from 0-255 to 0-1023 range,
1457                 // / 255 to scale down byte colors
1458                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1459                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1460         }
1461         // custom rtlight
1462         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1463         {
1464                 matrix4x4_t dlightmatrix;
1465                 float light[4];
1466                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1467                 light[3] = e->state_current.light[3];
1468                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1469                         VectorSet(light, 1, 1, 1);
1470                 if (light[3] == 0)
1471                         light[3] = 350;
1472                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1473                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1474                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1475                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1476                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1477         }
1478         // make the glow dlight
1479         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1480         {
1481                 matrix4x4_t dlightmatrix;
1482                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1483                 // hack to make glowing player light shine on their gun
1484                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1485                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1486                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1487                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1488                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1489         }
1490         // do trail light
1491         if (e->render.flags & RENDER_GLOWTRAIL)
1492                 trailtype = EFFECT_TR_GLOWTRAIL;
1493         if (trailtype)
1494                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1495
1496         // don't show viewmodels in certain situations
1497         if (e->render.flags & RENDER_VIEWMODEL)
1498                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1499                         return;
1500         // don't show entities with no modelindex (note: this still shows
1501         // entities which have a modelindex that resolved to a NULL model)
1502         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1503                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1504         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1505         //      Matrix4x4_Print(&e->render.matrix);
1506 }
1507
1508 void CL_RelinkWorld(void)
1509 {
1510         entity_t *ent = &cl.entities[0];
1511         // FIXME: this should be done at load
1512         ent->render.matrix = identitymatrix;
1513         ent->render.flags = RENDER_SHADOW;
1514         if (!r_fullbright.integer)
1515                 ent->render.flags |= RENDER_LIGHT;
1516         VectorSet(ent->render.colormod, 1, 1, 1);
1517         VectorSet(ent->render.glowmod, 1, 1, 1);
1518         ent->render.allowdecals = true;
1519         CL_UpdateRenderEntity(&ent->render);
1520         r_refdef.scene.worldentity = &ent->render;
1521         r_refdef.scene.worldmodel = cl.worldmodel;
1522 }
1523
1524 static void CL_RelinkStaticEntities(void)
1525 {
1526         int i;
1527         entity_t *e;
1528         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1529         {
1530                 e->render.flags = 0;
1531                 // if the model was not loaded when the static entity was created we
1532                 // need to re-fetch the model pointer
1533                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1534                 // either fullbright or lit
1535                 if(!r_fullbright.integer)
1536                 {
1537                         if (!(e->render.effects & EF_FULLBRIGHT))
1538                                 e->render.flags |= RENDER_LIGHT;
1539                         else if(r_equalize_entities_fullbright.integer)
1540                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1541                 }
1542                 // hide player shadow during intermission or nehahra movie
1543                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1544                         e->render.flags |= RENDER_SHADOW;
1545                 VectorSet(e->render.colormod, 1, 1, 1);
1546                 VectorSet(e->render.glowmod, 1, 1, 1);
1547                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1548                 e->render.allowdecals = true;
1549                 CL_UpdateRenderEntity(&e->render);
1550                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1551         }
1552 }
1553
1554 /*
1555 ===============
1556 CL_RelinkEntities
1557 ===============
1558 */
1559 static void CL_RelinkNetworkEntities(void)
1560 {
1561         entity_t *ent;
1562         int i;
1563
1564         // start on the entity after the world
1565         for (i = 1;i < cl.num_entities;i++)
1566         {
1567                 if (cl.entities_active[i])
1568                 {
1569                         ent = cl.entities + i;
1570                         if (ent->state_current.active)
1571                                 CL_LinkNetworkEntity(ent);
1572                         else
1573                                 cl.entities_active[i] = false;
1574                 }
1575         }
1576 }
1577
1578 static void CL_RelinkEffects(void)
1579 {
1580         int i, intframe;
1581         cl_effect_t *e;
1582         entity_render_t *entrender;
