removed OffscreenGecko support because it is not maintained
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
62
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87
88 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 extern cvar_t r_equalize_entities_fullbright;
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_VM_ShutDown (void);
108 void CL_ClearState(void)
109 {
110         int i;
111         entity_t *ent;
112
113         CL_VM_ShutDown();
114
115 // wipe the entire cl structure
116         Mem_EmptyPool(cls.levelmempool);
117         memset (&cl, 0, sizeof(cl));
118
119         S_StopAllSounds();
120
121         // reset the view zoom interpolation
122         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
123         cl.sensitivityscale = 1.0f;
124
125         // enable rendering of the world and such
126         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
127         cl.csqc_vidvars.drawenginesbar = true;
128         cl.csqc_vidvars.drawcrosshair = true;
129
130         // set up the float version of the stats array for easier access to float stats
131         cl.statsf = (float *)cl.stats;
132
133         cl.num_entities = 0;
134         cl.num_static_entities = 0;
135         cl.num_brushmodel_entities = 0;
136
137         // tweak these if the game runs out
138         cl.max_csqcrenderentities = 0;
139         cl.max_entities = MAX_ENITIES_INITIAL;
140         cl.max_static_entities = MAX_STATICENTITIES;
141         cl.max_effects = MAX_EFFECTS;
142         cl.max_beams = MAX_BEAMS;
143         cl.max_dlights = MAX_DLIGHTS;
144         cl.max_lightstyle = MAX_LIGHTSTYLES;
145         cl.max_brushmodel_entities = MAX_EDICTS;
146         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
147         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
148         cl.max_showlmps = 0;
149
150         cl.num_dlights = 0;
151         cl.num_effects = 0;
152         cl.num_beams = 0;
153
154         cl.csqcrenderentities = NULL;
155         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
156         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
157         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
158         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
159         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
160         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
161         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
162         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
163         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
165         cl.showlmps = NULL;
166
167         // LordHavoc: have to set up the baseline info for alpha and other stuff
168         for (i = 0;i < cl.max_entities;i++)
169         {
170                 cl.entities[i].state_baseline = defaultstate;
171                 cl.entities[i].state_previous = defaultstate;
172                 cl.entities[i].state_current = defaultstate;
173         }
174
175         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181         }
182         else
183         {
184                 VectorSet(cl.playerstandmins, -16, -16, -24);
185                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
186                 VectorSet(cl.playercrouchmins, -16, -16, -24);
187                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
188         }
189
190         // disable until we get textures for it
191         R_ResetSkyBox();
192
193         ent = &cl.entities[0];
194         // entire entity array was cleared, so just fill in a few fields
195         ent->state_current.active = true;
196         ent->render.model = cl.worldmodel = NULL; // no world model yet
197         ent->render.alpha = 1;
198         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
199         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
200         ent->render.allowdecals = true;
201         CL_UpdateRenderEntity(&ent->render);
202
203         // noclip is turned off at start
204         noclip_anglehack = false;
205
206         // mark all frames invalid for delta
207         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208
209         // set bestweapon data back to Quake data
210         IN_BestWeapon_ResetData();
211
212         CL_Screen_NewMap();
213 }
214
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 {
217         int i;
218         qboolean fail = false;
219         if (!allowstarkey && key[0] == '*')
220                 fail = true;
221         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222                 fail = true;
223         for (i = 0;key[i];i++)
224                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225                         fail = true;
226         for (i = 0;value[i];i++)
227                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228                         fail = true;
229         if (fail)
230         {
231                 if (!quiet)
232                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233                 return;
234         }
235         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236         if (cls.state == ca_connected && cls.netcon)
237         {
238                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239                 {
240                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242                 }
243                 else if (!strcasecmp(key, "name"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "playermodel"))
249                 {
250                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252                 }
253                 else if (!strcasecmp(key, "playerskin"))
254                 {
255                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257                 }
258                 else if (!strcasecmp(key, "topcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "bottomcolor"))
263                 {
264                         // don't send anything, the combined color code will be updated manually
265                 }
266                 else if (!strcasecmp(key, "rate"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
270                 }
271         }
272 }
273
274 void CL_ExpandEntities(int num)
275 {
276         int i, oldmaxentities;
277         entity_t *oldentities;
278         if (num >= cl.max_entities)
279         {
280                 if (!cl.entities)
281                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
282                 if (num >= MAX_EDICTS)
283                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
284                 oldmaxentities = cl.max_entities;
285                 oldentities = cl.entities;
286                 cl.max_entities = (num & ~255) + 256;
287                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
288                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
289                 Mem_Free(oldentities);
290                 for (i = oldmaxentities;i < cl.max_entities;i++)
291                 {
292                         cl.entities[i].state_baseline = defaultstate;
293                         cl.entities[i].state_previous = defaultstate;
294                         cl.entities[i].state_current = defaultstate;
295                 }
296         }
297 }
298
299 void CL_ExpandCSQCRenderEntities(int num)
300 {
301         int i;
302         int oldmaxcsqcrenderentities;
303         entity_render_t *oldcsqcrenderentities;
304         if (num >= cl.max_csqcrenderentities)
305         {
306                 if (num >= MAX_EDICTS)
307                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
308                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
309                 oldcsqcrenderentities = cl.csqcrenderentities;
310                 cl.max_csqcrenderentities = (num & ~255) + 256;
311                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
312                 if (oldcsqcrenderentities)
313                 {
314                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
315                         for (i = 0;i < r_refdef.scene.numentities;i++)
316                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
317                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
318                         Mem_Free(oldcsqcrenderentities);
319                 }
320         }
321 }
322
323 /*
324 =====================
325 CL_Disconnect
326
327 Sends a disconnect message to the server
328 This is also called on Host_Error, so it shouldn't cause any errors
329 =====================
330 */
331 void CL_Disconnect(void)
332 {
333         if (cls.state == ca_dedicated)
334                 return;
335
336         if (COM_CheckParm("-profilegameonly"))
337                 Sys_AllowProfiling(false);
338
339         Curl_Clear_forthismap();
340
341         Con_DPrintf("CL_Disconnect\n");
342
343     Cvar_SetValueQuick(&csqc_progcrc, -1);
344         Cvar_SetValueQuick(&csqc_progsize, -1);
345         CL_VM_ShutDown();
346 // stop sounds (especially looping!)
