Configure all of the CL_MeshEntities* meshes the same, the material flags decide...
[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_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
147         cl.max_showlmps = 0;
148
149         cl.num_dlights = 0;
150         cl.num_effects = 0;
151         cl.num_beams = 0;
152
153         cl.csqcrenderentities = NULL;
154         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164         cl.showlmps = NULL;
165
166         // LordHavoc: have to set up the baseline info for alpha and other stuff
167         for (i = 0;i < cl.max_entities;i++)
168         {
169                 cl.entities[i].state_baseline = defaultstate;
170                 cl.entities[i].state_previous = defaultstate;
171                 cl.entities[i].state_current = defaultstate;
172         }
173
174         if (IS_NEXUIZ_DERIVED(gamemode))
175         {
176                 VectorSet(cl.playerstandmins, -16, -16, -24);
177                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178                 VectorSet(cl.playercrouchmins, -16, -16, -24);
179                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
180         }
181         else
182         {
183                 VectorSet(cl.playerstandmins, -16, -16, -24);
184                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185                 VectorSet(cl.playercrouchmins, -16, -16, -24);
186                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187         }
188
189         // disable until we get textures for it
190         R_ResetSkyBox();
191
192         ent = &cl.entities[0];
193         // entire entity array was cleared, so just fill in a few fields
194         ent->state_current.active = true;
195         ent->render.model = cl.worldmodel = NULL; // no world model yet
196         ent->render.alpha = 1;
197         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199         ent->render.allowdecals = true;
200         CL_UpdateRenderEntity(&ent->render);
201
202         // noclip is turned off at start
203         noclip_anglehack = false;
204
205         // mark all frames invalid for delta
206         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207
208         // set bestweapon data back to Quake data
209         IN_BestWeapon_ResetData();
210
211         CL_Screen_NewMap();
212 }
213
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 {
216         int i;
217         qboolean fail = false;
218         char vabuf[1024];
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(vabuf, sizeof(vabuf), "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(vabuf, sizeof(vabuf), "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(vabuf, sizeof(vabuf), "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(vabuf, sizeof(vabuf), "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(vabuf, sizeof(vabuf), "rate \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "rate_burstsize"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
275                 }
276         }
277 }
278
279 void CL_ExpandEntities(int num)
280 {
281         int i, oldmaxentities;
282         entity_t *oldentities;
283         if (num >= cl.max_entities)
284         {
285                 if (!cl.entities)
286                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
287                 if (num >= MAX_EDICTS)
288                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
289                 oldmaxentities = cl.max_entities;
290                 oldentities = cl.entities;
291                 cl.max_entities = (num & ~255) + 256;
292                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
293                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
294                 Mem_Free(oldentities);
295                 for (i = oldmaxentities;i < cl.max_entities;i++)
296                 {
297                         cl.entities[i].state_baseline = defaultstate;
298                         cl.entities[i].state_previous = defaultstate;
299                         cl.entities[i].state_current = defaultstate;
300                 }
301         }
302 }
303
304 void CL_ExpandCSQCRenderEntities(int num)
305 {
306         int i;
307         int oldmaxcsqcrenderentities;
308         entity_render_t *oldcsqcrenderentities;
309         if (num >= cl.max_csqcrenderentities)
310         {
311                 if (num >= MAX_EDICTS)
312                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
313                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
314                 oldcsqcrenderentities = cl.csqcrenderentities;
315                 cl.max_csqcrenderentities = (num & ~255) + 256;
316                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
317                 if (oldcsqcrenderentities)
318                 {
319                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
320                         for (i = 0;i < r_refdef.scene.numentities;i++)
321                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
322                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
323                         Mem_Free(oldcsqcrenderentities);
324                 }
325         }
326 }
327
328 /*
329 =====================
330 CL_Disconnect
331
332 Sends a disconnect message to the server
333 This is also called on Host_Error, so it shouldn't cause any errors
334 =====================
335 */
336 void CL_Disconnect(void)
337 {
338         if (cls.state == ca_dedicated)
339                 return;
340
341         if (COM_CheckParm("-profilegameonly"))
342                 Sys_AllowProfiling(false);
343
344         Curl_Clear_forthismap();
345
346         Con_DPrintf("CL_Disconnect\n");
347
348     Cvar_SetValueQuick(&csqc_progcrc, -1);
349         Cvar_SetValueQuick(&csqc_progsize, -1);
350         CL_VM_ShutDown();
351 // stop sounds (especially looping!)