1583         float frame;
1584
1585         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1586         {
1587                 if (e->active)
1588                 {
1589                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1590                         intframe = (int)frame;
1591                         if (intframe < 0 || intframe >= e->endframe)
1592                         {
1593                                 memset(e, 0, sizeof(*e));
1594                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1595                                         cl.num_effects--;
1596                                 continue;
1597                         }
1598
1599                         if (intframe != e->frame)
1600                         {
1601                                 e->frame = intframe;
1602                                 e->frame1time = e->frame2time;
1603                                 e->frame2time = cl.time;
1604                         }
1605
1606                         // if we're drawing effects, get a new temp entity
1607                         // (NewTempEntity adds it to the render entities list for us)
1608                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1609                         {
1610                                 // interpolation stuff
1611                                 entrender->framegroupblend[0].frame = intframe;
1612                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1613                                 entrender->framegroupblend[0].start = e->frame1time;
1614                                 if (intframe + 1 >= e->endframe)
1615                                 {
1616                                         entrender->framegroupblend[1].frame = 0; // disappear
1617                                         entrender->framegroupblend[1].lerp = 0;
1618                                         entrender->framegroupblend[1].start = 0;
1619                                 }
1620                                 else
1621                                 {
1622                                         entrender->framegroupblend[1].frame = intframe + 1;
1623                                         entrender->framegroupblend[1].lerp = frame - intframe;
1624                                         entrender->framegroupblend[1].start = e->frame2time;
1625                                 }
1626
1627                                 // normal stuff
1628                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1629                                 entrender->alpha = 1;
1630                                 VectorSet(entrender->colormod, 1, 1, 1);
1631                                 VectorSet(entrender->glowmod, 1, 1, 1);
1632
1633                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1634                                 CL_UpdateRenderEntity(entrender);
1635                         }
1636                 }
1637         }
1638 }
1639
1640 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1641 {
1642         VectorCopy(b->start, start);
1643         VectorCopy(b->end, end);
1644
1645         // if coming from the player, update the start position
1646         if (b->entity == cl.viewentity)
1647         {
1648                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1649                 {
1650                         // LordHavoc: this is a stupid hack from Quake that makes your
1651                         // lightning appear to come from your waist and cover less of your
1652                         // view
1653                         // in Quake this hack was applied to all players (causing the
1654                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1655                         // only applies to your own lightning, and only in first person
1656                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1657                 }
1658                 if (cl_beams_instantaimhack.integer)
1659                 {
1660                         vec3_t dir, localend;
1661                         vec_t len;
1662                         // LordHavoc: this updates the beam direction to match your
1663                         // viewangles
1664                         VectorSubtract(end, start, dir);
1665                         len = VectorLength(dir);
1666                         VectorNormalize(dir);
1667                         VectorSet(localend, len, 0, 0);
1668                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1669                 }
1670         }
1671 }
1672
1673 void CL_RelinkBeams(void)
1674 {
1675         int i;
1676         beam_t *b;
1677         vec3_t dist, org, start, end;
1678         float d;
1679         entity_render_t *entrender;
1680         double yaw, pitch;
1681         float forward;
1682         matrix4x4_t tempmatrix;
1683
1684         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1685         {
1686                 if (!b->model)
1687                         continue;
1688                 if (b->endtime < cl.time)
1689                 {
1690                         b->model = NULL;
1691                         continue;
1692                 }
1693
1694                 CL_Beam_CalculatePositions(b, start, end);
1695
1696                 if (b->lightning)
1697                 {
1698                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1699                         {
1700                                 // FIXME: create a matrix from the beam start/end orientation
1701                                 vec3_t dlightcolor;