347         S_StopAllSounds ();
348
349         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
350
351         // clear contents blends
352         cl.cshifts[0].percent = 0;
353         cl.cshifts[1].percent = 0;
354         cl.cshifts[2].percent = 0;
355         cl.cshifts[3].percent = 0;
356
357         cl.worldmodel = NULL;
358
359         CL_Parse_ErrorCleanUp();
360
361         if (cls.demoplayback)
362                 CL_StopPlayback();
363         else if (cls.netcon)
364         {
365                 sizebuf_t buf;
366                 unsigned char bufdata[8];
367                 if (cls.demorecording)
368                         CL_Stop_f();
369
370                 // send disconnect message 3 times to improve chances of server
371                 // receiving it (but it still fails sometimes)
372                 memset(&buf, 0, sizeof(buf));
373                 buf.data = bufdata;
374                 buf.maxsize = sizeof(bufdata);
375                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
376                 {
377                         Con_DPrint("Sending drop command\n");
378                         MSG_WriteByte(&buf, qw_clc_stringcmd);
379                         MSG_WriteString(&buf, "drop");
380                 }
381                 else
382                 {
383                         Con_DPrint("Sending clc_disconnect\n");
384                         MSG_WriteByte(&buf, clc_disconnect);
385                 }
386                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
389                 NetConn_Close(cls.netcon);
390                 cls.netcon = NULL;
391         }
392         cls.state = ca_disconnected;
393
394         cls.demoplayback = cls.timedemo = false;
395         cls.signon = 0;
396 }
397
398 void CL_Disconnect_f(void)
399 {
400         CL_Disconnect ();
401         if (sv.active)
402                 Host_ShutdownServer ();
403 }
404
405
406
407
408 /*
409 =====================
410 CL_EstablishConnection
411
412 Host should be either "local" or a net address
413 =====================
414 */
415 void CL_EstablishConnection(const char *host, int firstarg)
416 {
417         if (cls.state == ca_dedicated)
418                 return;
419
420         // don't connect to a server if we're benchmarking a demo
421         if (COM_CheckParm("-benchmark"))
422                 return;
423
424         // clear menu's connect error message
425         M_Update_Return_Reason("");
426         cls.demonum = -1;
427
428         // stop demo loop in case this fails
429         if (cls.demoplayback)
430                 CL_StopPlayback();
431
432         // if downloads are running, cancel their finishing action
433         Curl_Clear_forthismap();
434
435         // make sure the client ports are open before attempting to connect
436         NetConn_UpdateSockets();
437
438         // run a network frame
439         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
440
441         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
442         {
443                 cls.connect_trying = true;
444                 cls.connect_remainingtries = 3;
445                 cls.connect_nextsendtime = 0;
446
447                 // only NOW, set connect_userinfo
448                 if(firstarg >= 0)
449                 {
450                         int i;
451                         *cls.connect_userinfo = 0;
452                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
453                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
454                 }
455                 else if(firstarg < -1)
456                 {
457                         // -1: keep as is (reconnect)
458                         // -2: clear
459                         *cls.connect_userinfo = 0;
460                 }
461
462                 M_Update_Return_Reason("Trying to connect...");
463
464                 // run several network frames to jump into the game quickly
465                 //if (sv.active)
466                 //{
467                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
468                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
469                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
471                 //}
472         }
473         else
474         {
475                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
476                 M_Update_Return_Reason("No network");
477         }
478 }
479
480 /*
481 ==============
482 CL_PrintEntities_f
483 ==============
484 */
485 static void CL_PrintEntities_f(void)
486 {
487         entity_t *ent;
488         int i;
489
490         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
491         {
492                 const char* modelname;
493
494                 if (!ent->state_current.active)
495                         continue;
496
497                 if (ent->render.model)
498                         modelname = ent->render.model->name;
499                 else
500                         modelname = "--no model--";
501                 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);
502         }
503 }
504
505 /*
506 ===============
507 CL_ModelIndexList_f
508
509 List information on all models in the client modelindex
510 ===============
511 */
512 static void CL_ModelIndexList_f(void)
513 {
514         int i;
515         dp_model_t *model;
516
517         // Print Header
518         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
519
520         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
521         {
522                 model = CL_GetModelByIndex(i);
523                 if(model->loaded || i == 1)
524                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
525                 else
526                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
527                 i++;
528         }
529 }
530
531 /*
532 ===============
533 CL_SoundIndexList_f
534
535 List all sounds in the client soundindex
536 ===============
537 */
538 static void CL_SoundIndexList_f(void)
539 {
540         int i = 1;
541
542         while(cl.sound_precache[i] && i != MAX_SOUNDS)
543         { // Valid Sound
544                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
545                 i++;
546         }
547 }
548
549 /*
550 ===============
551 CL_UpdateRenderEntity
552
553 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
554 ===============
555 */
556 void CL_UpdateRenderEntity(entity_render_t *ent)
557 {
558         vec3_t org;
559         vec_t scale;
560         dp_model_t *model = ent->model;
561         // update the inverse matrix for the renderer
562         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
563         // update the animation blend state
564         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
565         // we need the matrix origin to center the box
566         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
567         // update entity->render.scale because the renderer needs it
568         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
569         if (model)
570         {
571                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
572 #ifdef MATRIX4x4_OPENGLORIENTATION
573                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
574 #else
575                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
576 #endif
577                 {
578                         // pitch or roll
579                         VectorMA(org, scale, model->rotatedmins, ent->mins);
580                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
581                 }
582 #ifdef MATRIX4x4_OPENGLORIENTATION
583                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
584 #else
585                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
586 #endif
587                 {
588                         // yaw
589                         VectorMA(org, scale, model->yawmins, ent->mins);
590                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
591                 }
592                 else
593                 {
594                         VectorMA(org, scale, model->normalmins, ent->mins);
595                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
596                 }
597         }
598         else
599         {
600                 ent->mins[0] = org[0] - 16;
601                 ent->mins[1] = org[1] - 16;
602                 ent->mins[2] = org[2] - 16;
603                 ent->maxs[0] = org[0] + 16;
604                 ent->maxs[1] = org[1] + 16;
605                 ent->maxs[2] = org[2] + 16;
606         }
607 }
608
609 /*
610 ===============
611 CL_LerpPoint
612
613 Determines the fraction between the last two messages that the objects
614 should be put at.
615 ===============
616 */
617 static float CL_LerpPoint(void)
618 {
619         float f;
620
621         if (cl_nettimesyncboundmode.integer == 1)
622                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
623
624         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
625         if (cl.mtime[0] <= cl.mtime[1])
626         {
627                 cl.time = cl.mtime[0];
628                 return 1;
629         }
630
631         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
632         return bound(0, f, 1 + cl_lerpexcess.value);
633 }
634
635 void CL_ClearTempEntities (void)
636 {
637         r_refdef.scene.numtempentities = 0;
638         // grow tempentities buffer on request
639         if (r_refdef.scene.expandtempentities)
640         {
641                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
642                 r_refdef.scene.maxtempentities *= 2;
643                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
644                 r_refdef.scene.expandtempentities = false;
645         }
646 }
647
648 entity_render_t *CL_NewTempEntity(double shadertime)
649 {
650         entity_render_t *render;
651
652         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
653                 return NULL;
654         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
655         {
656                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
657                 return NULL;
658         }
659         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
660         memset (render, 0, sizeof(*render));
661         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
662
663         render->shadertime = shadertime;
664         render->alpha = 1;
665         VectorSet(render->colormod, 1, 1, 1);
666         VectorSet(render->glowmod, 1, 1, 1);
667         return render;
668 }
669
670 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
671 {
672         int i;
673         cl_effect_t *e;
674         if (!modelindex) // sanity check
675                 return;
676         if (framerate < 1)
677         {
678                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
679                 return;
680         }
681         if (framecount < 1)
682         {
683                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
684                 return;
685         }
686         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
687         {
688                 if (e->active)
689                         continue;
690                 e->active = true;
691                 VectorCopy(org, e->origin);
692                 e->modelindex = modelindex;
693                 e->starttime = cl.time;
694                 e->startframe = startframe;
695                 e->endframe = startframe + framecount;
696                 e->framerate = framerate;
697
698                 e->frame = 0;
699                 e->frame1time = cl.time;
700                 e->frame2time = cl.time;
701                 cl.num_effects = max(cl.num_effects, i + 1);
702                 break;
703         }
704 }
705
706 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)
707 {
708         int i;
709         dlight_t *dl;
710
711 // then look for anything else
712         dl = cl.dlights;
713         for (i = 0;i < cl.max_dlights;i++, dl++)
714                 if (!dl->radius)
715                         break;
716
717         // unable to find one
718         if (i == cl.max_dlights)
719                 return;
720
721         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
722         memset (dl, 0, sizeof(*dl));
723         cl.num_dlights = max(cl.num_dlights, i + 1);
724         Matrix4x4_Normalize(&dl->matrix, matrix);
725         dl->ent = ent;
726         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
727         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
728         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
729         dl->radius = radius;
730         dl->color[0] = red;
731         dl->color[1] = green;
732         dl->color[2] = blue;
733         dl->initialradius = radius;
734         dl->initialcolor[0] = red;
735         dl->initialcolor[1] = green;
736         dl->initialcolor[2] = blue;
737         dl->decay = decay / radius; // changed decay to be a percentage decrease
738         dl->intensity = 1; // this is what gets decayed
739         if (lifetime)
740                 dl->die = cl.time + lifetime;
741         else
742                 dl->die = 0;
743         if (cubemapnum > 0)
744                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
745         else
746                 dl->cubemapname[0] = 0;
747         dl->style = style;
748         dl->shadow = shadowenable;
749         dl->corona = corona;
750         dl->flags = flags;
751         dl->coronasizescale = coronasizescale;
752         dl->ambientscale = ambientscale;
753         dl->diffusescale = diffusescale;
754         dl->specularscale = specularscale;
755 }
756
757 void CL_DecayLightFlashes(void)
758 {
759         int i, oldmax;
760         dlight_t *dl;
761         float time;
762
763         time = bound(0, cl.time - cl.oldtime, 0.1);
764         oldmax = cl.num_dlights;
765         cl.num_dlights = 0;
766         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
767         {
768                 if (dl->radius)
769                 {
770                         dl->intensity -= time * dl->decay;
771                         if (cl.time < dl->die && dl->intensity > 0)
772                         {
773                                 if (cl_dlights_decayradius.integer)
774                                         dl->radius = dl->initialradius * dl->intensity;
775                                 else
776                                         dl->radius = dl->initialradius;
