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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
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 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"};
35 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"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t 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)"};
78
79 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"};
80
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_static_entities = 256;
117         cl.max_temp_entities = 512;
118         cl.max_effects = 256;
119         cl.max_beams = 256;
120         cl.max_dlights = MAX_DLIGHTS;
121         cl.max_lightstyle = MAX_LIGHTSTYLES;
122         cl.max_brushmodel_entities = MAX_EDICTS;
123         cl.max_particles = MAX_PARTICLES;
124
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126         i = COM_CheckParm ("-particles");
127         if (i && i < com_argc - 1)
128         {
129                 cl.max_particles = (int)(atoi(com_argv[i+1]));
130                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132         }
133
134         cl.num_dlights = 0;
135         cl.num_effects = 0;
136         cl.num_beams = 0;
137
138         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         if (gamemode == GAME_NEXUIZ)
158         {
159                 VectorSet(cl.playerstandmins, -16, -16, -24);
160                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161                 VectorSet(cl.playercrouchmins, -16, -16, -24);
162                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
163         }
164         else
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
170         }
171
172         // disable until we get textures for it
173         R_ResetSkyBox();
174
175         ent = &cl.entities[0];
176         // entire entity array was cleared, so just fill in a few fields
177         ent->state_current.active = true;
178         ent->render.model = cl.worldmodel = NULL; // no world model yet
179         ent->render.alpha = 1;
180         ent->render.colormap = -1; // no special coloring
181         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183         CL_UpdateRenderEntity(&ent->render);
184
185         // noclip is turned off at start
186         noclip_anglehack = false;
187
188         // mark all frames invalid for delta
189         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
190
191         CL_Screen_NewMap();
192 }
193
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
195 {
196         int i;
197         qboolean fail = false;
198         if (!allowstarkey && key[0] == '*')
199                 fail = true;
200         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
201                 fail = true;
202         for (i = 0;key[i];i++)
203                 if (key[i] <= ' ' || key[i] == '\"')
204                         fail = true;
205         for (i = 0;value[i];i++)
206                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
207                         fail = true;
208         if (fail)
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_VM_ShutDown (void);
279 /*
280 =====================
281 CL_Disconnect
282
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
286 */
287 void CL_Disconnect(void)
288 {
289         if (cls.state == ca_dedicated)
290                 return;
291
292         Con_DPrintf("CL_Disconnect\n");
293
294         CL_VM_ShutDown();
295 // stop sounds (especially looping!)
296         S_StopAllSounds ();
297
298         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
299
300         // clear contents blends
301         cl.cshifts[0].percent = 0;
302         cl.cshifts[1].percent = 0;
303         cl.cshifts[2].percent = 0;
304         cl.cshifts[3].percent = 0;
305
306         cl.worldmodel = NULL;
307
308         CL_Parse_ErrorCleanUp();
309
310         if (cls.demoplayback)
311                 CL_StopPlayback();
312         else if (cls.netcon)
313         {
314                 sizebuf_t buf;
315                 unsigned char bufdata[8];
316                 if (cls.demorecording)
317                         CL_Stop_f();
318
319                 // send disconnect message 3 times to improve chances of server
320                 // receiving it (but it still fails sometimes)
321                 memset(&buf, 0, sizeof(buf));
322                 buf.data = bufdata;
323                 buf.maxsize = sizeof(bufdata);
324                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
325                 {
326                         Con_DPrint("Sending drop command\n");
327                         MSG_WriteByte(&buf, qw_clc_stringcmd);
328                         MSG_WriteString(&buf, "drop");
329                 }
330                 else
331                 {
332                         Con_DPrint("Sending clc_disconnect\n");
333                         MSG_WriteByte(&buf, clc_disconnect);
334                 }
335                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
336                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
337                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338                 NetConn_Close(cls.netcon);
339                 cls.netcon = NULL;
340         }
341         cls.state = ca_disconnected;
342
343         cls.demoplayback = cls.timedemo = false;
344         cls.signon = 0;
345 }
346
347 void CL_Disconnect_f(void)
348 {
349         CL_Disconnect ();
350         if (sv.active)
351                 Host_ShutdownServer ();
352 }
353
354
355
356
357 /*
358 =====================
359 CL_EstablishConnection
360
361 Host should be either "local" or a net address
362 =====================
363 */
364 void CL_EstablishConnection(const char *host)
365 {
366         if (cls.state == ca_dedicated)
367                 return;
368
369         // clear menu's connect error message
370         M_Update_Return_Reason("");
371         cls.demonum = -1;
372
373         // stop demo loop in case this fails
374         CL_Disconnect();
375
376         // if downloads are running, cancel their finishing action
377         Curl_Clear_forthismap();
378
379         // make sure the client ports are open before attempting to connect
380         NetConn_UpdateSockets();
381
382         // run a network frame
383         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
384
385         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
386         {
387                 cls.connect_trying = true;
388                 cls.connect_remainingtries = 3;
389                 cls.connect_nextsendtime = 0;
390                 M_Update_Return_Reason("Trying to connect...");
391                 // run several network frames to jump into the game quickly
392                 //if (sv.active)
393                 //{
394                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
396                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
398                 //}
399         }
400         else
401         {
402                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
403                 M_Update_Return_Reason("No network");
404         }
405 }
406
407 /*
408 ==============
409 CL_PrintEntities_f
410 ==============
411 */
412 static void CL_PrintEntities_f(void)
413 {
414         entity_t *ent;
415         int i, j;
416         char name[32];
417
418         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
419         {
420                 const char* modelname;
421
422                 if (!ent->state_current.active)
423                         continue;
424
425                 if (ent->render.model)
426                         modelname = ent->render.model->name;
427                 else
428                         modelname = "--no model--";
429                 strlcpy(name, modelname, 25);
430                 for (j = (int)strlen(name);j < 25;j++)
431                         name[j] = ' ';
432                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.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);
433         }
434 }
435
436 //static const vec3_t nomodelmins = {-16, -16, -16};
437 //static const vec3_t nomodelmaxs = {16, 16, 16};
438 void CL_UpdateRenderEntity(entity_render_t *ent)
439 {
440         vec3_t org;
441         vec_t scale;
442         model_t *model = ent->model;
443         // update the inverse matrix for the renderer
444         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
445         // update the animation blend state
446         R_LerpAnimation(ent);
447         // we need the matrix origin to center the box
448         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
449         // update entity->render.scale because the renderer needs it
450         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
451         if (model)
452         {
453                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
454 #ifdef MATRIX4x4_OPENGLORIENTATION
455                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
456 #else
457                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
458 #endif
459                 {
460                         // pitch or roll
461                         VectorMA(org, scale, model->rotatedmins, ent->mins);
462                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
463                 }
464 #ifdef MATRIX4x4_OPENGLORIENTATION
465                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
466 #else
467                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
468 #endif
469                 {
470                         // yaw
471                         VectorMA(org, scale, model->yawmins, ent->mins);
472                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
473                 }
474                 else
475                 {
476                         VectorMA(org, scale, model->normalmins, ent->mins);
477                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
478                 }
479         }
480         else
481         {
482                 ent->mins[0] = org[0] - 16;
483                 ent->mins[1] = org[1] - 16;
484                 ent->mins[2] = org[2] - 16;
485                 ent->maxs[0] = org[0] + 16;
486                 ent->maxs[1] = org[1] + 16;
487                 ent->maxs[2] = org[2] + 16;
488         }
489 }
490
491 /*
492 ===============
493 CL_LerpPoint
494
495 Determines the fraction between the last two messages that the objects
496 should be put at.