1702                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1703                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1704                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1705                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1706                         }
1707                         if (cl_beams_polygons.integer)
1708                                 continue;
1709                 }
1710
1711                 // calculate pitch and yaw
1712                 // (this is similar to the QuakeC builtin function vectoangles)
1713                 VectorSubtract(end, start, dist);
1714                 if (dist[1] == 0 && dist[0] == 0)
1715                 {
1716                         yaw = 0;
1717                         if (dist[2] > 0)
1718                                 pitch = 90;
1719                         else
1720                                 pitch = 270;
1721                 }
1722                 else
1723                 {
1724                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1725                         if (yaw < 0)
1726                                 yaw += 360;
1727
1728                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1729                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1730                         if (pitch < 0)
1731                                 pitch += 360;
1732                 }
1733
1734                 // add new entities for the lightning
1735                 VectorCopy (start, org);
1736                 d = VectorNormalizeLength(dist);
1737                 while (d > 0)
1738                 {
1739                         entrender = CL_NewTempEntity (0);
1740                         if (!entrender)
1741                                 return;
1742                         //VectorCopy (org, ent->render.origin);
1743                         entrender->model = b->model;
1744                         //ent->render.effects = EF_FULLBRIGHT;
1745                         //ent->render.angles[0] = pitch;
1746                         //ent->render.angles[1] = yaw;
1747                         //ent->render.angles[2] = rand()%360;
1748                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1749                         CL_UpdateRenderEntity(entrender);
1750                         VectorMA(org, 30, dist, org);
1751                         d -= 30;
1752                 }
1753         }
1754
1755         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1756                 cl.num_beams--;
1757 }
1758
1759 static void CL_RelinkQWNails(void)
1760 {
1761         int i;
1762         vec_t *v;
1763         entity_render_t *entrender;
1764
1765         for (i = 0;i < cl.qw_num_nails;i++)
1766         {
1767                 v = cl.qw_nails[i];
1768
1769                 // if we're drawing effects, get a new temp entity
1770                 // (NewTempEntity adds it to the render entities list for us)
1771                 if (!(entrender = CL_NewTempEntity(0)))
1772                         continue;
1773
1774                 // normal stuff
1775                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1776                 entrender->alpha = 1;
1777                 VectorSet(entrender->colormod, 1, 1, 1);
1778                 VectorSet(entrender->glowmod, 1, 1, 1);
1779
1780                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1781                 CL_UpdateRenderEntity(entrender);
1782         }
1783 }
1784
1785 void CL_LerpPlayer(float frac)
1786 {
1787         int i;
1788
1789         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1790         for (i = 0;i < 3;i++)
1791         {
1792                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1793                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1794                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1795         }
1796
1797         // interpolate the angles if playing a demo or spectating someone
1798         if (cls.demoplayback || cl.fixangle[0])
1799         {
1800                 for (i = 0;i < 3;i++)
1801                 {
1802                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1803                         if (d > 180)
1804                                 d -= 360;
1805                         else if (d < -180)
1806                                 d += 360;
1807                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1808                 }
1809         }
1810 }
1811
1812 void CSQC_RelinkAllEntities (int drawmask)
1813 {
1814         // link stuff
1815         CL_RelinkWorld();
1816         CL_RelinkStaticEntities();
1817         CL_RelinkBeams();
1818         CL_RelinkEffects();
1819
1820         // link stuff
1821         if (drawmask & ENTMASK_ENGINE)
1822         {
1823                 CL_RelinkNetworkEntities();
1824                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1825                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1826                 CL_RelinkQWNails();
1827         }
1828
1829         // update view blend
1830         V_CalcViewBlend();
1831 }
1832
1833 /*
1834 ===============
1835 CL_UpdateWorld
1836
1837 Update client game world for a new frame
1838 ===============
1839 */
1840 void CL_UpdateWorld(void)
1841 {
1842         r_refdef.scene.extraupdate = !r_speeds.integer;
1843         r_refdef.scene.numentities = 0;
1844         r_refdef.scene.numlights = 0;
1845         r_refdef.view.matrix = identitymatrix;
1846         r_refdef.view.quality = 1;
1847
1848         cl.num_brushmodel_entities = 0;
1849
1850         if (cls.state == ca_connected && cls.signon == SIGNONS)
1851         {
1852                 // prepare for a new frame
1853                 CL_LerpPlayer(CL_LerpPoint());
1854                 CL_DecayLightFlashes();