352         S_StopAllSounds ();
353
354         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
355
356         // clear contents blends
357         cl.cshifts[0].percent = 0;
358         cl.cshifts[1].percent = 0;
359         cl.cshifts[2].percent = 0;
360         cl.cshifts[3].percent = 0;
361
362         cl.worldmodel = NULL;
363
364         CL_Parse_ErrorCleanUp();
365
366         if (cls.demoplayback)
367                 CL_StopPlayback();
368         else if (cls.netcon)
369         {
370                 sizebuf_t buf;
371                 unsigned char bufdata[8];
372                 if (cls.demorecording)
373                         CL_Stop_f();
374
375                 // send disconnect message 3 times to improve chances of server
376                 // receiving it (but it still fails sometimes)
377                 memset(&buf, 0, sizeof(buf));
378                 buf.data = bufdata;
379                 buf.maxsize = sizeof(bufdata);
380                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
381                 {
382                         Con_DPrint("Sending drop command\n");
383                         MSG_WriteByte(&buf, qw_clc_stringcmd);
384                         MSG_WriteString(&buf, "drop");
385                 }
386                 else
387                 {
388                         Con_DPrint("Sending clc_disconnect\n");
389                         MSG_WriteByte(&buf, clc_disconnect);
390                 }
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
393                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
394                 NetConn_Close(cls.netcon);
395                 cls.netcon = NULL;
396         }
397         cls.state = ca_disconnected;
398         cl.islocalgame = false;
399
400         cls.demoplayback = cls.timedemo = false;
401         cls.signon = 0;
402 }
403
404 void CL_Disconnect_f(void)
405 {
406         CL_Disconnect ();
407         if (sv.active)
408                 Host_ShutdownServer ();
409 }
410
411
412
413
414 /*
415 =====================
416 CL_EstablishConnection
417
418 Host should be either "local" or a net address
419 =====================
420 */
421 void CL_EstablishConnection(const char *host, int firstarg)
422 {
423         if (cls.state == ca_dedicated)
424                 return;
425
426         // don't connect to a server if we're benchmarking a demo
427         if (COM_CheckParm("-benchmark"))
428                 return;
429
430         // clear menu's connect error message
431 #ifdef CONFIG_MENU
432         M_Update_Return_Reason("");
433 #endif
434         cls.demonum = -1;
435
436         // stop demo loop in case this fails
437         if (cls.demoplayback)
438                 CL_StopPlayback();
439
440         // if downloads are running, cancel their finishing action
441         Curl_Clear_forthismap();
442
443         // make sure the client ports are open before attempting to connect
444         NetConn_UpdateSockets();
445
446         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
447         {
448                 cls.connect_trying = true;
449                 cls.connect_remainingtries = 3;
450                 cls.connect_nextsendtime = 0;
451
452                 // only NOW, set connect_userinfo
453                 if(firstarg >= 0)
454                 {
455                         int i;
456                         *cls.connect_userinfo = 0;
457                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
458                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
459                 }
460                 else if(firstarg < -1)
461                 {
462                         // -1: keep as is (reconnect)
463                         // -2: clear
464                         *cls.connect_userinfo = 0;
465                 }
466
467 #ifdef CONFIG_MENU
468                 M_Update_Return_Reason("Trying to connect...");
469 #endif
470         }
471         else
472         {
473                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
474 #ifdef CONFIG_MENU
475                 M_Update_Return_Reason("No network");
476 #endif
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)
524                         continue;
525                 if(model->loaded || i == 1)
526                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
527                 else
528                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
529                 i++;
530         }
531 }
532
533 /*
534 ===============
535 CL_SoundIndexList_f
536
537 List all sounds in the client soundindex
538 ===============
539 */
540 static void CL_SoundIndexList_f(void)
541 {
542         int i = 1;
543
544         while(cl.sound_precache[i] && i != MAX_SOUNDS)
545         { // Valid Sound
546                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
547                 i++;
548         }
549 }
550
551 /*
552 ===============
553 CL_UpdateRenderEntity
554
555 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
556 ===============
557 */
558 void CL_UpdateRenderEntity(entity_render_t *ent)
559 {
560         vec3_t org;
561         vec_t scale;
562         dp_model_t *model = ent->model;
563         // update the inverse matrix for the renderer
564         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
565         // update the animation blend state
566         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
567         // we need the matrix origin to center the box
568         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
569         // update entity->render.scale because the renderer needs it
570         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
571         if (model)
572         {
573                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
574 #ifdef MATRIX4x4_OPENGLORIENTATION
575                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
576 #else
577                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 #endif
579                 {
580                         // pitch or roll
581                         VectorMA(org, scale, model->rotatedmins, ent->mins);
582                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
583                 }
584 #ifdef MATRIX4x4_OPENGLORIENTATION
585                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
586 #else
587                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 #endif
589                 {
590                         // yaw
591                         VectorMA(org, scale, model->yawmins, ent->mins);
592                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
593                 }
594                 else
595                 {
596                         VectorMA(org, scale, model->normalmins, ent->mins);
597                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
598                 }
599         }
600         else
601         {
602                 ent->mins[0] = org[0] - 16;
603                 ent->mins[1] = org[1] - 16;
604                 ent->mins[2] = org[2] - 16;
605                 ent->maxs[0] = org[0] + 16;
606                 ent->maxs[1] = org[1] + 16;
607                 ent->maxs[2] = org[2] + 16;
608         }
609 }
610
611 /*
612 ===============
613 CL_LerpPoint
614
615 Determines the fraction between the last two messages that the objects
616 should be put at.