497 ===============
498 */
499 static float CL_LerpPoint(void)
500 {
501         float f;
502
503         // dropped packet, or start of demo
504         if (cl.mtime[1] < cl.mtime[0] - 0.1)
505                 cl.mtime[1] = cl.mtime[0] - 0.1;
506
507         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
508
509         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510         if (cl.mtime[0] <= cl.mtime[1] || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
511         {
512                 cl.time = cl.mtime[0];
513                 return 1;
514         }
515
516         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
517         return bound(0, f, 1);
518 }
519
520 void CL_ClearTempEntities (void)
521 {
522         cl.num_temp_entities = 0;
523 }
524
525 entity_t *CL_NewTempEntity(void)
526 {
527         entity_t *ent;
528
529         if (r_refdef.numentities >= r_refdef.maxentities)
530                 return NULL;
531         if (cl.num_temp_entities >= cl.max_temp_entities)
532                 return NULL;
533         ent = &cl.temp_entities[cl.num_temp_entities++];
534         memset (ent, 0, sizeof(*ent));
535         r_refdef.entities[r_refdef.numentities++] = &ent->render;
536
537         ent->render.colormap = -1; // no special coloring
538         ent->render.alpha = 1;
539         VectorSet(ent->render.colormod, 1, 1, 1);
540         return ent;
541 }
542
543 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
544 {
545         int i;
546         cl_effect_t *e;
547         if (!modelindex) // sanity check
548                 return;
549         if (framerate < 1)
550         {
551                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
552                 return;
553         }
554         if (framecount < 1)
555         {
556                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
557                 return;
558         }
559         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
560         {
561                 if (e->active)
562                         continue;
563                 e->active = true;
564                 VectorCopy(org, e->origin);
565                 e->modelindex = modelindex;
566                 e->starttime = cl.time;
567                 e->startframe = startframe;
568                 e->endframe = startframe + framecount;
569                 e->framerate = framerate;
570
571                 e->frame = 0;
572                 e->frame1time = cl.time;
573                 e->frame2time = cl.time;
574                 cl.num_effects = max(cl.num_effects, i + 1);
575                 break;
576         }
577 }
578
579 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)
580 {
581         int i;
582         dlight_t *dl;
583
584         /*
585 // first look for an exact key match
586         if (ent)
587         {
588                 dl = cl.dlights;
589                 for (i = 0;i < cl.num_dlights;i++, dl++)
590                         if (dl->ent == ent)
591                                 goto dlightsetup;
592         }
593         */
594
595 // then look for anything else
596         dl = cl.dlights;
597         for (i = 0;i < cl.num_dlights;i++, dl++)
598                 if (!dl->radius)
599                         goto dlightsetup;
600         // if we hit the end of the active dlights and found no gaps, add a new one
601         if (i < MAX_DLIGHTS)
602         {
603                 cl.num_dlights = i + 1;
604                 goto dlightsetup;
605         }
606
607         // unable to find one
608         return;
609
610 dlightsetup:
611         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
612         memset (dl, 0, sizeof(*dl));
613         Matrix4x4_Normalize(&dl->matrix, matrix);
614         dl->ent = ent;
615         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
616         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
617         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
618         Matrix4x4_Scale(&dl->matrix, radius, 1);
619         dl->radius = radius;
620         dl->color[0] = red;
621         dl->color[1] = green;
622         dl->color[2] = blue;
623         dl->initialradius = radius;
624         dl->initialcolor[0] = red;
625         dl->initialcolor[1] = green;
626         dl->initialcolor[2] = blue;
627         dl->decay = decay / radius; // changed decay to be a percentage decrease
628         dl->intensity = 1; // this is what gets decayed
629         if (lifetime)
630                 dl->die = cl.time + lifetime;
631         else
632                 dl->die = 0;
633         if (cubemapnum > 0)
634                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
635         else
636                 dl->cubemapname[0] = 0;
637         dl->style = style;
638         dl->shadow = shadowenable;
639         dl->corona = corona;
640         dl->flags = flags;
641         dl->coronasizescale = coronasizescale;
642         dl->ambientscale = ambientscale;
643         dl->diffusescale = diffusescale;
644         dl->specularscale = specularscale;
645 }
646
647 void CL_DecayLightFlashes(void)
648 {
649         int i, oldmax;
650         dlight_t *dl;
651         float time;
652
653         time = bound(0, cl.time - cl.oldtime, 0.1);
654         oldmax = cl.num_dlights;
655         cl.num_dlights = 0;
656         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
657         {
658                 if (dl->radius)
659                 {
660                         dl->intensity -= time * dl->decay;
661                         if (cl.time < dl->die && dl->intensity > 0)
662                         {
663                                 //dl->radius = dl->initialradius * dl->intensity;
664                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
665                                 cl.num_dlights = i + 1;
666                         }
667                         else
668                                 dl->radius = 0;
669                 }
670         }
671 }
672
673 // called before entity relinking
674 void CL_RelinkLightFlashes(void)
675 {
676         int i, j, k, l;
677         dlight_t *dl;
678         float frac, f;
679
680         if (r_dynamic.integer)
681                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
682                         if (dl->radius)
683                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
684
685 // light animations
686 // 'm' is normal light, 'a' is no light, 'z' is double bright
687         f = cl.time * 10;
688         i = (int)floor(f);
689         frac = f - i;
690         for (j = 0;j < cl.max_lightstyle;j++)
691         {
692                 if (!cl.lightstyle || !cl.lightstyle[j].length)
693                 {
694                         r_refdef.lightstylevalue[j] = 256;
695                         continue;
696                 }
697                 k = i % cl.lightstyle[j].length;
698                 l = (i-1) % cl.lightstyle[j].length;
699                 k = cl.lightstyle[j].map[k] - 'a';
700                 l = cl.lightstyle[j].map[l] - 'a';
701                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
702         }
703 }
704
705 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
706 {
707         float f;
708         entity_t *flag;
709         matrix4x4_t flagmatrix;
710
711         // this code taken from QuakeWorld
712         f = 14;