777                                 if (cl_dlights_decaybrightness.integer)
778                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
779                                 else
780                                         VectorCopy(dl->initialcolor, dl->color);
781                                 cl.num_dlights = i + 1;
782                         }
783                         else
784                                 dl->radius = 0;
785                 }
786         }
787 }
788
789 // called before entity relinking
790 void CL_RelinkLightFlashes(void)
791 {
792         int i, j, k, l;
793         dlight_t *dl;
794         float frac, f;
795         matrix4x4_t tempmatrix;
796
797         if (r_dynamic.integer)
798         {
799                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
800                 {
801                         if (dl->radius)
802                         {
803                                 tempmatrix = dl->matrix;
804                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
805                                 // we need the corona fading to be persistent
806                                 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);
807                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
808                         }
809                 }
810         }
811
812         if (!cl.lightstyle)
813         {
814                 for (j = 0;j < cl.max_lightstyle;j++)
815                 {
816                         r_refdef.scene.rtlightstylevalue[j] = 1;
817                         r_refdef.scene.lightstylevalue[j] = 256;
818                 }
819                 return;
820         }
821
822 // light animations
823 // 'm' is normal light, 'a' is no light, 'z' is double bright
824         f = cl.time * 10;
825         i = (int)floor(f);
826         frac = f - i;
827         for (j = 0;j < cl.max_lightstyle;j++)
828         {
829                 if (!cl.lightstyle[j].length)
830                 {
831                         r_refdef.scene.rtlightstylevalue[j] = 1;
832                         r_refdef.scene.lightstylevalue[j] = 256;
833                         continue;
834                 }
835                 // static lightstyle "=value"
836                 if (cl.lightstyle[j].map[0] == '=')
837                 {
838                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
839                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
840                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
841                         continue;
842                 }
843                 k = i % cl.lightstyle[j].length;
844                 l = (i-1) % cl.lightstyle[j].length;
845                 k = cl.lightstyle[j].map[k] - 'a';
846                 l = cl.lightstyle[j].map[l] - 'a';
847                 // rtlightstylevalue is always interpolated because it has no bad
848                 // consequences for performance
849                 // lightstylevalue is subject to a cvar for performance reasons;
850                 // skipping lightmap updates on most rendered frames substantially
851                 // improves framerates (but makes light fades look bad)
852                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
853                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
854         }
855 }
856
857 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
858 {
859         int frame = player->render.framegroupblend[0].frame;
860         float f;
861         entity_render_t *flagrender;
862         matrix4x4_t flagmatrix;
863
864         // this code taken from QuakeWorld
865         f = 14;
866         if (frame >= 29 && frame <= 40)
867         {
868                 if (frame >= 29 && frame <= 34)
869                 { //axpain
870                         if      (frame == 29) f = f + 2;
871                         else if (frame == 30) f = f + 8;
872                         else if (frame == 31) f = f + 12;
873                         else if (frame == 32) f = f + 11;
874                         else if (frame == 33) f = f + 10;
875                         else if (frame == 34) f = f + 4;
876                 }
877                 else if (frame >= 35 && frame <= 40)
878                 { // pain
879                         if      (frame == 35) f = f + 2;
880                         else if (frame == 36) f = f + 10;
881                         else if (frame == 37) f = f + 10;
882                         else if (frame == 38) f = f + 8;
883                         else if (frame == 39) f = f + 4;
884                         else if (frame == 40) f = f + 2;
885                 }
886         }
887         else if (frame >= 103 && frame <= 118)
888         {
889                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
890                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
891                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
892                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
893         }
894         // end of code taken from QuakeWorld
895
896         flagrender = CL_NewTempEntity(player->render.shadertime);
897         if (!flagrender)
898                 return;
899
900         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
901         flagrender->skinnum = skin;
902         flagrender->alpha = 1;
903         VectorSet(flagrender->colormod, 1, 1, 1);
904         VectorSet(flagrender->glowmod, 1, 1, 1);
905         // attach the flag to the player matrix
906         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
907         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
908         CL_UpdateRenderEntity(flagrender);
909 }
910
911 matrix4x4_t viewmodelmatrix_withbob;
912 matrix4x4_t viewmodelmatrix_nobob;
913
914 static const vec3_t muzzleflashorigin = {18, 0, 0};
915
916 extern void V_DriftPitch(void);
917 extern void V_FadeViewFlashs(void);
918 extern void V_CalcViewBlend(void);
919 extern void V_CalcRefdef(void);
920
921 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
922 {
923         const unsigned char *cbcolor;
924         if (colormap >= 0)
925         {
926                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
927                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
928                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
929                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
930         }
931         else
932         {
933                 VectorClear(ent->colormap_pantscolor);
934                 VectorClear(ent->colormap_shirtcolor);
935         }
936 }
937
938 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
939 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
940 {
941         const matrix4x4_t *matrix;
942         matrix4x4_t blendmatrix, tempmatrix, matrix2;
943         int frame;
944         float origin[3], angles[3], lerp;
945         entity_t *t;
946         entity_render_t *r;
947         //entity_persistent_t *p = &e->persistent;
948         //entity_render_t *r = &e->render;
949         // skip inactive entities and world
950         if (!e->state_current.active || e == cl.entities)
951                 return;
952         if (recursionlimit < 1)
953                 return;
954         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
955         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
956         e->render.flags = e->state_current.flags;
957         e->render.effects = e->state_current.effects;
958         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
959         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
960         if(e >= cl.entities && e < cl.entities + cl.num_entities)
961                 e->render.entitynumber = e - cl.entities;
962         else
963                 e->render.entitynumber = 0;
964         if (e->state_current.flags & RENDER_COLORMAPPED)
965                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
966         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
967                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
968         else
969                 CL_SetEntityColormapColors(&e->render, -1);
970         e->render.skinnum = e->state_current.skin;
971         if (e->state_current.tagentity)
972         {
973                 // attached entity (gun held in player model's hand, etc)
974                 // if the tag entity is currently impossible, skip it
975                 if (e->state_current.tagentity >= cl.num_entities)
976                         return;
977                 t = cl.entities + e->state_current.tagentity;
978                 // if the tag entity is inactive, skip it
979                 if (t->state_current.active)
980                 {
981                         // update the parent first
982                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
983                         r = &t->render;
984                 }
985                 else
986                 {
987                         // it may still be a CSQC entity... trying to use its
988                         // info from last render frame (better than nothing)
989                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
990                                 return;
991                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
992                         if(!r->entitynumber)
993                                 return; // neither CSQC nor legacy entity... can't attach
994                 }
995                 // make relative to the entity
996                 matrix = &r->matrix;
997                 // some properties of the tag entity carry over
998                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
999                 // if a valid tagindex is used, make it relative to that tag instead
1000                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1001                 {
1002                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1003                         {
1004                                 // concat the tag matrices onto the entity matrix
1005                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1006                                 // use the constructed tag matrix
1007                                 matrix = &tempmatrix;
1008                         }
1009                 }
1010         }
1011         else if (e->render.flags & RENDER_VIEWMODEL)
1012         {
1013                 // view-relative entity (guns and such)
1014                 if (e->render.effects & EF_NOGUNBOB)
1015                         matrix = &viewmodelmatrix_nobob; // really attached to view
1016                 else
1017                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1018         }
1019         else
1020         {
1021                 // world-relative entity (the normal kind)
1022                 matrix = &identitymatrix;
1023         }
1024
1025         // movement lerp
1026         // if it's the predicted player entity, update according to client movement
1027         // but don't lerp if going through a teleporter as it causes a bad lerp
1028         // also don't use the predicted location if fixangle was set on both of
1029         // the most recent server messages, as that cause means you are spectating
1030         // someone or watching a cutscene of some sort
1031         if (cl_nolerp.integer || cls.timedemo)
1032                 interpolate = false;
1033         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1034         {
1035                 VectorCopy(cl.movement_origin, origin);
1036                 VectorSet(angles, 0, cl.viewangles[1], 0);
1037         }
1038         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1039         {
1040                 // interpolate the origin and angles
1041                 lerp = max(0, lerp);
1042                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1043 #if 0
1044                 // this fails at the singularity of euler angles
1045                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1046                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1047                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1048                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1049                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1050 #else
1051                 {
1052                         vec3_t f0, u0, f1, u1;
1053                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1054                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1055                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1056                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1057                         AnglesFromVectors(angles, f0, u0, false);
1058                 }
1059 #endif
1060         }
1061         else
1062         {
1063                 // no interpolation
1064                 VectorCopy(e->persistent.neworigin, origin);
1065                 VectorCopy(e->persistent.newangles, angles);
1066         }
1067
1068         // model setup and some modelflags
1069         frame = e->state_current.frame;
1070         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1071         if (e->render.model)
1072         {
1073                 if (e->render.skinnum >= e->render.model->numskins)
1074                         e->render.skinnum = 0;
1075                 if (frame >= e->render.model->numframes)
1076                         frame = 0;
1077                 // models can set flags such as EF_ROCKET
1078                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1079                 if (!(e->render.effects & 0xFF800000))
1080                         e->render.effects |= e->render.model->effects;
1081                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1082                 if (e->render.model->type == mod_alias)
1083                         angles[0] = -angles[0];
1084                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1085                 {
1086                         VectorScale(e->render.colormod, 2, e->render.colormod);
1087                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1088                 }
1089         }
1090         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1091         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1092                 angles[0] = -angles[0];
1093                 // NOTE: this must be synced to SV_GetPitchSign!