617 ===============
618 */
619 static float CL_LerpPoint(void)
620 {
621         float f;
622
623         if (cl_nettimesyncboundmode.integer == 1)
624                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
625
626         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
627         if (cl.mtime[0] <= cl.mtime[1])
628         {
629                 cl.time = cl.mtime[0];
630                 return 1;
631         }
632
633         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
634         return bound(0, f, 1 + cl_lerpexcess.value);
635 }
636
637 void CL_ClearTempEntities (void)
638 {
639         r_refdef.scene.numtempentities = 0;
640         // grow tempentities buffer on request
641         if (r_refdef.scene.expandtempentities)
642         {
643                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
644                 r_refdef.scene.maxtempentities *= 2;
645                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
646                 r_refdef.scene.expandtempentities = false;
647         }
648 }
649
650 entity_render_t *CL_NewTempEntity(double shadertime)
651 {
652         entity_render_t *render;
653
654         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
655                 return NULL;
656         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
657         {
658                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
659                 return NULL;
660         }
661         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
662         memset (render, 0, sizeof(*render));
663         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
664
665         render->shadertime = shadertime;
666         render->alpha = 1;
667         VectorSet(render->colormod, 1, 1, 1);
668         VectorSet(render->glowmod, 1, 1, 1);
669         return render;
670 }
671
672 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 {
674         int i;
675         cl_effect_t *e;
676         if (!modelindex) // sanity check
677                 return;
678         if (framerate < 1)
679         {
680                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
681                 return;
682         }
683         if (framecount < 1)
684         {
685                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
686                 return;
687         }
688         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
689         {
690                 if (e->active)
691                         continue;
692                 e->active = true;
693                 VectorCopy(org, e->origin);
694                 e->modelindex = modelindex;
695                 e->starttime = cl.time;
696                 e->startframe = startframe;
697                 e->endframe = startframe + framecount;
698                 e->framerate = framerate;
699
700                 e->frame = 0;
701                 e->frame1time = cl.time;
702                 e->frame2time = cl.time;
703                 cl.num_effects = max(cl.num_effects, i + 1);
704                 break;
705         }
706 }
707
708 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)
709 {
710         int i;
711         dlight_t *dl;
712
713 // then look for anything else
714         dl = cl.dlights;
715         for (i = 0;i < cl.max_dlights;i++, dl++)
716                 if (!dl->radius)
717                         break;
718
719         // unable to find one
720         if (i == cl.max_dlights)
721                 return;
722
723         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
724         memset (dl, 0, sizeof(*dl));
725         cl.num_dlights = max(cl.num_dlights, i + 1);
726         Matrix4x4_Normalize(&dl->matrix, matrix);
727         dl->ent = ent;
728         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
729         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
730         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
731         dl->radius = radius;
732         dl->color[0] = red;
733         dl->color[1] = green;
734         dl->color[2] = blue;
735         dl->initialradius = radius;
736         dl->initialcolor[0] = red;
737         dl->initialcolor[1] = green;
738         dl->initialcolor[2] = blue;
739         dl->decay = decay / radius; // changed decay to be a percentage decrease
740         dl->intensity = 1; // this is what gets decayed
741         if (lifetime)
742                 dl->die = cl.time + lifetime;
743         else
744                 dl->die = 0;
745         if (cubemapnum > 0)
746                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
747         else
748                 dl->cubemapname[0] = 0;
749         dl->style = style;
750         dl->shadow = shadowenable;
751         dl->corona = corona;
752         dl->flags = flags;
753         dl->coronasizescale = coronasizescale;
754         dl->ambientscale = ambientscale;
755         dl->diffusescale = diffusescale;
756         dl->specularscale = specularscale;
757 }
758
759 static void CL_DecayLightFlashes(void)
760 {
761         int i, oldmax;
762         dlight_t *dl;
763         float time;
764
765         time = bound(0, cl.time - cl.oldtime, 0.1);
766         oldmax = cl.num_dlights;
767         cl.num_dlights = 0;
768         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
769         {
770                 if (dl->radius)
771                 {
772                         dl->intensity -= time * dl->decay;
773                         if (cl.time < dl->die && dl->intensity > 0)
774                         {
775                                 if (cl_dlights_decayradius.integer)
776                                         dl->radius = dl->initialradius * dl->intensity;
777                                 else
778                                         dl->radius = dl->initialradius;
779                                 if (cl_dlights_decaybrightness.integer)
780                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
781                                 else
782                                         VectorCopy(dl->initialcolor, dl->color);
783                                 cl.num_dlights = i + 1;
784                         }
785                         else
786                                 dl->radius = 0;
787                 }
788         }
789 }
790
791 // called before entity relinking
792 void CL_RelinkLightFlashes(void)
793 {
794         int i, j, k, l;
795         dlight_t *dl;
796         float frac, f;
797         matrix4x4_t tempmatrix;
798
799         if (r_dynamic.integer)
800         {
801                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
802                 {
803                         if (dl->radius)
804                         {