713         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
714         {
715                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
716                 { //axpain
717                         if      (player->render.frame2 == 29) f = f + 2;
718                         else if (player->render.frame2 == 30) f = f + 8;
719                         else if (player->render.frame2 == 31) f = f + 12;
720                         else if (player->render.frame2 == 32) f = f + 11;
721                         else if (player->render.frame2 == 33) f = f + 10;
722                         else if (player->render.frame2 == 34) f = f + 4;
723                 }
724                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
725                 { // pain
726                         if      (player->render.frame2 == 35) f = f + 2;
727                         else if (player->render.frame2 == 36) f = f + 10;
728                         else if (player->render.frame2 == 37) f = f + 10;
729                         else if (player->render.frame2 == 38) f = f + 8;
730                         else if (player->render.frame2 == 39) f = f + 4;
731                         else if (player->render.frame2 == 40) f = f + 2;
732                 }
733         }
734         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
735         {
736                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
737                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
738                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
739                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
740         }
741         // end of code taken from QuakeWorld
742
743         flag = CL_NewTempEntity();
744         if (!flag)
745                 return;
746
747         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
748         flag->render.skinnum = skin;
749         flag->render.colormap = -1; // no special coloring
750         flag->render.alpha = 1;
751         VectorSet(flag->render.colormod, 1, 1, 1);
752         // attach the flag to the player matrix
753         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
754         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
755         CL_UpdateRenderEntity(&flag->render);
756 }
757
758 matrix4x4_t viewmodelmatrix;
759
760 static const vec3_t muzzleflashorigin = {18, 0, 0};
761
762 extern void V_DriftPitch(void);
763 extern void V_FadeViewFlashs(void);
764 extern void V_CalcViewBlend(void);
765 extern void V_CalcRefdef(void);
766
767 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
768 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
769 {
770         const matrix4x4_t *matrix;
771         matrix4x4_t blendmatrix, tempmatrix, matrix2;
772         //matrix4x4_t dlightmatrix;
773         int j, k, l;
774         float origin[3], angles[3], delta[3], lerp, d;
775         entity_t *t;
776         model_t *model;
777         //entity_persistent_t *p = &e->persistent;
778         //entity_render_t *r = &e->render;
779         // skip inactive entities and world
780         if (!e->state_current.active || e == cl.entities)
781                 return;
782         if (recursionlimit < 1)
783                 return;
784         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
785         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
786         e->render.flags = e->state_current.flags;
787         e->render.effects = e->state_current.effects;
788         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
789         if (e->state_current.flags & RENDER_COLORMAPPED)
790         {
791                 int cb;
792                 unsigned char *cbcolor;
793                 e->render.colormap = e->state_current.colormap;
794                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
795                 cbcolor = (unsigned char *) (&palette_complete[cb]);
796                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
797                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
798                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
799                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
800                 cbcolor = (unsigned char *) (&palette_complete[cb]);
801                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
802                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
803                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
804         }
805         else if (e->state_current.colormap && cl.scores != NULL)
806         {
807                 int cb;
808                 unsigned char *cbcolor;
809                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
810                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
811                 cbcolor = (unsigned char *) (&palette_complete[cb]);
812                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
813                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
814                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
815                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
816                 cbcolor = (unsigned char *) (&palette_complete[cb]);
817                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
818                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
819                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
820         }
821         else
822         {
823                 e->render.colormap = -1; // no special coloring
824                 VectorClear(e->render.colormap_pantscolor);
825                 VectorClear(e->render.colormap_shirtcolor);
826         }
827         e->render.skinnum = e->state_current.skin;
828         if (e->state_current.tagentity)
829         {
830                 // attached entity (gun held in player model's hand, etc)
831                 // if the tag entity is currently impossible, skip it
832                 if (e->state_current.tagentity >= cl.num_entities)
833                         return;
834                 t = cl.entities + e->state_current.tagentity;
835                 // if the tag entity is inactive, skip it
836                 if (!t->state_current.active)
837                         return;
838                 // update the parent first
839                 CL_UpdateNetworkEntity(t, recursionlimit - 1);
840                 // make relative to the entity
841                 matrix = &t->render.matrix;
842                 // some properties of the tag entity carry over
843                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
844                 // if a valid tagindex is used, make it relative to that tag instead
845                 // FIXME: use a model function to get tag info (need to handle skeletal)
846                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
847                 {
848                         // blend the matrices
849                         memset(&blendmatrix, 0, sizeof(blendmatrix));
850                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
851                         {
852                                 matrix4x4_t tagmatrix;
853                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
854                                 d = t->render.frameblend[j].lerp;
855                                 for (l = 0;l < 4;l++)