1094
1095         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1096         {
1097                 angles[1] = ANGLEMOD(100*cl.time);
1098                 if (cl_itembobheight.value)
1099                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1100         }
1101
1102         // animation lerp
1103         e->render.skeleton = NULL;
1104         if (e->render.flags & RENDER_COMPLEXANIMATION)
1105         {
1106                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1107                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1108                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1109                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1110                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1111                         e->render.skeleton = &e->state_current.skeletonobject;
1112         }
1113         else if (e->render.framegroupblend[0].frame == frame)
1114         {
1115                 // update frame lerp fraction
1116                 e->render.framegroupblend[0].lerp = 1;
1117                 e->render.framegroupblend[1].lerp = 0;
1118                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1119                 {
1120                         // make sure frame lerp won't last longer than 100ms
1121                         // (this mainly helps with models that use framegroups and
1122                         // switch between them infrequently)
1123                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1124                         if(e->render.model)
1125                         if(e->render.model->animscenes)
1126                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1127                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1128                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1129                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1130                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1131                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1132                 }
1133         }
1134         else
1135         {
1136                 // begin a new frame lerp
1137                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1138                 e->render.framegroupblend[1].lerp = 1;
1139                 e->render.framegroupblend[0].frame = frame;
1140                 e->render.framegroupblend[0].start = cl.time;
1141                 e->render.framegroupblend[0].lerp = 0;
1142         }
1143
1144         // set up the render matrix
1145         if (matrix)
1146         {
1147                 // attached entity, this requires a matrix multiply (concat)
1148                 // FIXME: e->render.scale should go away
1149                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1150                 // concat the matrices to make the entity relative to its tag
1151                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1152                 // get the origin from the new matrix
1153                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1154         }
1155         else
1156         {
1157                 // unattached entities are faster to process
1158                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1159         }
1160
1161         // tenebrae's sprites are all additive mode (weird)
1162         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1163                 e->render.flags |= RENDER_ADDITIVE;
1164         // player model is only shown with chase_active on
1165         if (e->state_current.number == cl.viewentity)
1166                 e->render.flags |= RENDER_EXTERIORMODEL;
1167         // either fullbright or lit
1168         if(!r_fullbright.integer)
1169         {
1170                 if (!(e->render.effects & EF_FULLBRIGHT))
1171                         e->render.flags |= RENDER_LIGHT;
1172                 else if(r_equalize_entities_fullbright.integer)
1173                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1174         }
1175         // hide player shadow during intermission or nehahra movie
1176         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1177          && (e->render.alpha >= 1)
1178          && !(e->render.flags & RENDER_VIEWMODEL)
1179          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1180                 e->render.flags |= RENDER_SHADOW;
1181         if (e->render.flags & RENDER_VIEWMODEL)
1182                 e->render.flags |= RENDER_NOSELFSHADOW;
1183         if (e->render.effects & EF_NOSELFSHADOW)
1184                 e->render.flags |= RENDER_NOSELFSHADOW;
1185         if (e->render.effects & EF_NODEPTHTEST)
1186                 e->render.flags |= RENDER_NODEPTHTEST;
1187         if (e->render.effects & EF_ADDITIVE)
1188                 e->render.flags |= RENDER_ADDITIVE;
1189         if (e->render.effects & EF_DOUBLESIDED)
1190                 e->render.flags |= RENDER_DOUBLESIDED;
1191
1192         // make the other useful stuff
1193         e->render.allowdecals = true;
1194         CL_UpdateRenderEntity(&e->render);
1195 }
1196
1197 // creates light and trails from an entity
1198 void CL_UpdateNetworkEntityTrail(entity_t *e)
1199 {
1200         effectnameindex_t trailtype;
1201         vec3_t origin;
1202
1203         // bmodels are treated specially since their origin is usually '0 0 0' and
1204         // their actual geometry is far from '0 0 0'
1205         if (e->render.model && e->render.model->soundfromcenter)
1206         {
1207                 vec3_t o;
1208                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1209                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1210         }
1211         else
1212                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1213
1214         // handle particle trails and such effects now that we know where this
1215         // entity is in the world...
1216         trailtype = EFFECT_NONE;
1217         // LordHavoc: if the entity has no effects, don't check each
1218         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1219         {
1220                 if (e->render.effects & EF_BRIGHTFIELD)
1221                 {
1222                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1223                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1224                         else
1225                                 CL_EntityParticles(e);
1226                 }
1227                 if (e->render.effects & EF_FLAME)
1228                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1229                 if (e->render.effects & EF_STARDUST)
1230                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1231         }
1232         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1233         {
1234                 // these are only set on player entities
1235                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1236         }
1237         // muzzleflash fades over time
1238         if (e->persistent.muzzleflash > 0)
1239                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1240         // LordHavoc: if the entity has no effects, don't check each
1241         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1242         {
1243                 if (e->render.effects & EF_GIB)
1244                         trailtype = EFFECT_TR_BLOOD;
1245                 else if (e->render.effects & EF_ZOMGIB)
1246                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1247                 else if (e->render.effects & EF_TRACER)
1248                         trailtype = EFFECT_TR_WIZSPIKE;
1249                 else if (e->render.effects & EF_TRACER2)
1250                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1251                 else if (e->render.effects & EF_ROCKET)
1252                         trailtype = EFFECT_TR_ROCKET;
1253                 else if (e->render.effects & EF_GRENADE)
1254                 {
1255                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1256                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1257                 }
1258                 else if (e->render.effects & EF_TRACER3)
1259                         trailtype = EFFECT_TR_VORESPIKE;
1260         }
1261         // do trails
1262         if (e->render.flags & RENDER_GLOWTRAIL)
1263                 trailtype = EFFECT_TR_GLOWTRAIL;
1264         if (e->state_current.traileffectnum)
1265                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1266         // check if a trail is allowed (it is not after a teleport for example)
1267         if (trailtype && e->persistent.trail_allowed)
1268         {
1269                 float len;
1270                 vec3_t vel;
1271                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1272                 len = e->state_current.time - e->state_previous.time;
1273                 if (len > 0)
1274                         len = 1.0f / len;
1275                 VectorScale(vel, len, vel);
1276                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1277         }
1278         // now that the entity has survived one trail update it is allowed to
1279         // leave a real trail on later frames
1280         e->persistent.trail_allowed = true;
1281         VectorCopy(origin, e->persistent.trail_origin);
1282 }
1283
1284
1285 /*
1286 ===============
1287 CL_UpdateViewEntities
1288 ===============
1289 */
1290 void CL_UpdateViewEntities(void)
1291 {
1292         int i;
1293         // update any RENDER_VIEWMODEL entities to use the new view matrix
1294         for (i = 1;i < cl.num_entities;i++)
1295         {
1296                 if (cl.entities_active[i])
1297                 {
1298                         entity_t *ent = cl.entities + i;
1299                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1300                                 CL_UpdateNetworkEntity(ent, 32, true);
1301                 }
1302         }
1303         // and of course the engine viewmodel needs updating as well
1304         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1305 }
1306
1307 /*
1308 ===============
1309 CL_UpdateNetworkCollisionEntities
1310 ===============
1311 */
1312 void CL_UpdateNetworkCollisionEntities(void)
1313 {
1314         entity_t *ent;
1315         int i;
1316
1317         // start on the entity after the world
1318         cl.num_brushmodel_entities = 0;
1319         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1320         {
1321                 if (cl.entities_active[i])
1322                 {
1323                         ent = cl.entities + i;
1324                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1325                         {
1326                                 // do not interpolate the bmodels for this
1327                                 CL_UpdateNetworkEntity(ent, 32, false);
1328                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1329                         }
1330                 }
1331         }
1332 }
1333
1334 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1335
1336 /*
1337 ===============
1338 CL_UpdateNetworkEntities
1339 ===============
1340 */
1341 void CL_UpdateNetworkEntities(void)
1342 {
1343         entity_t *ent;
1344         int i;
1345
1346         // start on the entity after the world
1347         for (i = 1;i < cl.num_entities;i++)
1348         {
1349                 if (cl.entities_active[i])
1350                 {
1351                         ent = cl.entities + i;
1352                         if (ent->state_current.active)
1353                         {
1354                                 CL_UpdateNetworkEntity(ent, 32, true);
1355                                 // view models should never create light/trails
1356                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1357                                         CL_UpdateNetworkEntityTrail(ent);
1358                         }
1359                         else
1360                         {