1855                 CL_ClearTempEntities();
1856                 V_DriftPitch();
1857                 V_FadeViewFlashs();
1858
1859                 // if prediction is enabled we have to update all the collidable
1860                 // network entities before the prediction code can be run
1861                 CL_UpdateNetworkCollisionEntities();
1862
1863                 // now update the player prediction
1864                 CL_ClientMovement_Replay();
1865
1866                 // update the player entity (which may be predicted)
1867                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1868
1869                 // now update the view (which depends on that player entity)
1870                 V_CalcRefdef();
1871
1872                 // now update all the network entities and create particle trails
1873                 // (some entities may depend on the view)
1874                 CL_UpdateNetworkEntities();
1875
1876                 // update the engine-based viewmodel
1877                 CL_UpdateViewModel();
1878
1879                 CL_RelinkLightFlashes();
1880                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1881
1882                 // decals, particles, and explosions will be updated during rneder
1883         }
1884
1885         r_refdef.scene.time = cl.time;
1886 }
1887
1888 // LordHavoc: pausedemo command
1889 static void CL_PauseDemo_f (void)
1890 {
1891         cls.demopaused = !cls.demopaused;
1892         if (cls.demopaused)
1893                 Con_Print("Demo paused\n");
1894         else
1895                 Con_Print("Demo unpaused\n");
1896 }
1897
1898 /*
1899 ======================
1900 CL_Fog_f
1901 ======================
1902 */
1903 static void CL_Fog_f (void)
1904 {
1905         if (Cmd_Argc () == 1)
1906         {
1907                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1908                 return;
1909         }
1910         FOG_clear(); // so missing values get good defaults
1911         if(Cmd_Argc() > 1)
1912                 r_refdef.fog_density = atof(Cmd_Argv(1));
1913         if(Cmd_Argc() > 2)
1914                 r_refdef.fog_red = atof(Cmd_Argv(2));
1915         if(Cmd_Argc() > 3)
1916                 r_refdef.fog_green = atof(Cmd_Argv(3));
1917         if(Cmd_Argc() > 4)
1918                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1919         if(Cmd_Argc() > 5)
1920                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1921         if(Cmd_Argc() > 6)
1922                 r_refdef.fog_start = atof(Cmd_Argv(6));
1923         if(Cmd_Argc() > 7)
1924                 r_refdef.fog_end = atof(Cmd_Argv(7));
1925         if(Cmd_Argc() > 8)
1926                 r_refdef.fog_height = atof(Cmd_Argv(8));
1927         if(Cmd_Argc() > 9)
1928                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1929 }
1930
1931 /*
1932 ====================
1933 CL_TimeRefresh_f
1934
1935 For program optimization
1936 ====================
1937 */
1938 static void CL_TimeRefresh_f (void)
1939 {
1940         int i;
1941         float timestart, timedelta;
1942
1943         r_refdef.scene.extraupdate = false;
1944
1945         timestart = Sys_DoubleTime();
1946         for (i = 0;i < 128;i++)
1947         {
1948                 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);
1949                 r_refdef.view.quality = 1;
1950                 CL_UpdateScreen();
1951         }
1952         timedelta = Sys_DoubleTime() - timestart;
1953
1954         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1955 }
1956
1957 void CL_AreaStats_f(void)
1958 {
1959         World_PrintAreaStats(&cl.world, "client");
1960 }
1961
1962 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1963 {
1964         int i;
1965         cl_locnode_t *loc;
1966         cl_locnode_t *best;
1967         vec3_t nearestpoint;
1968         vec_t dist, bestdist;
1969         best = NULL;
1970         bestdist = 0;
1971         for (loc = cl.locnodes;loc;loc = loc->next)
1972         {
1973                 for (i = 0;i < 3;i++)
1974                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1975                 dist = VectorDistance2(nearestpoint, point);
1976                 if (bestdist > dist || !best)
1977                 {
1978                         bestdist = dist;
1979                         best = loc;
1980                         if (bestdist < 1)
1981                                 break;
1982                 }
1983         }
1984         return best;
1985 }
1986
1987 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1988 {
1989         cl_locnode_t *loc;
1990         loc = CL_Locs_FindNearest(point);
1991         if (loc)
1992                 strlcpy(buffer, loc->name, buffersize);
1993         else
1994                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1995 }
1996
1997 void CL_Locs_FreeNode(cl_locnode_t *node)
1998 {
1999         cl_locnode_t **pointer, **next;
2000         for (pointer = &cl.locnodes;*pointer;pointer = next)
2001         {
2002                 next = &(*pointer)->next;
2003                 if (*pointer == node)
2004                 {
2005                         *pointer = node->next;
2006                         Mem_Free(node);
2007                         return;
2008                 }
2009         }
2010         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2011 }
2012
2013 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2014 {
2015         cl_locnode_t *node, **pointer;
2016         int namelen;
2017         if (!name)
2018                 name = "";
2019         namelen = strlen(name);