856                                         for (k = 0;k < 4;k++)
857                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
858                         }
859                         // concat the tag matrices onto the entity matrix
860                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
861                         // use the constructed tag matrix
862                         matrix = &tempmatrix;
863                 }
864         }
865         else if (e->render.flags & RENDER_VIEWMODEL)
866         {
867                 // view-relative entity (guns and such)
868                 matrix = &viewmodelmatrix;
869         }
870         else
871         {
872                 // world-relative entity (the normal kind)
873                 matrix = &identitymatrix;
874         }
875
876         // movement lerp
877         // if it's the player entity, update according to client movement
878         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
879         {
880                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
881                 lerp = bound(0, lerp, 1);
882                 if (cl_nolerp.integer)
883                         lerp = 1;
884                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
885                 VectorSet(angles, 0, cl.viewangles[1], 0);
886         }
887         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
888         {
889                 // interpolate the origin and angles
890                 lerp = max(0, lerp);
891                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
892                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
893                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
894                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
895                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
896                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
897         }
898         else
899         {
900                 // no interpolation
901                 VectorCopy(e->persistent.neworigin, origin);
902                 VectorCopy(e->persistent.newangles, angles);
903         }
904
905         // model setup and some modelflags
906         if(e->state_current.modelindex < MAX_MODELS)
907                 e->render.model = cl.model_precache[e->state_current.modelindex];
908         if (e->render.model)
909         {
910                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
911                 if (e->render.model->type == mod_alias)
912                         angles[0] = -angles[0];
913                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
914                 {
915                         angles[1] = ANGLEMOD(100*cl.time);
916                         if (cl_itembobheight.value)
917                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
918                 }
919                 // transfer certain model flags to effects
920                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
921                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
922                         VectorScale(e->render.colormod, 2, e->render.colormod);
923         }
924         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
925         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
926                 angles[0] = -angles[0];
927
928         // animation lerp
929         if (e->render.frame2 == e->state_current.frame)
930         {
931                 // update frame lerp fraction
932                 e->render.framelerp = 1;
933                 if (e->render.frame2time > e->render.frame1time)
934                 {
935                         // make sure frame lerp won't last longer than 100ms
936                         // (this mainly helps with models that use framegroups and
937                         // switch between them infrequently)
938                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
939                         e->render.framelerp = bound(0, e->render.framelerp, 1);
940                 }
941         }
942         else
943         {
944                 // begin a new frame lerp
945                 e->render.frame1 = e->render.frame2;
946                 e->render.frame1time = e->render.frame2time;
947                 e->render.frame = e->render.frame2 = e->state_current.frame;
948                 e->render.frame2time = cl.time;
949                 e->render.framelerp = 0;
950         }
951
952         // set up the render matrix
953         if (matrix)
954         {
955                 // attached entity, this requires a matrix multiply (concat)
956                 // FIXME: e->render.scale should go away
957                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
958                 // concat the matrices to make the entity relative to its tag
959                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
960                 // get the origin from the new matrix
961                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
962         }
963         else
964         {
965                 // unattached entities are faster to process
966                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
967         }
968
969         // make the other useful stuff
970         CL_UpdateRenderEntity(&e->render);
971
972         // tenebrae's sprites are all additive mode (weird)
973         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
974                 e->render.effects |= EF_ADDITIVE;
975         // player model is only shown with chase_active on
976         if (e->state_current.number == cl.viewentity)
977                 e->render.flags |= RENDER_EXTERIORMODEL;
978         // transparent stuff can't be lit during the opaque stage
979         if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
980                 e->render.flags |= RENDER_TRANSPARENT;
981         // double sided rendering mode causes backfaces to be visible
982         // (mostly useful on transparent stuff)
983         if (e->render.effects & EF_DOUBLESIDED)
984                 e->render.flags |= RENDER_NOCULLFACE;
985         // either fullbright or lit
986         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
987                 e->render.flags |= RENDER_LIGHT;
988         // hide player shadow during intermission or nehahra movie
989         if (!(e->render.effects & EF_NOSHADOW)
990          && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
991          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
992                 e->render.flags |= RENDER_SHADOW;
993 }
994
995 // creates light and trails from an entity
996 void CL_UpdateNetworkEntityTrail(entity_t *e)
997 {
998         //matrix4x4_t dlightmatrix;
999         effectnameindex_t trailtype;
1000         vec3_t origin;
1001
1002         // bmodels are treated specially since their origin is usually '0 0 0' and
1003         // their actual geometry is far from '0 0 0'
1004         if (e->render.model && e->render.model->soundfromcenter)
1005         {
1006                 vec3_t o;
1007                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1008                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1009         }
1010
1011         // handle particle trails and such effects now that we know where this
1012         // entity is in the world...