1361                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1362                                 cl.entities_active[i] = false;
1363                         }
1364                 }
1365         }
1366 }
1367
1368 void CL_UpdateViewModel(void)
1369 {
1370         entity_t *ent;
1371         ent = &cl.viewent;
1372         ent->state_previous = ent->state_current;
1373         ent->state_current = defaultstate;
1374         ent->state_current.time = cl.time;
1375         ent->state_current.number = (unsigned short)-1;
1376         ent->state_current.active = true;
1377         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1378         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1379         ent->state_current.flags = RENDER_VIEWMODEL;
1380         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1381                 ent->state_current.modelindex = 0;
1382         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1383         {
1384                 if (gamemode == GAME_TRANSFUSION)
1385                         ent->state_current.alpha = 128;
1386                 else
1387                         ent->state_current.modelindex = 0;
1388         }
1389         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1390         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1391
1392         // reset animation interpolation on weaponmodel if model changed
1393         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1394         {
1395                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1396                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1397                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1398         }
1399         CL_UpdateNetworkEntity(ent, 32, true);
1400 }
1401
1402 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1403 void CL_LinkNetworkEntity(entity_t *e)
1404 {
1405         effectnameindex_t trailtype;
1406         vec3_t origin;
1407         vec3_t dlightcolor;
1408         vec_t dlightradius;
1409
1410         // skip inactive entities and world
1411         if (!e->state_current.active || e == cl.entities)
1412                 return;
1413         if (e->state_current.tagentity)
1414         {
1415                 // if the tag entity is currently impossible, skip it
1416                 if (e->state_current.tagentity >= cl.num_entities)
1417                         return;
1418                 // if the tag entity is inactive, skip it
1419                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1420                 {
1421                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1422                                 return;
1423                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1424                                 return;
1425                         // if we get here, it's properly csqc networked and attached
1426                 }
1427         }
1428
1429         // create entity dlights associated with this entity
1430         if (e->render.model && e->render.model->soundfromcenter)
1431         {
1432                 // bmodels are treated specially since their origin is usually '0 0 0'
1433                 vec3_t o;
1434                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1435                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1436         }
1437         else
1438                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1439         trailtype = EFFECT_NONE;
1440         dlightradius = 0;
1441         dlightcolor[0] = 0;
1442         dlightcolor[1] = 0;
1443         dlightcolor[2] = 0;
1444         // LordHavoc: if the entity has no effects, don't check each
1445         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1446         {
1447                 if (e->render.effects & EF_BRIGHTFIELD)
1448                 {
1449                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1450                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1451                 }
1452                 if (e->render.effects & EF_DIMLIGHT)
1453                 {
1454                         dlightradius = max(dlightradius, 200);
1455                         dlightcolor[0] += 1.50f;
1456                         dlightcolor[1] += 1.50f;
1457                         dlightcolor[2] += 1.50f;
1458                 }
1459                 if (e->render.effects & EF_BRIGHTLIGHT)
1460                 {
1461                         dlightradius = max(dlightradius, 400);
1462                         dlightcolor[0] += 3.00f;
1463                         dlightcolor[1] += 3.00f;
1464                         dlightcolor[2] += 3.00f;
1465                 }
1466                 // LordHavoc: more effects
1467                 if (e->render.effects & EF_RED) // red
1468                 {
1469                         dlightradius = max(dlightradius, 200);
1470                         dlightcolor[0] += 1.50f;
1471                         dlightcolor[1] += 0.15f;
1472                         dlightcolor[2] += 0.15f;
1473                 }
1474                 if (e->render.effects & EF_BLUE) // blue
1475                 {
1476                         dlightradius = max(dlightradius, 200);
1477                         dlightcolor[0] += 0.15f;
1478                         dlightcolor[1] += 0.15f;
1479                         dlightcolor[2] += 1.50f;
1480                 }
1481                 if (e->render.effects & EF_FLAME)
1482                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1483                 if (e->render.effects & EF_STARDUST)
1484                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1485         }
1486         // muzzleflash fades over time, and is offset a bit
1487         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1488         {
1489                 vec3_t v2;
1490                 vec3_t color;
1491                 trace_t trace;
1492                 matrix4x4_t tempmatrix;
1493                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1494                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1495                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1496                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1497                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1498                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1499                 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);
1500                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1501         }
1502         // LordHavoc: if the model has no flags, don't check each
1503         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1504         {
1505                 if (e->render.effects & EF_GIB)
1506                         trailtype = EFFECT_TR_BLOOD;
1507                 else if (e->render.effects & EF_ZOMGIB)
1508                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1509                 else if (e->render.effects & EF_TRACER)
1510                         trailtype = EFFECT_TR_WIZSPIKE;
1511                 else if (e->render.effects & EF_TRACER2)
1512                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1513                 else if (e->render.effects & EF_ROCKET)
1514                         trailtype = EFFECT_TR_ROCKET;
1515                 else if (e->render.effects & EF_GRENADE)
1516                 {
1517                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1518                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1519                 }
1520                 else if (e->render.effects & EF_TRACER3)
1521                         trailtype = EFFECT_TR_VORESPIKE;
1522         }
1523         // LordHavoc: customizable glow
1524         if (e->state_current.glowsize)
1525         {
1526                 // * 4 for the expansion from 0-255 to 0-1023 range,
1527                 // / 255 to scale down byte colors
1528                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1529                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1530         }
1531         // custom rtlight
1532         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1533         {
1534                 matrix4x4_t dlightmatrix;
1535                 float light[4];
1536                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1537                 light[3] = e->state_current.light[3];
1538                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1539                         VectorSet(light, 1, 1, 1);
1540                 if (light[3] == 0)
1541                         light[3] = 350;
1542                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1543                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1544                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1545                 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);
1546                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1547         }
1548         // make the glow dlight
1549         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1550         {
1551                 matrix4x4_t dlightmatrix;
1552                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1553                 // hack to make glowing player light shine on their gun
1554                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1555                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1556                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1557                 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);
1558                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1559         }
1560         // do trail light
1561         if (e->render.flags & RENDER_GLOWTRAIL)
1562                 trailtype = EFFECT_TR_GLOWTRAIL;
1563         if (e->state_current.traileffectnum)
1564                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1565         if (trailtype)
1566                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1567
1568         // don't show entities with no modelindex (note: this still shows
1569         // entities which have a modelindex that resolved to a NULL model)
1570         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1571                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1572         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1573         //      Matrix4x4_Print(&e->render.matrix);
1574 }
1575
1576 void CL_RelinkWorld(void)
1577 {
1578         entity_t *ent = &cl.entities[0];
1579         // FIXME: this should be done at load
1580         ent->render.matrix = identitymatrix;
1581         ent->render.flags = RENDER_SHADOW;
1582         if (!r_fullbright.integer)
1583                 ent->render.flags |= RENDER_LIGHT;
1584         VectorSet(ent->render.colormod, 1, 1, 1);
1585         VectorSet(ent->render.glowmod, 1, 1, 1);
1586         ent->render.allowdecals = true;
1587         CL_UpdateRenderEntity(&ent->render);
1588         r_refdef.scene.worldentity = &ent->render;
1589         r_refdef.scene.worldmodel = cl.worldmodel;
1590 }
1591
1592 static void CL_RelinkStaticEntities(void)
1593 {
1594         int i;
1595         entity_t *e;
1596         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1597         {
1598                 e->render.flags = 0;
1599                 // if the model was not loaded when the static entity was created we
1600                 // need to re-fetch the model pointer
1601                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1602                 // either fullbright or lit
1603                 if(!r_fullbright.integer)
1604                 {
1605                         if (!(e->render.effects & EF_FULLBRIGHT))
1606                                 e->render.flags |= RENDER_LIGHT;
1607                         else if(r_equalize_entities_fullbright.integer)
1608                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1609                 }