2020         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2021         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2022         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2023         node->name = (char *)(node + 1);
2024         memcpy(node->name, name, namelen);
2025         node->name[namelen] = 0;
2026         // link it into the tail of the list to preserve the order
2027         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2028                 ;
2029         *pointer = node;
2030 }
2031
2032 void CL_Locs_Add_f(void)
2033 {
2034         vec3_t mins, maxs;
2035         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2036         {
2037                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2038                 return;
2039         }
2040         mins[0] = atof(Cmd_Argv(1));
2041         mins[1] = atof(Cmd_Argv(2));
2042         mins[2] = atof(Cmd_Argv(3));
2043         if (Cmd_Argc() == 8)
2044         {
2045                 maxs[0] = atof(Cmd_Argv(4));
2046                 maxs[1] = atof(Cmd_Argv(5));
2047                 maxs[2] = atof(Cmd_Argv(6));
2048                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2049         }
2050         else
2051                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2052 }
2053
2054 void CL_Locs_RemoveNearest_f(void)
2055 {
2056         cl_locnode_t *loc;
2057         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2058         if (loc)
2059                 CL_Locs_FreeNode(loc);
2060         else
2061                 Con_Printf("no loc point or box found for your location\n");
2062 }
2063
2064 void CL_Locs_Clear_f(void)
2065 {
2066         while (cl.locnodes)
2067                 CL_Locs_FreeNode(cl.locnodes);
2068 }
2069
2070 void CL_Locs_Save_f(void)
2071 {
2072         cl_locnode_t *loc;
2073         qfile_t *outfile;
2074         char locfilename[MAX_QPATH];
2075         if (!cl.locnodes)
2076         {
2077                 Con_Printf("No loc points/boxes exist!\n");
2078                 return;
2079         }
2080         if (cls.state != ca_connected || !cl.worldmodel)
2081         {
2082                 Con_Printf("No level loaded!\n");
2083                 return;
2084         }
2085         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2086         strlcat(locfilename, ".loc", sizeof(locfilename));
2087
2088         outfile = FS_OpenRealFile(locfilename, "w", false);
2089         if (!outfile)
2090                 return;
2091         // if any boxes are used then this is a proquake-format loc file, which
2092         // allows comments, so add some relevant information at the start
2093         for (loc = cl.locnodes;loc;loc = loc->next)
2094                 if (!VectorCompare(loc->mins, loc->maxs))
2095                         break;
2096         if (loc)
2097         {
2098                 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);
2099                 for (loc = cl.locnodes;loc;loc = loc->next)
2100                         if (VectorCompare(loc->mins, loc->maxs))
2101                                 break;
2102                 if (loc)
2103                         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");
2104         }
2105         for (loc = cl.locnodes;loc;loc = loc->next)
2106         {
2107                 if (VectorCompare(loc->mins, loc->maxs))
2108                 {
2109                         int len;
2110                         const char *s;
2111                         const char *in = loc->name;
2112                         char name[MAX_INPUTLINE];
2113                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2114                         {
2115                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2116                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2117                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2118                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2119                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2120                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2121                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2122                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2123                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2124                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2125                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2126                                 else s = NULL;
2127                                 if (s)
2128                                 {
2129                                         while (len < (int)sizeof(name) - 1 && *s)
2130                                                 name[len++] = *s++;
2131                                         continue;
2132                                 }
2133                                 name[len++] = *in++;
2134                         }
2135                         name[len] = 0;
2136                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2137                 }
2138                 else
2139                         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);
2140         }
2141         FS_Close(outfile);
2142 }
2143
2144 void CL_Locs_Reload_f(void)
2145 {
2146         int i, linenumber, limit, len;
2147         const char *s;
2148         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2149         fs_offset_t filesize;
2150         vec3_t mins, maxs;
2151         char locfilename[MAX_QPATH];
2152         char name[MAX_INPUTLINE];
2153
2154         if (cls.state != ca_connected || !cl.worldmodel)
2155         {
2156                 Con_Printf("No level loaded!\n");
2157                 return;
2158         }
2159
2160         CL_Locs_Clear_f();
2161