1013         trailtype = EFFECT_NONE;
1014         // LordHavoc: if the entity has no effects, don't check each
1015         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1016         {
1017                 if (e->render.effects & EF_BRIGHTFIELD)
1018                 {
1019                         if (gamemode == GAME_NEXUIZ)
1020                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1021                         else
1022                                 CL_EntityParticles(e);
1023                 }
1024                 if (e->render.effects & EF_FLAME)
1025                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1026                 if (e->render.effects & EF_STARDUST)
1027                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1028                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1029                 {
1030                         // these are only set on player entities
1031                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1032                 }
1033         }
1034         // muzzleflash fades over time
1035         if (e->persistent.muzzleflash > 0)
1036                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1037         // LordHavoc: if the model has no flags, don't check each
1038         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1039         {
1040                 if (e->render.model->flags & EF_GIB)
1041                         trailtype = EFFECT_TR_BLOOD;
1042                 else if (e->render.model->flags & EF_ZOMGIB)
1043                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1044                 else if (e->render.model->flags & EF_TRACER)
1045                         trailtype = EFFECT_TR_WIZSPIKE;
1046                 else if (e->render.model->flags & EF_TRACER2)
1047                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1048                 else if (e->render.model->flags & EF_ROCKET)
1049                         trailtype = EFFECT_TR_ROCKET;
1050                 else if (e->render.model->flags & EF_GRENADE)
1051                 {
1052                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1053                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1054                 }
1055                 else if (e->render.model->flags & EF_TRACER3)
1056                         trailtype = EFFECT_TR_VORESPIKE;
1057         }
1058         // do trails
1059         if (e->render.flags & RENDER_GLOWTRAIL)
1060                 trailtype = EFFECT_TR_GLOWTRAIL;
1061         if (trailtype)
1062         {
1063                 float len;
1064                 vec3_t vel;
1065                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1066                 len = e->state_current.time - e->state_previous.time;
1067                 if (len > 0)
1068                         len = 1.0f / len;
1069                 VectorScale(vel, len, vel);
1070                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1071         }
1072         VectorCopy(origin, e->persistent.trail_origin);
1073 }
1074
1075
1076 /*
1077 ===============
1078 CL_UpdateEntities
1079 ===============
1080 */
1081 void CL_UpdateEntities(void)
1082 {
1083         entity_t *ent;
1084         int i;
1085
1086         // process network entities
1087         // first link the player
1088         CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
1089
1090         // set up the view
1091         V_CalcRefdef();
1092
1093         // start on the entity after the world
1094         // skip the player entity because it was already processed
1095         for (i = 1;i < cl.num_entities;i++)
1096         {
1097                 if (cl.entities_active[i])
1098                 {
1099                         ent = cl.entities + i;
1100                         if (ent->state_current.active)
1101                         {
1102                                 CL_UpdateNetworkEntity(ent, 32);
1103                                 // view models should never create light/trails
1104                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1105                                         CL_UpdateNetworkEntityTrail(ent);
1106                                 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1107                                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1108                         }
1109                         else
1110                                 cl.entities_active[i] = false;
1111                 }
1112         }
1113
1114         ent = &cl.viewent;
1115         ent->state_previous = ent->state_current;
1116         ent->state_current = defaultstate;
1117         ent->state_current.time = cl.time;
1118         ent->state_current.number = -1;
1119         ent->state_current.active = true;
1120         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1121         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1122         ent->state_current.flags = RENDER_VIEWMODEL;
1123         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1124                 ent->state_current.modelindex = 0;
1125         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1126         {
1127                 if (gamemode == GAME_TRANSFUSION)
1128                         ent->state_current.alpha = 128;
1129                 else
1130                         ent->state_current.modelindex = 0;
1131         }
1132         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1133         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1134
1135         // reset animation interpolation on weaponmodel if model changed
1136         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1137         {
1138                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1139                 ent->render.frame1time = ent->render.frame2time = cl.time;
1140                 ent->render.framelerp = 1;
1141         }
1142         CL_UpdateNetworkEntity(ent, 32);
1143 }
1144
1145 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1146 void CL_LinkNetworkEntity(entity_t *e)
1147 {
1148         effectnameindex_t trailtype;
1149         vec3_t origin;
1150         vec3_t dlightcolor;
1151         vec_t dlightradius;
1152
1153         // skip inactive entities and world
1154         if (!e->state_current.active || e == cl.entities)
1155                 return;
1156         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1157         {
1158                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1159                         return;
1160         }
1161         else
1162         {
1163                 // if the tag entity is currently impossible, skip it
1164                 if (e->state_current.tagentity >= cl.num_entities)
1165                         return;
1166                 // if the tag entity is inactive, skip it
1167                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1168                         return;
1169         }
1170
1171         // create entity dlights associated with this entity
1172         if (e->render.model && e->render.model->soundfromcenter)
1173         {
1174                 // bmodels are treated specially since their origin is usually '0 0 0'
1175                 vec3_t o;
1176                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1177                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1178         }
1179         else
1180                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1181         trailtype = EFFECT_NONE;
1182         dlightradius = 0;
1183         dlightcolor[0] = 0;
1184         dlightcolor[1] = 0;
1185         dlightcolor[2] = 0;
1186         // LordHavoc: if the entity has no effects, don't check each
1187         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1188         {
1189                 if (e->render.effects & EF_BRIGHTFIELD)
1190                 {
1191                         if (gamemode == GAME_NEXUIZ)
1192                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1193                 }
1194                 if (e->render.effects & EF_DIMLIGHT)
1195                 {
1196                         dlightradius = max(dlightradius, 200);
1197                         dlightcolor[0] += 1.50f;
1198                         dlightcolor[1] += 1.50f;
1199                         dlightcolor[2] += 1.50f;
1200                 }
1201                 if (e->render.effects & EF_BRIGHTLIGHT)
1202                 {
1203                         dlightradius = max(dlightradius, 400);
1204                         dlightcolor[0] += 3.00f;
1205                         dlightcolor[1] += 3.00f;