805                                 tempmatrix = dl->matrix;
806                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
807                                 // we need the corona fading to be persistent
808                                 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);
809                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
810                         }
811                 }
812         }
813
814         if (!cl.lightstyle)
815         {
816                 for (j = 0;j < cl.max_lightstyle;j++)
817                 {
818                         r_refdef.scene.rtlightstylevalue[j] = 1;
819                         r_refdef.scene.lightstylevalue[j] = 256;
820                 }
821                 return;
822         }
823
824 // light animations
825 // 'm' is normal light, 'a' is no light, 'z' is double bright
826         f = cl.time * 10;
827         i = (int)floor(f);
828         frac = f - i;
829         for (j = 0;j < cl.max_lightstyle;j++)
830         {
831                 if (!cl.lightstyle[j].length)
832                 {
833                         r_refdef.scene.rtlightstylevalue[j] = 1;
834                         r_refdef.scene.lightstylevalue[j] = 256;
835                         continue;
836                 }
837                 // static lightstyle "=value"
838                 if (cl.lightstyle[j].map[0] == '=')
839                 {
840                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
841                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
842                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
843                         continue;
844                 }
845                 k = i % cl.lightstyle[j].length;
846                 l = (i-1) % cl.lightstyle[j].length;
847                 k = cl.lightstyle[j].map[k] - 'a';
848                 l = cl.lightstyle[j].map[l] - 'a';
849                 // rtlightstylevalue is always interpolated because it has no bad
850                 // consequences for performance
851                 // lightstylevalue is subject to a cvar for performance reasons;
852                 // skipping lightmap updates on most rendered frames substantially
853                 // improves framerates (but makes light fades look bad)
854                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
855                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
856         }
857 }
858
859 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
860 {
861         int frame = player->render.framegroupblend[0].frame;
862         float f;
863         entity_render_t *flagrender;
864         matrix4x4_t flagmatrix;
865
866         // this code taken from QuakeWorld
867         f = 14;
868         if (frame >= 29 && frame <= 40)
869         {
870                 if (frame >= 29 && frame <= 34)
871                 { //axpain
872                         if      (frame == 29) f = f + 2;
873                         else if (frame == 30) f = f + 8;
874                         else if (frame == 31) f = f + 12;
875                         else if (frame == 32) f = f + 11;
876                         else if (frame == 33) f = f + 10;
877                         else if (frame == 34) f = f + 4;
878                 }
879                 else if (frame >= 35 && frame <= 40)
880                 { // pain
881                         if      (frame == 35) f = f + 2;
882                         else if (frame == 36) f = f + 10;
883                         else if (frame == 37) f = f + 10;
884                         else if (frame == 38) f = f + 8;
885                         else if (frame == 39) f = f + 4;
886                         else if (frame == 40) f = f + 2;
887                 }
888         }
889         else if (frame >= 103 && frame <= 118)
890         {
891                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
892                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
893                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
894                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
895         }
896         // end of code taken from QuakeWorld
897
898         flagrender = CL_NewTempEntity(player->render.shadertime);
899         if (!flagrender)
900                 return;
901
902         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
903         flagrender->skinnum = skin;
904         flagrender->alpha = 1;
905         VectorSet(flagrender->colormod, 1, 1, 1);
906         VectorSet(flagrender->glowmod, 1, 1, 1);
907         // attach the flag to the player matrix
908         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
909         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
910         CL_UpdateRenderEntity(flagrender);
911 }
912
913 matrix4x4_t viewmodelmatrix_withbob;
914 matrix4x4_t viewmodelmatrix_nobob;
915
916 static const vec3_t muzzleflashorigin = {18, 0, 0};
917
918 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
919 {
920         const unsigned char *cbcolor;
921         if (colormap >= 0)
922         {
923                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
924                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
925                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
926                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
927         }
928         else
929         {
930                 VectorClear(ent->colormap_pantscolor);
931                 VectorClear(ent->colormap_shirtcolor);
932         }
933 }
934
935 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
936 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
937 {
938         const matrix4x4_t *matrix;
939         matrix4x4_t blendmatrix, tempmatrix, matrix2;
940         int frame;
941         vec_t origin[3], angles[3], lerp;
942         entity_t *t;
943         entity_render_t *r;
944         //entity_persistent_t *p = &e->persistent;
945         //entity_render_t *r = &e->render;
946         // skip inactive entities and world
947         if (!e->state_current.active || e == cl.entities)
948                 return;
949         if (recursionlimit < 1)
950                 return;
951         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
952         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
953         e->render.flags = e->state_current.flags;
954         e->render.effects = e->state_current.effects;
955         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
956         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
957         if(e >= cl.entities && e < cl.entities + cl.num_entities)
958                 e->render.entitynumber = e - cl.entities;
959         else