2162         // try maps/something.loc first (LordHavoc: where I think they should be)
2163         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2164         strlcat(locfilename, ".loc", sizeof(locfilename));
2165         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2166         if (!filedata)
2167         {
2168                 // try proquake name as well (LordHavoc: I hate path mangling)
2169                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2170                 strlcat(locfilename, ".loc", sizeof(locfilename));
2171                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2172                 if (!filedata)
2173                         return;
2174         }
2175         text = filedata;
2176         textend = filedata + filesize;
2177         for (linenumber = 1;text < textend;linenumber++)
2178         {
2179                 linestart = text;
2180                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2181                         ;
2182                 lineend = text;
2183                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2184                         text++;
2185                 if (text < textend)
2186                         text++;
2187                 // trim trailing whitespace
2188                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2189                         lineend--;
2190                 // trim leading whitespace
2191                 while (linestart < lineend && ISWHITESPACE(*linestart))
2192                         linestart++;
2193                 // check if this is a comment
2194                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2195                         continue;
2196                 linetext = linestart;
2197                 limit = 3;
2198                 for (i = 0;i < limit;i++)
2199                 {
2200                         if (linetext >= lineend)
2201                                 break;
2202                         // note: a missing number is interpreted as 0
2203                         if (i < 3)
2204                                 mins[i] = atof(linetext);
2205                         else
2206                                 maxs[i - 3] = atof(linetext);
2207                         // now advance past the number
2208                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2209                                 linetext++;
2210                         // advance through whitespace
2211                         if (linetext < lineend)
2212                         {
2213                                 if (*linetext == ',')
2214                                 {
2215                                         linetext++;
2216                                         limit = 6;
2217                                         // note: comma can be followed by whitespace
2218                                 }
2219                                 if (ISWHITESPACE(*linetext))
2220                                 {
2221                                         // skip whitespace
2222                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2223                                                 linetext++;
2224                                 }
2225                         }
2226                 }
2227                 // if this is a quoted name, remove the quotes
2228                 if (i == 6)
2229                 {
2230                         if (linetext >= lineend || *linetext != '"')
2231                                 continue; // proquake location names are always quoted
2232                         lineend--;
2233                         linetext++;
2234                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2235                         memcpy(name, linetext, len);
2236                         name[len] = 0;
2237                         // add the box to the list
2238                         CL_Locs_AddNode(mins, maxs, name);
2239                 }
2240                 // if a point was parsed, it needs to be scaled down by 8 (since
2241                 // point-based loc files were invented by a proxy which dealt
2242                 // directly with quake protocol coordinates, which are *8), turn
2243                 // it into a box
2244                 else if (i == 3)
2245                 {
2246                         // interpret silly fuhquake macros
2247                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2248                         {
2249                                 if (*linetext == '$')
2250                                 {
2251                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2252                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2253                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2254                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2255                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2256                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2257                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2258                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2259                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2260                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2261                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2262                                         else s = NULL;
2263                                         if (s)
2264                                         {
2265                                                 while (len < (int)sizeof(name) - 1 && *s)
2266                                                         name[len++] = *s++;