1206                         dlightcolor[2] += 3.00f;
1207                 }
1208                 // LordHavoc: more effects
1209                 if (e->render.effects & EF_RED) // red
1210                 {
1211                         dlightradius = max(dlightradius, 200);
1212                         dlightcolor[0] += 1.50f;
1213                         dlightcolor[1] += 0.15f;
1214                         dlightcolor[2] += 0.15f;
1215                 }
1216                 if (e->render.effects & EF_BLUE) // blue
1217                 {
1218                         dlightradius = max(dlightradius, 200);
1219                         dlightcolor[0] += 0.15f;
1220                         dlightcolor[1] += 0.15f;
1221                         dlightcolor[2] += 1.50f;
1222                 }
1223                 if (e->render.effects & EF_FLAME)
1224                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1225                 if (e->render.effects & EF_STARDUST)
1226                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1227         }
1228         // muzzleflash fades over time, and is offset a bit
1229         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1230         {
1231                 vec3_t v2;
1232                 vec3_t color;
1233                 trace_t trace;
1234                 matrix4x4_t tempmatrix;
1235                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1236                 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1237                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1238                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1239                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1240                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1241                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1242         }
1243         // LordHavoc: if the model has no flags, don't check each
1244         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1245         {
1246                 if (e->render.model->flags & EF_GIB)
1247                         trailtype = EFFECT_TR_BLOOD;
1248                 else if (e->render.model->flags & EF_ZOMGIB)
1249                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1250                 else if (e->render.model->flags & EF_TRACER)
1251                         trailtype = EFFECT_TR_WIZSPIKE;
1252                 else if (e->render.model->flags & EF_TRACER2)
1253                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1254                 else if (e->render.model->flags & EF_ROCKET)
1255                         trailtype = EFFECT_TR_ROCKET;
1256                 else if (e->render.model->flags & EF_GRENADE)
1257                 {
1258                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1259                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1260                 }
1261                 else if (e->render.model->flags & EF_TRACER3)
1262                         trailtype = EFFECT_TR_VORESPIKE;
1263         }
1264         // LordHavoc: customizable glow
1265         if (e->state_current.glowsize)
1266         {
1267                 // * 4 for the expansion from 0-255 to 0-1023 range,
1268                 // / 255 to scale down byte colors
1269                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1270                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1271         }
1272         // make the glow dlight
1273         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1274         {
1275                 matrix4x4_t dlightmatrix;
1276                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1277                 // hack to make glowing player light shine on their gun
1278                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1279                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1280                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1281                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1282         }
1283         // custom rtlight
1284         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1285         {
1286                 matrix4x4_t dlightmatrix;
1287                 float light[4];
1288                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1289                 light[3] = e->state_current.light[3];
1290                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1291                         VectorSet(light, 1, 1, 1);
1292                 if (light[3] == 0)
1293                         light[3] = 350;
1294                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1295                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1296                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1297                 R_RTLight_Update(&r_refdef.lights[r_refdef.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);
1298         }
1299         // do trail light
1300         if (e->render.flags & RENDER_GLOWTRAIL)
1301                 trailtype = EFFECT_TR_GLOWTRAIL;
1302         if (trailtype)
1303                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1304
1305         // don't show entities with no modelindex (note: this still shows
1306         // entities which have a modelindex that resolved to a NULL model)
1307         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1308                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1309         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1310         //      Matrix4x4_Print(&e->render.matrix);
1311 }
1312
1313 void CL_RelinkWorld(void)
1314 {
1315         entity_t *ent = &cl.entities[0];
1316         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1317         // FIXME: this should be done at load
1318         ent->render.matrix = identitymatrix;
1319         CL_UpdateRenderEntity(&ent->render);
1320         ent->render.flags = RENDER_SHADOW;
1321         if (!r_fullbright.integer)
1322                 ent->render.flags |= RENDER_LIGHT;
1323         VectorSet(ent->render.colormod, 1, 1, 1);
1324         r_refdef.worldentity = &ent->render;
1325         r_refdef.worldmodel = cl.worldmodel;
1326 }
1327
1328 static void CL_RelinkStaticEntities(void)
1329 {
1330         int i;
1331         entity_t *e;
1332         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1333         {
1334                 e->render.flags = 0;
1335                 // if the model was not loaded when the static entity was created we
1336                 // need to re-fetch the model pointer
1337                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1338                 CL_UpdateRenderEntity(&e->render);
1339                 // transparent stuff can't be lit during the opaque stage
1340                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1341                         e->render.flags |= RENDER_TRANSPARENT;
1342                 // either fullbright or lit
1343                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1344                         e->render.flags |= RENDER_LIGHT;
1345                 // hide player shadow during intermission or nehahra movie
1346                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1347                         e->render.flags |= RENDER_SHADOW;
1348                 VectorSet(e->render.colormod, 1, 1, 1);
1349                 R_LerpAnimation(&e->render);
1350                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1351         }
1352 }
1353
1354 /*
1355 ===============
1356 CL_RelinkEntities
1357 ===============
1358 */
1359 static void CL_RelinkNetworkEntities(void)
1360 {
1361         entity_t *ent;
1362         int i;
1363
1364         // start on the entity after the world
1365         for (i = 1;i < cl.num_entities;i++)
1366         {
1367                 if (cl.entities_active[i])
1368                 {
1369                         ent = cl.entities + i;
1370                         if (ent->state_current.active)
1371                                 CL_LinkNetworkEntity(ent);
1372                         else
1373                                 cl.entities_active[i] = false;
1374                 }
1375         }
1376 }
1377
1378 static void CL_RelinkEffects(void)
1379 {
1380         int i, intframe;
1381         cl_effect_t *e;
1382         entity_t *ent;
1383         float frame;
1384
1385         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1386         {
1387                 if (e->active)
1388                 {