1610                 // hide player shadow during intermission or nehahra movie
1611                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1612                         e->render.flags |= RENDER_SHADOW;
1613                 VectorSet(e->render.colormod, 1, 1, 1);
1614                 VectorSet(e->render.glowmod, 1, 1, 1);
1615                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1616                 e->render.allowdecals = true;
1617                 CL_UpdateRenderEntity(&e->render);
1618                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1619         }
1620 }
1621
1622 /*
1623 ===============
1624 CL_RelinkEntities
1625 ===============
1626 */
1627 static void CL_RelinkNetworkEntities(void)
1628 {
1629         entity_t *ent;
1630         int i;
1631
1632         // start on the entity after the world
1633         for (i = 1;i < cl.num_entities;i++)
1634         {
1635                 if (cl.entities_active[i])
1636                 {
1637                         ent = cl.entities + i;
1638                         if (ent->state_current.active)
1639                                 CL_LinkNetworkEntity(ent);
1640                         else
1641                                 cl.entities_active[i] = false;
1642                 }
1643         }
1644 }
1645
1646 static void CL_RelinkEffects(void)
1647 {
1648         int i, intframe;
1649         cl_effect_t *e;
1650         entity_render_t *entrender;
1651         float frame;
1652
1653         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1654         {
1655                 if (e->active)
1656                 {
1657                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1658                         intframe = (int)frame;
1659                         if (intframe < 0 || intframe >= e->endframe)
1660                         {
1661                                 memset(e, 0, sizeof(*e));
1662                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1663                                         cl.num_effects--;
1664                                 continue;
1665                         }
1666
1667                         if (intframe != e->frame)
1668                         {
1669                                 e->frame = intframe;
1670                                 e->frame1time = e->frame2time;
1671                                 e->frame2time = cl.time;
1672                         }
1673
1674                         // if we're drawing effects, get a new temp entity
1675                         // (NewTempEntity adds it to the render entities list for us)
1676                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1677                         {
1678                                 // interpolation stuff
1679                                 entrender->framegroupblend[0].frame = intframe;
1680                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1681                                 entrender->framegroupblend[0].start = e->frame1time;
1682                                 if (intframe + 1 >= e->endframe)
1683                                 {
1684                                         entrender->framegroupblend[1].frame = 0; // disappear
1685                                         entrender->framegroupblend[1].lerp = 0;
1686                                         entrender->framegroupblend[1].start = 0;
1687                                 }
1688                                 else
1689                                 {
1690                                         entrender->framegroupblend[1].frame = intframe + 1;
1691                                         entrender->framegroupblend[1].lerp = frame - intframe;
1692                                         entrender->framegroupblend[1].start = e->frame2time;
1693                                 }
1694
1695                                 // normal stuff
1696                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1697                                 entrender->alpha = 1;
1698                                 VectorSet(entrender->colormod, 1, 1, 1);
1699                                 VectorSet(entrender->glowmod, 1, 1, 1);
1700
1701                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1702                                 CL_UpdateRenderEntity(entrender);
1703                         }
1704                 }
1705         }
1706 }
1707
1708 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1709 {
1710         VectorCopy(b->start, start);
1711         VectorCopy(b->end, end);
1712
1713         // if coming from the player, update the start position
1714         if (b->entity == cl.viewentity)
1715         {
1716                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1717                 {
1718                         // LordHavoc: this is a stupid hack from Quake that makes your
1719                         // lightning appear to come from your waist and cover less of your
1720                         // view
1721                         // in Quake this hack was applied to all players (causing the
1722                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1723                         // only applies to your own lightning, and only in first person
1724                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1725                 }
1726                 if (cl_beams_instantaimhack.integer)
1727                 {
1728                         vec3_t dir, localend;
1729                         vec_t len;
1730                         // LordHavoc: this updates the beam direction to match your
1731                         // viewangles
1732                         VectorSubtract(end, start, dir);
1733                         len = VectorLength(dir);
1734                         VectorNormalize(dir);
1735                         VectorSet(localend, len, 0, 0);
1736                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1737                 }
1738         }
1739 }
1740
1741 void CL_RelinkBeams(void)
1742 {
1743         int i;
1744         beam_t *b;
1745         vec3_t dist, org, start, end;
1746         float d;
1747         entity_render_t *entrender;
1748         double yaw, pitch;
1749         float forward;
1750         matrix4x4_t tempmatrix;
1751
1752         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1753         {
1754                 if (!b->model)
1755                         continue;
1756                 if (b->endtime < cl.time)
1757                 {
1758                         b->model = NULL;
1759                         continue;
1760                 }
1761
1762                 CL_Beam_CalculatePositions(b, start, end);
1763
1764                 if (b->lightning)
1765                 {
1766                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1767                         {
1768                                 // FIXME: create a matrix from the beam start/end orientation
1769                                 vec3_t dlightcolor;
1770                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1771                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1772                                 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);
1773                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1774                         }
1775                         if (cl_beams_polygons.integer)
1776                                 continue;
1777                 }
1778
1779                 // calculate pitch and yaw
1780                 // (this is similar to the QuakeC builtin function vectoangles)
1781                 VectorSubtract(end, start, dist);
1782                 if (dist[1] == 0 && dist[0] == 0)
1783                 {
1784                         yaw = 0;
1785                         if (dist[2] > 0)
1786                                 pitch = 90;
1787                         else
1788                                 pitch = 270;
1789                 }
1790                 else
1791                 {
1792                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1793                         if (yaw < 0)
1794                                 yaw += 360;
1795
1796                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1797                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1798                         if (pitch < 0)
1799                                 pitch += 360;
1800                 }
1801
1802                 // add new entities for the lightning
1803                 VectorCopy (start, org);
1804                 d = VectorNormalizeLength(dist);
1805                 while (d > 0)
1806                 {
1807                         entrender = CL_NewTempEntity (0);
1808                         if (!entrender)
1809                                 return;
1810                         //VectorCopy (org, ent->render.origin);
1811                         entrender->model = b->model;
1812                         //ent->render.effects = EF_FULLBRIGHT;
1813                         //ent->render.angles[0] = pitch;
1814                         //ent->render.angles[1] = yaw;
1815                         //ent->render.angles[2] = rand()%360;
1816                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1817                         CL_UpdateRenderEntity(entrender);
1818                         VectorMA(org, 30, dist, org);
1819                         d -= 30;
1820                 }
1821         }
1822
1823         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1824                 cl.num_beams--;
1825 }
1826
1827 static void CL_RelinkQWNails(void)
1828 {
1829         int i;
1830         vec_t *v;
1831         entity_render_t *entrender;
1832
1833         for (i = 0;i < cl.qw_num_nails;i++)
1834         {
1835                 v = cl.qw_nails[i];
1836
1837                 // if we're drawing effects, get a new temp entity
1838                 // (NewTempEntity adds it to the render entities list for us)
1839                 if (!(entrender = CL_NewTempEntity(0)))
1840                         continue;
1841
1842                 // normal stuff
1843                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1844                 entrender->alpha = 1;
1845                 VectorSet(entrender->colormod, 1, 1, 1);
1846                 VectorSet(entrender->glowmod, 1, 1, 1);
1847
1848                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1849                 CL_UpdateRenderEntity(entrender);
1850         }
1851 }
1852
1853 void CL_LerpPlayer(float frac)
1854 {
1855         int i;
1856
1857         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1858         for (i = 0;i < 3;i++)
1859         {
1860                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1861                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1862                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1863         }
1864
1865         // interpolate the angles if playing a demo or spectating someone
1866         if (cls.demoplayback || cl.fixangle[0])
1867         {
1868                 for (i = 0;i < 3;i++)
1869                 {
1870                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1871                         if (d > 180)
1872                                 d -= 360;
1873                         else if (d < -180)
1874                                 d += 360;
1875                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1876                 }
1877         }
1878 }
1879
1880 void CSQC_RelinkAllEntities (int drawmask)
1881 {
1882         // link stuff
1883         CL_RelinkWorld();
1884         CL_RelinkStaticEntities();
1885         CL_RelinkBeams();
1886         CL_RelinkEffects();
1887
1888         // link stuff
1889         if (drawmask & ENTMASK_ENGINE)
1890         {
1891                 CL_RelinkNetworkEntities();
1892                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1893                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1894                 CL_RelinkQWNails();