960                 e->render.entitynumber = 0;
961         if (e->state_current.flags & RENDER_COLORMAPPED)
962                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
963         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
964                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
965         else
966                 CL_SetEntityColormapColors(&e->render, -1);
967         e->render.skinnum = e->state_current.skin;
968         if (e->state_current.tagentity)
969         {
970                 // attached entity (gun held in player model's hand, etc)
971                 // if the tag entity is currently impossible, skip it
972                 if (e->state_current.tagentity >= cl.num_entities)
973                         return;
974                 t = cl.entities + e->state_current.tagentity;
975                 // if the tag entity is inactive, skip it
976                 if (t->state_current.active)
977                 {
978                         // update the parent first
979                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
980                         r = &t->render;
981                 }
982                 else
983                 {
984                         // it may still be a CSQC entity... trying to use its
985                         // info from last render frame (better than nothing)
986                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
987                                 return;
988                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
989                         if(!r->entitynumber)
990                                 return; // neither CSQC nor legacy entity... can't attach
991                 }
992                 // make relative to the entity
993                 matrix = &r->matrix;
994                 // some properties of the tag entity carry over
995                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
996                 // if a valid tagindex is used, make it relative to that tag instead
997                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
998                 {
999                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1000                         {
1001                                 // concat the tag matrices onto the entity matrix
1002                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1003                                 // use the constructed tag matrix
1004                                 matrix = &tempmatrix;
1005                         }
1006                 }
1007         }
1008         else if (e->render.flags & RENDER_VIEWMODEL)
1009         {
1010                 // view-relative entity (guns and such)
1011                 if (e->render.effects & EF_NOGUNBOB)
1012                         matrix = &viewmodelmatrix_nobob; // really attached to view
1013                 else
1014                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1015         }
1016         else
1017         {
1018                 // world-relative entity (the normal kind)
1019                 matrix = &identitymatrix;
1020         }
1021
1022         // movement lerp
1023         // if it's the predicted player entity, update according to client movement
1024         // but don't lerp if going through a teleporter as it causes a bad lerp
1025         // also don't use the predicted location if fixangle was set on both of
1026         // the most recent server messages, as that cause means you are spectating
1027         // someone or watching a cutscene of some sort
1028         if (cl_nolerp.integer || cls.timedemo)
1029                 interpolate = false;
1030         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1031         {
1032                 VectorCopy(cl.movement_origin, origin);
1033                 VectorSet(angles, 0, cl.viewangles[1], 0);
1034         }
1035         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1036         {
1037                 // interpolate the origin and angles
1038                 lerp = max(0, lerp);
1039                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1040 #if 0
1041                 // this fails at the singularity of euler angles
1042                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1043                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1044                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1045                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1046                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1047 #else
1048                 {
1049                         vec3_t f0, u0, f1, u1;
1050                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1051                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1052                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1053                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1054                         AnglesFromVectors(angles, f0, u0, false);
1055                 }
1056 #endif
1057         }
1058         else
1059         {
1060                 // no interpolation
1061                 VectorCopy(e->persistent.neworigin, origin);
1062                 VectorCopy(e->persistent.newangles, angles);
1063         }
1064
1065         // model setup and some modelflags
1066         frame = e->state_current.frame;
1067         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1068         if (e->render.model)
1069         {
1070                 if (e->render.skinnum >= e->render.model->numskins)
1071                         e->render.skinnum = 0;
1072                 if (frame >= e->render.model->numframes)
1073                         frame = 0;
1074                 // models can set flags such as EF_ROCKET
1075                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1076                 if (!(e->render.effects & 0xFF800000))
1077                         e->render.effects |= e->render.model->effects;
1078                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1079                 if (e->render.model->type == mod_alias)
1080                         angles[0] = -angles[0];
1081                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1082                 {
1083                         VectorScale(e->render.colormod, 2, e->render.colormod);
1084                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1085                 }
1086         }
1087         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1088         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1089                 angles[0] = -angles[0];
1090                 // NOTE: this must be synced to SV_GetPitchSign!