1389                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1390                         intframe = (int)frame;
1391                         if (intframe < 0 || intframe >= e->endframe)
1392                         {
1393                                 memset(e, 0, sizeof(*e));
1394                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1395                                         cl.num_effects--;
1396                                 continue;
1397                         }
1398
1399                         if (intframe != e->frame)
1400                         {
1401                                 e->frame = intframe;
1402                                 e->frame1time = e->frame2time;
1403                                 e->frame2time = cl.time;
1404                         }
1405
1406                         // if we're drawing effects, get a new temp entity
1407                         // (NewTempEntity adds it to the render entities list for us)
1408                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1409                         {
1410                                 // interpolation stuff
1411                                 ent->render.frame1 = intframe;
1412                                 ent->render.frame2 = intframe + 1;
1413                                 if (ent->render.frame2 >= e->endframe)
1414                                         ent->render.frame2 = -1; // disappear
1415                                 ent->render.framelerp = frame - intframe;
1416                                 ent->render.frame1time = e->frame1time;
1417                                 ent->render.frame2time = e->frame2time;
1418
1419                                 // normal stuff
1420                                 if(e->modelindex < MAX_MODELS)
1421                                         ent->render.model = cl.model_precache[e->modelindex];
1422                                 else
1423                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1424                                 ent->render.frame = ent->render.frame2;
1425                                 ent->render.colormap = -1; // no special coloring
1426                                 ent->render.alpha = 1;
1427                                 VectorSet(ent->render.colormod, 1, 1, 1);
1428
1429                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1430                                 CL_UpdateRenderEntity(&ent->render);
1431                         }
1432                 }
1433         }
1434 }
1435
1436 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1437 {
1438         VectorCopy(b->start, start);
1439         VectorCopy(b->end, end);
1440
1441         // if coming from the player, update the start position
1442         if (b->entity == cl.viewentity)
1443         {
1444                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1445                 {
1446                         // LordHavoc: this is a stupid hack from Quake that makes your
1447                         // lightning appear to come from your waist and cover less of your
1448                         // view
1449                         // in Quake this hack was applied to all players (causing the
1450                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1451                         // only applies to your own lightning, and only in first person
1452                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1453                 }
1454                 if (cl_beams_instantaimhack.integer)
1455                 {
1456                         vec3_t dir, localend;
1457                         vec_t len;
1458                         // LordHavoc: this updates the beam direction to match your
1459                         // viewangles
1460                         VectorSubtract(end, start, dir);
1461                         len = VectorLength(dir);
1462                         VectorNormalize(dir);
1463                         VectorSet(localend, len, 0, 0);
1464                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1465                 }
1466         }
1467 }
1468
1469 void CL_RelinkBeams(void)
1470 {
1471         int i;
1472         beam_t *b;
1473         vec3_t dist, org, start, end;
1474         float d;
1475         entity_t *ent;
1476         float yaw, pitch;
1477         float forward;
1478         matrix4x4_t tempmatrix;
1479
1480         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1481         {
1482                 if (!b->model)
1483                         continue;
1484                 if (b->endtime < cl.time)
1485                 {
1486                         b->model = NULL;
1487                         continue;
1488                 }
1489
1490                 CL_Beam_CalculatePositions(b, start, end);
1491
1492                 if (b->lightning)
1493                 {
1494                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1495                         {
1496                                 // FIXME: create a matrix from the beam start/end orientation
1497                                 vec3_t dlightcolor;
1498                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1499                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1500                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1501                         }
1502                         if (cl_beams_polygons.integer)
1503                                 continue;
1504                 }
1505
1506                 // calculate pitch and yaw
1507                 // (this is similar to the QuakeC builtin function vectoangles)
1508                 VectorSubtract(end, start, dist);
1509                 if (dist[1] == 0 && dist[0] == 0)
1510                 {
1511                         yaw = 0;
1512                         if (dist[2] > 0)
1513                                 pitch = 90;
1514                         else
1515                                 pitch = 270;
1516                 }
1517                 else
1518                 {
1519                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1520                         if (yaw < 0)
1521                                 yaw += 360;
1522
1523                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1524                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1525                         if (pitch < 0)
1526                                 pitch += 360;
1527                 }
1528
1529                 // add new entities for the lightning
1530                 VectorCopy (start, org);
1531                 d = VectorNormalizeLength(dist);
1532                 while (d > 0)
1533                 {
1534                         ent = CL_NewTempEntity ();
1535                         if (!ent)
1536                                 return;
1537                         //VectorCopy (org, ent->render.origin);
1538                         ent->render.model = b->model;
1539                         //ent->render.effects = EF_FULLBRIGHT;
1540                         //ent->render.angles[0] = pitch;
1541                         //ent->render.angles[1] = yaw;
1542                         //ent->render.angles[2] = rand()%360;
1543                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1544                         CL_UpdateRenderEntity(&ent->render);
1545                         VectorMA(org, 30, dist, org);
1546                         d -= 30;
1547                 }
1548         }
1549
1550         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1551                 cl.num_beams--;
1552 }
1553
1554 static void CL_RelinkQWNails(void)
1555 {
1556         int i;
1557         vec_t *v;
1558         entity_t *ent;
1559
1560         for (i = 0;i < cl.qw_num_nails;i++)
1561         {
1562                 v = cl.qw_nails[i];
1563
1564                 // if we're drawing effects, get a new temp entity
1565                 // (NewTempEntity adds it to the render entities list for us)
1566                 if (!(ent = CL_NewTempEntity()))
1567                         continue;
1568
1569                 // normal stuff
1570                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1571                 ent->render.colormap = -1; // no special coloring
1572                 ent->render.alpha = 1;
1573                 VectorSet(ent->render.colormod, 1, 1, 1);
1574
1575                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1576                 CL_UpdateRenderEntity(&ent->render);
1577         }
1578 }
1579
1580 void CL_LerpPlayer(float frac)
1581 {
1582         int i;
1583