2267                                                 continue;
2268                                         }
2269                                 }
2270                                 name[len++] = *linetext++;
2271                         }
2272                         name[len] = 0;
2273                         // add the point to the list
2274                         VectorScale(mins, (1.0 / 8.0), mins);
2275                         CL_Locs_AddNode(mins, mins, name);
2276                 }
2277                 else
2278                         continue;
2279         }
2280 }
2281
2282 /*
2283 ===========
2284 CL_Shutdown
2285 ===========
2286 */
2287 void CL_Shutdown (void)
2288 {
2289         CL_Screen_Shutdown();
2290         CL_Particles_Shutdown();
2291         CL_Parse_Shutdown();
2292
2293         Mem_FreePool (&cls.permanentmempool);
2294         Mem_FreePool (&cls.levelmempool);
2295 }
2296
2297 /*
2298 =================
2299 CL_Init
2300 =================
2301 */
2302 void CL_Init (void)
2303 {
2304         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2305         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2306
2307         memset(&r_refdef, 0, sizeof(r_refdef));
2308         // max entities sent to renderer per frame
2309         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2310         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2311
2312         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2313         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2314
2315         CL_InitInput ();
2316
2317 //
2318 // register our commands
2319 //
2320         Cvar_RegisterVariable (&cl_upspeed);
2321         Cvar_RegisterVariable (&cl_forwardspeed);
2322         Cvar_RegisterVariable (&cl_backspeed);
2323         Cvar_RegisterVariable (&cl_sidespeed);
2324         Cvar_RegisterVariable (&cl_movespeedkey);
2325         Cvar_RegisterVariable (&cl_yawspeed);
2326         Cvar_RegisterVariable (&cl_pitchspeed);
2327         Cvar_RegisterVariable (&cl_anglespeedkey);
2328         Cvar_RegisterVariable (&cl_shownet);
2329         Cvar_RegisterVariable (&cl_nolerp);
2330         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2331         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2332         Cvar_RegisterVariable (&cl_deathfade);
2333         Cvar_RegisterVariable (&lookspring);
2334         Cvar_RegisterVariable (&lookstrafe);
2335         Cvar_RegisterVariable (&sensitivity);
2336         Cvar_RegisterVariable (&freelook);
2337
2338         Cvar_RegisterVariable (&m_pitch);
2339         Cvar_RegisterVariable (&m_yaw);
2340         Cvar_RegisterVariable (&m_forward);
2341         Cvar_RegisterVariable (&m_side);
2342
2343         Cvar_RegisterVariable (&cl_itembobspeed);
2344         Cvar_RegisterVariable (&cl_itembobheight);
2345
2346         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2347         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2348         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2349         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2350         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2351         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2352
2353         // Support Client-side Model Index List
2354         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2355         // Support Client-side Sound Index List
2356         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2357
2358         Cvar_RegisterVariable (&cl_autodemo);
2359         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2360
2361         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2362
2363         // LordHavoc: added pausedemo
2364         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)");
2365
2366         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2367
2368         Cvar_RegisterVariable(&r_draweffects);
2369         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2370         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2371         Cvar_RegisterVariable(&cl_explosions_size_start);
2372         Cvar_RegisterVariable(&cl_explosions_size_end);
2373         Cvar_RegisterVariable(&cl_explosions_lifetime);
2374         Cvar_RegisterVariable(&cl_stainmaps);
2375         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2376         Cvar_RegisterVariable(&cl_beams_polygons);
2377         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2378         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2379         Cvar_RegisterVariable(&cl_beams_lightatend);
2380         Cvar_RegisterVariable(&cl_noplayershadow);
2381         Cvar_RegisterVariable(&cl_dlights_decayradius);
2382         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2383
2384         Cvar_RegisterVariable(&cl_prydoncursor);
2385
2386         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2387
2388         // for QW connections
2389         Cvar_RegisterVariable(&qport);
2390         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2391
2392         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2393
2394         Cvar_RegisterVariable(&cl_locs_enable);
2395         Cvar_RegisterVariable(&cl_locs_show);
2396         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)");
2397         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)");
2398         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2399         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2400         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2401
2402         CL_Parse_Init();
2403         CL_Particles_Init();
2404         CL_Screen_Init();
2405
2406         CL_Video_Init();
2407         CL_Gecko_Init();
2408 }
2409
2410
2411