1895         }
1896
1897         // update view blend
1898         V_CalcViewBlend();
1899 }
1900
1901 /*
1902 ===============
1903 CL_UpdateWorld
1904
1905 Update client game world for a new frame
1906 ===============
1907 */
1908 void CL_UpdateWorld(void)
1909 {
1910         r_refdef.scene.extraupdate = !r_speeds.integer;
1911         r_refdef.scene.numentities = 0;
1912         r_refdef.scene.numlights = 0;
1913         r_refdef.view.matrix = identitymatrix;
1914         r_refdef.view.quality = 1;
1915                 
1916         cl.num_brushmodel_entities = 0;
1917
1918         if (cls.state == ca_connected && cls.signon == SIGNONS)
1919         {
1920                 // prepare for a new frame
1921                 CL_LerpPlayer(CL_LerpPoint());
1922                 CL_DecayLightFlashes();
1923                 CL_ClearTempEntities();
1924                 V_DriftPitch();
1925                 V_FadeViewFlashs();
1926
1927                 // if prediction is enabled we have to update all the collidable
1928                 // network entities before the prediction code can be run
1929                 CL_UpdateNetworkCollisionEntities();
1930
1931                 // now update the player prediction
1932                 CL_ClientMovement_Replay();
1933
1934                 // update the player entity (which may be predicted)
1935                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1936
1937                 // now update the view (which depends on that player entity)
1938                 V_CalcRefdef();
1939
1940                 // now update all the network entities and create particle trails
1941                 // (some entities may depend on the view)
1942                 CL_UpdateNetworkEntities();
1943
1944                 // update the engine-based viewmodel
1945                 CL_UpdateViewModel();
1946
1947                 CL_RelinkLightFlashes();
1948                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1949
1950                 // decals, particles, and explosions will be updated during rneder
1951         }
1952
1953         r_refdef.scene.time = cl.time;
1954 }
1955
1956 // LordHavoc: pausedemo command
1957 static void CL_PauseDemo_f (void)
1958 {
1959         cls.demopaused = !cls.demopaused;
1960         if (cls.demopaused)
1961                 Con_Print("Demo paused\n");
1962         else
1963                 Con_Print("Demo unpaused\n");
1964 }
1965
1966 /*
1967 ======================
1968 CL_Fog_f
1969 ======================
1970 */
1971 static void CL_Fog_f (void)
1972 {
1973         if (Cmd_Argc () == 1)
1974         {
1975                 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);
1976                 return;
1977         }
1978         FOG_clear(); // so missing values get good defaults
1979         if(Cmd_Argc() > 1)
1980                 r_refdef.fog_density = atof(Cmd_Argv(1));
1981         if(Cmd_Argc() > 2)
1982                 r_refdef.fog_red = atof(Cmd_Argv(2));
1983         if(Cmd_Argc() > 3)
1984                 r_refdef.fog_green = atof(Cmd_Argv(3));
1985         if(Cmd_Argc() > 4)
1986                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1987         if(Cmd_Argc() > 5)
1988                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1989         if(Cmd_Argc() > 6)
1990                 r_refdef.fog_start = atof(Cmd_Argv(6));
1991         if(Cmd_Argc() > 7)
1992                 r_refdef.fog_end = atof(Cmd_Argv(7));
1993         if(Cmd_Argc() > 8)
1994                 r_refdef.fog_height = atof(Cmd_Argv(8));
1995         if(Cmd_Argc() > 9)
1996                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1997 }
1998
1999 /*
2000 ======================
2001 CL_FogHeightTexture_f
2002 ======================
2003 */
2004 static void CL_Fog_HeightTexture_f (void)
2005 {
2006         if (Cmd_Argc () < 11)
2007         {
2008                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2009                 return;
2010         }
2011         FOG_clear(); // so missing values get good defaults
2012         r_refdef.fog_density = atof(Cmd_Argv(1));
2013         r_refdef.fog_red = atof(Cmd_Argv(2));
2014         r_refdef.fog_green = atof(Cmd_Argv(3));
2015         r_refdef.fog_blue = atof(Cmd_Argv(4));
2016         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2017         r_refdef.fog_start = atof(Cmd_Argv(6));
2018         r_refdef.fog_end = atof(Cmd_Argv(7));
2019         r_refdef.fog_height = atof(Cmd_Argv(8));
2020         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2021         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2022 }
2023
2024
2025 /*
2026 ====================
2027 CL_TimeRefresh_f
2028
2029 For program optimization
2030 ====================
2031 */
2032 static void CL_TimeRefresh_f (void)
2033 {
2034         int i;
2035         float timestart, timedelta;
2036
2037         r_refdef.scene.extraupdate = false;
2038
2039         timestart = Sys_DoubleTime();
2040         for (i = 0;i < 128;i++)
2041         {
2042                 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);
2043                 r_refdef.view.quality = 1;
2044                 CL_UpdateScreen();
2045         }
2046         timedelta = Sys_DoubleTime() - timestart;
2047
2048         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2049 }
2050
2051 void CL_AreaStats_f(void)
2052 {
2053         World_PrintAreaStats(&cl.world, "client");
2054 }
2055
2056 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2057 {
2058         int i;
2059         cl_locnode_t *loc;
2060         cl_locnode_t *best;
2061         vec3_t nearestpoint;
2062         vec_t dist, bestdist;
2063         best = NULL;
2064         bestdist = 0;
2065         for (loc = cl.locnodes;loc;loc = loc->next)
2066         {
2067                 for (i = 0;i < 3;i++)
2068                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2069                 dist = VectorDistance2(nearestpoint, point);
2070                 if (bestdist > dist || !best)
2071                 {
2072                         bestdist = dist;
2073                         best = loc;
2074                         if (bestdist < 1)
2075                                 break;
2076                 }
2077         }
2078         return best;
2079 }
2080
2081 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2082 {
2083         cl_locnode_t *loc;
2084         loc = CL_Locs_FindNearest(point);
2085         if (loc)
2086                 strlcpy(buffer, loc->name, buffersize);
2087         else
2088                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2089 }
2090
2091 void CL_Locs_FreeNode(cl_locnode_t *node)
2092 {
2093         cl_locnode_t **pointer, **next;
2094         for (pointer = &cl.locnodes;*pointer;pointer = next)
2095         {
2096                 next = &(*pointer)->next;
2097                 if (*pointer == node)
2098                 {
2099                         *pointer = node->next;
2100                         Mem_Free(node);
2101                         return;
2102                 }
2103         }
2104         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2105 }
2106
2107 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2108 {
2109         cl_locnode_t *node, **pointer;
2110         int namelen;
2111         if (!name)
2112                 name = "";
2113         namelen = strlen(name);
2114         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2115         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2116         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2117         node->name = (char *)(node + 1);
2118         memcpy(node->name, name, namelen);
2119         node->name[namelen] = 0;
2120         // link it into the tail of the list to preserve the order
2121         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2122                 ;
2123         *pointer = node;
2124 }
2125
2126 void CL_Locs_Add_f(void)
2127 {
2128         vec3_t mins, maxs;
2129         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2130         {
2131                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2132                 return;
2133         }
2134         mins[0] = atof(Cmd_Argv(1));
2135         mins[1] = atof(Cmd_Argv(2));
2136         mins[2] = atof(Cmd_Argv(3));
2137         if (Cmd_Argc() == 8)
2138         {
2139                 maxs[0] = atof(Cmd_Argv(4));
2140                 maxs[1] = atof(Cmd_Argv(5));
2141                 maxs[2] = atof(Cmd_Argv(6));
2142                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2143         }
2144         else
2145                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2146 }
2147
2148 void CL_Locs_RemoveNearest_f(void)
2149 {
2150         cl_locnode_t *loc;
2151         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2152         if (loc)
2153                 CL_Locs_FreeNode(loc);
2154         else
2155                 Con_Printf("no loc point or box found for your location\n");
2156 }
2157
2158 void CL_Locs_Clear_f(void)
2159 {
2160         while (cl.locnodes)
2161                 CL_Locs_FreeNode(cl.locnodes);
2162 }
2163
2164 void CL_Locs_Save_f(void)
2165 {
2166         cl_locnode_t *loc;
2167         qfile_t *outfile;
2168         char locfilename[MAX_QPATH];
2169         if (!cl.locnodes)
2170         {
2171                 Con_Printf("No loc points/boxes exist!\n");
2172                 return;
2173         }
2174         if (cls.state != ca_connected || !cl.worldmodel)
2175         {
2176                 Con_Printf("No level loaded!\n");
2177                 return;
2178         }
2179         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2180
2181         outfile = FS_OpenRealFile(locfilename, "w", false);
2182         if (!outfile)
2183                 return;
2184         // if any boxes are used then this is a proquake-format loc file, which
2185         // allows comments, so add some relevant information at the start
2186         for (loc = cl.locnodes;loc;loc = loc->next)
2187                 if (!VectorCompare(loc->mins, loc->maxs))
2188                         break;
2189         if (loc)
2190         {
2191                 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);
2192                 for (loc = cl.locnodes;loc;loc = loc->next)
2193                         if (VectorCompare(loc->mins, loc->maxs))
2194                                 break;
2195                 if (loc)
2196                         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");
2197         }
2198         for (loc = cl.locnodes;loc;loc = loc->next)
2199         {
2200                 if (VectorCompare(loc->mins, loc->maxs))
2201                 {
2202                         int len;
2203                         const char *s;
2204                         const char *in = loc->name;
2205                         char name[MAX_INPUTLINE];
2206                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2207                         {
2208                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2209                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2210                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2211                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2212                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2213                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2214                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2215                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2216                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2217                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2218                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2219                                 else s = NULL;
2220                                 if (s)
2221                                 {
2222                                         while (len < (int)sizeof(name) - 1 && *s)
2223                                                 name[len++] = *s++;