1584         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1585         for (i = 0;i < 3;i++)
1586         {
1587                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1588                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1589                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1590         }
1591
1592         // interpolate the angles if playing a demo or spectating someone
1593         if (cls.demoplayback || cl.fixangle[0])
1594         {
1595                 for (i = 0;i < 3;i++)
1596                 {
1597                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1598                         if (d > 180)
1599                                 d -= 360;
1600                         else if (d < -180)
1601                                 d += 360;
1602                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1603                 }
1604         }
1605 }
1606
1607 void CSQC_RelinkAllEntities (int drawmask)
1608 {
1609         // link stuff
1610         CL_RelinkWorld();
1611         CL_RelinkStaticEntities();
1612         CL_RelinkBeams();
1613         CL_RelinkEffects();
1614
1615         // link stuff
1616         if (drawmask & ENTMASK_ENGINE)
1617         {
1618                 CL_RelinkNetworkEntities();
1619                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1620                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1621                 CL_RelinkQWNails();
1622         }
1623
1624         // update view blend
1625         V_CalcViewBlend();
1626 }
1627
1628 /*
1629 ===============
1630 CL_ReadFromServer
1631
1632 Read all incoming data from the server
1633 ===============
1634 */
1635 extern void CL_StairSmoothing(void);//view.c
1636
1637 int CL_ReadFromServer(void)
1638 {
1639         CL_ReadDemoMessage();
1640         CL_SendMove();
1641
1642         r_refdef.time = cl.time;
1643         r_refdef.extraupdate = !r_speeds.integer;
1644         r_refdef.numentities = 0;
1645         r_refdef.numlights = 0;
1646         r_view.matrix = identitymatrix;
1647
1648         cl.num_brushmodel_entities = 0;
1649
1650         if (cls.state == ca_connected && cls.signon == SIGNONS)
1651         {
1652                 // prepare for a new frame
1653                 CL_LerpPlayer(CL_LerpPoint());
1654                 CL_DecayLightFlashes();
1655                 CL_ClearTempEntities();
1656                 V_DriftPitch();
1657                 V_FadeViewFlashs();
1658
1659                 // now update all the network entities and the view matrix
1660                 CL_UpdateEntities();
1661
1662                 CL_RelinkLightFlashes();
1663                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1664
1665                 CL_StairSmoothing();
1666
1667                 // move particles
1668                 CL_MoveParticles();
1669                 R_MoveExplosions();
1670
1671                 // update the r_refdef time again because cl.time may have changed in
1672                 // CL_LerpPoint()
1673                 r_refdef.time = cl.time;
1674         }
1675
1676         return 0;
1677 }
1678
1679 // LordHavoc: pausedemo command
1680 static void CL_PauseDemo_f (void)
1681 {
1682         cls.demopaused = !cls.demopaused;
1683         if (cls.demopaused)
1684                 Con_Print("Demo paused\n");
1685         else
1686                 Con_Print("Demo unpaused\n");
1687 }
1688
1689 /*
1690 ======================
1691 CL_Fog_f
1692 ======================
1693 */
1694 static void CL_Fog_f (void)
1695 {
1696         if (Cmd_Argc () == 1)
1697         {
1698                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1699                 return;
1700         }
1701         r_refdef.fog_density = atof(Cmd_Argv(1));
1702         r_refdef.fog_red = atof(Cmd_Argv(2));
1703         r_refdef.fog_green = atof(Cmd_Argv(3));
1704         r_refdef.fog_blue = atof(Cmd_Argv(4));
1705 }
1706
1707 /*
1708 ====================
1709 CL_TimeRefresh_f
1710
1711 For program optimization
1712 ====================
1713 */
1714 static void CL_TimeRefresh_f (void)
1715 {
1716         int i;
1717         float timestart, timedelta, oldangles[3];
1718
1719         r_refdef.extraupdate = false;
1720         VectorCopy(cl.viewangles, oldangles);
1721         VectorClear(cl.viewangles);
1722
1723         timestart = Sys_DoubleTime();
1724         for (i = 0;i < 128;i++)
1725         {
1726                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1727                 CL_UpdateScreen();
1728         }
1729         timedelta = Sys_DoubleTime() - timestart;
1730
1731         VectorCopy(oldangles, cl.viewangles);
1732         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1733 }
1734
1735 /*
1736 ===========
1737 CL_Shutdown
1738 ===========
1739 */
1740 void CL_Shutdown (void)
1741 {
1742         CL_Particles_Shutdown();
1743         CL_Parse_Shutdown();
1744
1745         Mem_FreePool (&cls.permanentmempool);
1746         Mem_FreePool (&cls.levelmempool);
1747 }
1748
1749 /*
1750 =================
1751 CL_Init
1752 =================
1753 */
1754 void CL_Init (void)
1755 {
1756         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1757         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1758
1759         memset(&r_refdef, 0, sizeof(r_refdef));
1760         // max entities sent to renderer per frame
1761         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1762         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1763
1764         CL_InitInput ();
1765
1766 //
1767 // register our commands
1768 //
1769         Cvar_RegisterVariable (&cl_upspeed);
1770         Cvar_RegisterVariable (&cl_forwardspeed);
1771         Cvar_RegisterVariable (&cl_backspeed);
1772         Cvar_RegisterVariable (&cl_sidespeed);
1773         Cvar_RegisterVariable (&cl_movespeedkey);
1774         Cvar_RegisterVariable (&cl_yawspeed);
1775         Cvar_RegisterVariable (&cl_pitchspeed);
1776         Cvar_RegisterVariable (&cl_anglespeedkey);
1777         Cvar_RegisterVariable (&cl_shownet);
1778         Cvar_RegisterVariable (&cl_nolerp);
1779         Cvar_RegisterVariable (&lookspring);
1780         Cvar_RegisterVariable (&lookstrafe);
1781         Cvar_RegisterVariable (&sensitivity);
1782         Cvar_RegisterVariable (&freelook);
1783
1784         Cvar_RegisterVariable (&m_pitch);
1785         Cvar_RegisterVariable (&m_yaw);
1786         Cvar_RegisterVariable (&m_forward);
1787         Cvar_RegisterVariable (&m_side);
1788
1789         Cvar_RegisterVariable (&cl_itembobspeed);
1790         Cvar_RegisterVariable (&cl_itembobheight);
1791
1792         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1793         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1794         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1795         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1796         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1797         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1798
1799 #ifdef AUTODEMO_BROKEN
1800         Cvar_RegisterVariable (&cl_autodemo);
1801         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1802 #endif
1803
1804         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1805
1806         // LordHavoc: added pausedemo
1807         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)");
1808
1809         Cvar_RegisterVariable(&r_draweffects);
1810         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1811         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1812         Cvar_RegisterVariable(&cl_explosions_size_start);
1813         Cvar_RegisterVariable(&cl_explosions_size_end);
1814         Cvar_RegisterVariable(&cl_explosions_lifetime);
1815         Cvar_RegisterVariable(&cl_stainmaps);
1816         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1817         Cvar_RegisterVariable(&cl_beams_polygons);
1818         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1819         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1820         Cvar_RegisterVariable(&cl_beams_lightatend);
1821         Cvar_RegisterVariable(&cl_noplayershadow);
1822
1823         Cvar_RegisterVariable(&cl_prydoncursor);
1824
1825         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1826
1827         // for QW connections
1828         Cvar_RegisterVariable(&qport);
1829         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1830
1831         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1832
1833         CL_Parse_Init();
1834         CL_Particles_Init();
1835         CL_Screen_Init();
1836
1837         CL_Video_Init();
1838 }
1839
1840
1841