1091
1092         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1093         {
1094                 angles[1] = ANGLEMOD(100*cl.time);
1095                 if (cl_itembobheight.value)
1096                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1097         }
1098
1099         // animation lerp
1100         e->render.skeleton = NULL;
1101         if (e->render.flags & RENDER_COMPLEXANIMATION)
1102         {
1103                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1104                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1105                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1106                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1107                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1108                         e->render.skeleton = &e->state_current.skeletonobject;
1109         }
1110         else if (e->render.framegroupblend[0].frame == frame)
1111         {
1112                 // update frame lerp fraction
1113                 e->render.framegroupblend[0].lerp = 1;
1114                 e->render.framegroupblend[1].lerp = 0;
1115                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1116                 {
1117                         // make sure frame lerp won't last longer than 100ms
1118                         // (this mainly helps with models that use framegroups and
1119                         // switch between them infrequently)
1120                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1121                         if(e->render.model)
1122                         if(e->render.model->animscenes)
1123                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1124                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1125                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1126                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1127                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1128                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1129                 }
1130         }
1131         else
1132         {
1133                 // begin a new frame lerp
1134                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1135                 e->render.framegroupblend[1].lerp = 1;
1136                 e->render.framegroupblend[0].frame = frame;
1137                 e->render.framegroupblend[0].start = cl.time;
1138                 e->render.framegroupblend[0].lerp = 0;
1139         }
1140
1141         // set up the render matrix
1142         if (matrix)
1143         {
1144                 // attached entity, this requires a matrix multiply (concat)
1145                 // FIXME: e->render.scale should go away
1146                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1147                 // concat the matrices to make the entity relative to its tag
1148                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1149                 // get the origin from the new matrix
1150                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1151         }
1152         else
1153         {
1154                 // unattached entities are faster to process
1155                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1156         }
1157
1158         // tenebrae's sprites are all additive mode (weird)
1159         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160                 e->render.flags |= RENDER_ADDITIVE;
1161         // player model is only shown with chase_active on
1162         if (e->state_current.number == cl.viewentity)
1163                 e->render.flags |= RENDER_EXTERIORMODEL;
1164         // either fullbright or lit
1165         if(!r_fullbright.integer)
1166         {
1167                 if (!(e->render.effects & EF_FULLBRIGHT))
1168                         e->render.flags |= RENDER_LIGHT;
1169                 else if(r_equalize_entities_fullbright.integer)
1170                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1171         }
1172         // hide player shadow during intermission or nehahra movie
1173         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1174          && (e->render.alpha >= 1)
1175          && !(e->render.flags & RENDER_VIEWMODEL)
1176          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1177                 e->render.flags |= RENDER_SHADOW;
1178         if (e->render.flags & RENDER_VIEWMODEL)
1179                 e->render.flags |= RENDER_NOSELFSHADOW;
1180         if (e->render.effects & EF_NOSELFSHADOW)
1181                 e->render.flags |= RENDER_NOSELFSHADOW;
1182         if (e->render.effects & EF_NODEPTHTEST)
1183                 e->render.flags |= RENDER_NODEPTHTEST;
1184         if (e->render.effects & EF_ADDITIVE)
1185                 e->render.flags |= RENDER_ADDITIVE;
1186         if (e->render.effects & EF_DOUBLESIDED)
1187                 e->render.flags |= RENDER_DOUBLESIDED;
1188         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1189                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1190
1191         // make the other useful stuff
1192         e->render.allowdecals = true;
1193         CL_UpdateRenderEntity(&e->render);
1194 }
1195
1196 // creates light and trails from an entity
1197 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1198 {
1199         effectnameindex_t trailtype;
1200         vec3_t origin;
1201
1202         // bmodels are treated specially since their origin is usually '0 0 0' and
1203         // their actual geometry is far from '0 0 0'
1204         if (e->render.model && e->render.model->soundfromcenter)
1205         {
1206                 vec3_t o;
1207                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1208                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1209         }
1210         else
1211                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1212
1213         // handle particle trails and such effects now that we know where this
1214         // entity is in the world...