2224                                         continue;
2225                                 }
2226                                 name[len++] = *in++;
2227                         }
2228                         name[len] = 0;
2229                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2230                 }
2231                 else
2232                         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);
2233         }
2234         FS_Close(outfile);
2235 }
2236
2237 void CL_Locs_Reload_f(void)
2238 {
2239         int i, linenumber, limit, len;
2240         const char *s;
2241         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2242         fs_offset_t filesize;
2243         vec3_t mins, maxs;
2244         char locfilename[MAX_QPATH];
2245         char name[MAX_INPUTLINE];
2246
2247         if (cls.state != ca_connected || !cl.worldmodel)
2248         {
2249                 Con_Printf("No level loaded!\n");
2250                 return;
2251         }
2252
2253         CL_Locs_Clear_f();
2254
2255         // try maps/something.loc first (LordHavoc: where I think they should be)
2256         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2257         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2258         if (!filedata)
2259         {
2260                 // try proquake name as well (LordHavoc: I hate path mangling)
2261                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2262                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2263                 if (!filedata)
2264                         return;
2265         }
2266         text = filedata;
2267         textend = filedata + filesize;
2268         for (linenumber = 1;text < textend;linenumber++)
2269         {
2270                 linestart = text;
2271                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2272                         ;
2273                 lineend = text;
2274                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2275                         text++;
2276                 if (text < textend)
2277                         text++;
2278                 // trim trailing whitespace
2279                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2280                         lineend--;
2281                 // trim leading whitespace
2282                 while (linestart < lineend && ISWHITESPACE(*linestart))
2283                         linestart++;
2284                 // check if this is a comment
2285                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2286                         continue;
2287                 linetext = linestart;
2288                 limit = 3;
2289                 for (i = 0;i < limit;i++)
2290                 {
2291                         if (linetext >= lineend)
2292                                 break;
2293                         // note: a missing number is interpreted as 0
2294                         if (i < 3)
2295                                 mins[i] = atof(linetext);
2296                         else
2297                                 maxs[i - 3] = atof(linetext);
2298                         // now advance past the number
2299                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2300                                 linetext++;
2301                         // advance through whitespace
2302                         if (linetext < lineend)
2303                         {
2304                                 if (*linetext == ',')
2305                                 {
2306                                         linetext++;
2307                                         limit = 6;
2308                                         // note: comma can be followed by whitespace
2309                                 }
2310                                 if (ISWHITESPACE(*linetext))
2311                                 {
2312                                         // skip whitespace
2313                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2314                                                 linetext++;
2315                                 }
2316                         }
2317                 }
2318                 // if this is a quoted name, remove the quotes
2319                 if (i == 6)
2320                 {
2321                         if (linetext >= lineend || *linetext != '"')
2322                                 continue; // proquake location names are always quoted
2323                         lineend--;
2324                         linetext++;
2325                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2326                         memcpy(name, linetext, len);
2327                         name[len] = 0;
2328                         // add the box to the list
2329                         CL_Locs_AddNode(mins, maxs, name);
2330                 }
2331                 // if a point was parsed, it needs to be scaled down by 8 (since
2332                 // point-based loc files were invented by a proxy which dealt
2333                 // directly with quake protocol coordinates, which are *8), turn
2334                 // it into a box
2335                 else if (i == 3)
2336                 {
2337                         // interpret silly fuhquake macros
2338                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2339                         {
2340                                 if (*linetext == '$')
2341                                 {
2342                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2343                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2344                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2345                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2353                                         else s = NULL;
2354                                         if (s)
2355                                         {
2356                                                 while (len < (int)sizeof(name) - 1 && *s)
2357                                                         name[len++] = *s++;
2358                                                 continue;
2359                                         }
2360                                 }
2361                                 name[len++] = *linetext++;
2362                         }
2363                         name[len] = 0;
2364                         // add the point to the list
2365                         VectorScale(mins, (1.0 / 8.0), mins);
2366                         CL_Locs_AddNode(mins, mins, name);
2367                 }
2368                 else
2369                         continue;
2370         }
2371 }
2372
2373 /*
2374 ===========
2375 CL_Shutdown
2376 ===========
2377 */
2378 void CL_Shutdown (void)
2379 {
2380         CL_Screen_Shutdown();
2381         CL_Particles_Shutdown();
2382         CL_Parse_Shutdown();
2383
2384         Mem_FreePool (&cls.permanentmempool);
2385         Mem_FreePool (&cls.levelmempool);
2386 }
2387
2388 /*
2389 =================
2390 CL_Init
2391 =================
2392 */
2393 void CL_Init (void)
2394 {
2395
2396         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2397         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2398
2399         memset(&r_refdef, 0, sizeof(r_refdef));
2400         // max entities sent to renderer per frame
2401         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2402         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2403
2404         // max temp entities
2405         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2406         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2407
2408         CL_InitInput ();
2409
2410 //
2411 // register our commands
2412 //
2413         Cvar_RegisterVariable (&cl_upspeed);
2414         Cvar_RegisterVariable (&cl_forwardspeed);
2415         Cvar_RegisterVariable (&cl_backspeed);
2416         Cvar_RegisterVariable (&cl_sidespeed);
2417         Cvar_RegisterVariable (&cl_movespeedkey);
2418         Cvar_RegisterVariable (&cl_yawspeed);
2419         Cvar_RegisterVariable (&cl_pitchspeed);
2420         Cvar_RegisterVariable (&cl_anglespeedkey);
2421         Cvar_RegisterVariable (&cl_shownet);
2422         Cvar_RegisterVariable (&cl_nolerp);
2423         Cvar_RegisterVariable (&cl_lerpexcess);
2424         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2425         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2426         Cvar_RegisterVariable (&cl_deathfade);
2427         Cvar_RegisterVariable (&lookspring);
2428         Cvar_RegisterVariable (&lookstrafe);
2429         Cvar_RegisterVariable (&sensitivity);
2430         Cvar_RegisterVariable (&freelook);
2431
2432         Cvar_RegisterVariable (&m_pitch);
2433         Cvar_RegisterVariable (&m_yaw);
2434         Cvar_RegisterVariable (&m_forward);
2435         Cvar_RegisterVariable (&m_side);
2436
2437         Cvar_RegisterVariable (&cl_itembobspeed);
2438         Cvar_RegisterVariable (&cl_itembobheight);
2439
2440         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2441         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2442         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2443         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2444         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2445         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2446
2447         // Support Client-side Model Index List
2448         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2449         // Support Client-side Sound Index List
2450         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2451
2452         Cvar_RegisterVariable (&cl_autodemo);
2453         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2454         Cvar_RegisterVariable (&cl_autodemo_delete);
2455
2456         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2457         Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2458
2459         // LordHavoc: added pausedemo
2460         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)");
2461
2462         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2463
2464         Cvar_RegisterVariable(&r_draweffects);
2465         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2466         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2467         Cvar_RegisterVariable(&cl_explosions_size_start);
2468         Cvar_RegisterVariable(&cl_explosions_size_end);
2469         Cvar_RegisterVariable(&cl_explosions_lifetime);
2470         Cvar_RegisterVariable(&cl_stainmaps);
2471         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2472         Cvar_RegisterVariable(&cl_beams_polygons);
2473         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2474         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2475         Cvar_RegisterVariable(&cl_beams_lightatend);
2476         Cvar_RegisterVariable(&cl_noplayershadow);
2477         Cvar_RegisterVariable(&cl_dlights_decayradius);
2478         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2479
2480         Cvar_RegisterVariable(&cl_prydoncursor);
2481         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2482
2483         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2484
2485         // for QW connections
2486         Cvar_RegisterVariable(&qport);
2487         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2488
2489         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2490
2491         Cvar_RegisterVariable(&cl_locs_enable);
2492         Cvar_RegisterVariable(&cl_locs_show);
2493         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)");
2494         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)");
2495         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2496         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2497         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2498
2499         CL_Parse_Init();
2500         CL_Particles_Init();
2501         CL_Screen_Init();
2502
2503         CL_Video_Init();
2504 }
2505
2506
2507