1215         trailtype = EFFECT_NONE;
1216         // LordHavoc: if the entity has no effects, don't check each
1217         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1218         {
1219                 if (e->render.effects & EF_BRIGHTFIELD)
1220                 {
1221                         if (IS_NEXUIZ_DERIVED(gamemode))
1222                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1223                         else
1224                                 CL_EntityParticles(e);
1225                 }
1226                 if (e->render.effects & EF_FLAME)
1227                         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, 1);
1228                 if (e->render.effects & EF_STARDUST)
1229                         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, 1);
1230         }
1231         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1232         {
1233                 // these are only set on player entities
1234                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1235         }
1236         // muzzleflash fades over time
1237         if (e->persistent.muzzleflash > 0)
1238                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1239         // LordHavoc: if the entity has no effects, don't check each
1240         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1241         {
1242                 if (e->render.effects & EF_GIB)
1243                         trailtype = EFFECT_TR_BLOOD;
1244                 else if (e->render.effects & EF_ZOMGIB)
1245                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1246                 else if (e->render.effects & EF_TRACER)
1247                         trailtype = EFFECT_TR_WIZSPIKE;
1248                 else if (e->render.effects & EF_TRACER2)
1249                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1250                 else if (e->render.effects & EF_ROCKET)
1251                         trailtype = EFFECT_TR_ROCKET;
1252                 else if (e->render.effects & EF_GRENADE)
1253                 {
1254                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1255                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1256                 }
1257                 else if (e->render.effects & EF_TRACER3)
1258                         trailtype = EFFECT_TR_VORESPIKE;
1259         }
1260         // do trails
1261         if (e->render.flags & RENDER_GLOWTRAIL)
1262                 trailtype = EFFECT_TR_GLOWTRAIL;
1263         if (e->state_current.traileffectnum)
1264                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1265         // check if a trail is allowed (it is not after a teleport for example)
1266         if (trailtype && e->persistent.trail_allowed)
1267         {
1268                 float len;
1269                 vec3_t vel;
1270                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1271                 len = e->state_current.time - e->state_previous.time;
1272                 if (len > 0)
1273                         len = 1.0f / len;
1274                 VectorScale(vel, len, vel);
1275                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1276                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
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 static 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 /*
1335 ===============
1336 CL_UpdateNetworkEntities
1337 ===============
1338 */
1339 static void CL_UpdateNetworkEntities(void)
1340 {
1341         entity_t *ent;
1342         int i;
1343
1344         // start on the entity after the world
1345         for (i = 1;i < cl.num_entities;i++)
1346         {
1347                 if (cl.entities_active[i])
1348                 {
1349                         ent = cl.entities + i;
1350                         if (ent->state_current.active)
1351                         {
1352                                 CL_UpdateNetworkEntity(ent, 32, true);
1353                                 // view models should never create light/trails
1354                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1355                                         CL_UpdateNetworkEntityTrail(ent);
1356                         }
1357                         else
1358                         {
1359                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1360                                 cl.entities_active[i] = false;
1361                         }
1362                 }
1363         }
1364 }
1365
1366 static void CL_UpdateViewModel(void)
1367 {
1368         entity_t *ent;
1369         ent = &cl.viewent;
1370         ent->state_previous = ent->state_current;
1371         ent->state_current = defaultstate;
1372         ent->state_current.time = cl.time;
1373         ent->state_current.number = (unsigned short)-1;
1374         ent->state_current.active = true;
1375         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1376         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1377         ent->state_current.flags = RENDER_VIEWMODEL;
1378         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1379                 ent->state_current.modelindex = 0;
1380         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1381         {
1382                 if (gamemode == GAME_TRANSFUSION)
1383                         ent->state_current.alpha = 128;
1384                 else
1385                         ent->state_current.modelindex = 0;
1386         }
1387         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1388         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1389
1390         // reset animation interpolation on weaponmodel if model changed
1391         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1392         {
1393                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1394                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1395                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1396         }
1397         CL_UpdateNetworkEntity(ent, 32, true);
1398 }
1399
1400 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1401 static void CL_LinkNetworkEntity(entity_t *e)
1402 {
1403         effectnameindex_t trailtype;
1404         vec3_t origin;
1405         vec3_t dlightcolor;
1406         vec_t dlightradius;
1407         char vabuf[1024];
1408
1409         // skip inactive entities and world
1410         if (!e->state_current.active || e == cl.entities)
1411                 return;
1412         if (e->state_current.tagentity)
1413         {
1414                 // if the tag entity is currently impossible, skip it
1415                 if (e->state_current.tagentity >= cl.num_entities)
1416                         return;
1417                 // if the tag entity is inactive, skip it
1418                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1419                 {
1420                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1421                                 return;
1422                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1423                                 return;
1424                         // if we get here, it's properly csqc networked and attached
1425                 }
1426         }
1427
1428         // create entity dlights associated with this entity
1429         if (e->render.model && e->render.model->soundfromcenter)
1430         {
1431                 // bmodels are treated specially since their origin is usually '0 0 0'
1432                 vec3_t o;
1433                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1434                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1435         }
1436         else
1437                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1438         trailtype = EFFECT_NONE;
1439         dlightradius = 0;
1440         dlightcolor[0] = 0;
1441         dlightcolor[1] = 0;
1442         dlightcolor[2] = 0;
1443         // LordHavoc: if the entity has no effects, don't check each
1444         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1445         {
1446                 if (e->render.effects & EF_BRIGHTFIELD)
1447                 {
1448                         if (IS_NEXUIZ_DERIVED(gamemode))
1449                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1450                 }
1451                 if (e->render.effects & EF_DIMLIGHT)
1452                 {
1453                         dlightradius = max(dlightradius, 200);
1454                         dlightcolor[0] += 1.50f;
1455                         dlightcolor[1] += 1.50f;
1456                         dlightcolor[2] += 1.50f;
1457                 }
1458                 if (e->render.effects & EF_BRIGHTLIGHT)
1459                 {
1460                         dlightradius = max(dlightradius, 400);
1461                         dlightcolor[0] += 3.00f;
1462                         dlightcolor[1] += 3.00f;
1463                         dlightcolor[2] += 3.00f;
1464                 }
1465                 // LordHavoc: more effects
1466                 if (e->render.effects & EF_RED) // red
1467                 {
1468                         dlightradius = max(dlightradius, 200);
1469                         dlightcolor[0] += 1.50f;
1470                         dlightcolor[1] += 0.15f;
1471                         dlightcolor[2] += 0.15f;
1472                 }
1473                 if (e->render.effects & EF_BLUE) // blue
1474                 {
1475                         dlightradius = max(dlightradius, 200);
1476                         dlightcolor[0] += 0.15f;
1477                         dlightcolor[1] += 0.15f;
1478                         dlightcolor[2] += 1.50f;
1479                 }
1480                 if (e->render.effects & EF_FLAME)
1481                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1482                 if (e->render.effects & EF_STARDUST)
1483                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1484         }
1485         // muzzleflash fades over time, and is offset a bit
1486         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1487         {
1488                 vec3_t v2;
1489                 vec3_t color;
1490                 trace_t trace;
1491                 matrix4x4_t tempmatrix;
1492                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1493                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1494                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1495                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1496                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1497                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1498                 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);
1499                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1500         }
1501         // LordHavoc: if the model has no flags, don't check each
1502         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1503         {
1504                 if (e->render.effects & EF_GIB)
1505                         trailtype = EFFECT_TR_BLOOD;
1506                 else if (e->render.effects & EF_ZOMGIB)
1507                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1508                 else if (e->render.effects & EF_TRACER)
1509                         trailtype = EFFECT_TR_WIZSPIKE;
1510                 else if (e->render.effects & EF_TRACER2)
1511                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1512                 else if (e->render.effects & EF_ROCKET)
1513                         trailtype = EFFECT_TR_ROCKET;
1514                 else if (e->render.effects & EF_GRENADE)
1515                 {
1516                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1517                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1518                 }
1519                 else if (e->render.effects & EF_TRACER3)
1520                         trailtype = EFFECT_TR_VORESPIKE;
1521         }
1522         // LordHavoc: customizable glow
1523         if (e->state_current.glowsize)
1524         {
1525                 // * 4 for the expansion from 0-255 to 0-1023 range,
1526                 // / 255 to scale down byte colors
1527                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1528                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1529         }
1530         // custom rtlight
1531         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1532         {
1533                 matrix4x4_t dlightmatrix;
1534                 vec4_t light;
1535                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1536                 light[3] = e->state_current.light[3];
1537                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1538                         VectorSet(light, 1, 1, 1);
1539                 if (light[3] == 0)
1540                         light[3] = 350;
1541                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1542                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1543                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1544                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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);
1545                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1546         }
1547         // make the glow dlight
1548         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1549         {
1550                 matrix4x4_t dlightmatrix;
1551                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1552                 // hack to make glowing player light shine on their gun
1553                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1554                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1555                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1556                 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);
1557                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1558         }
1559         // do trail light
1560         if (e->render.flags & RENDER_GLOWTRAIL)
1561                 trailtype = EFFECT_TR_GLOWTRAIL;
1562         if (e->state_current.traileffectnum)
1563                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1564         if (trailtype)
1565                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1566
1567         // don't show entities with no modelindex (note: this still shows
1568         // entities which have a modelindex that resolved to a NULL model)
1569         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1570                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1571         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1572         //      Matrix4x4_Print(&e->render.matrix);
1573 }
1574
1575 static void CL_RelinkWorld(void)
1576 {
1577         entity_t *ent = &cl.entities[0];
1578         // FIXME: this should be done at load
1579         ent->render.matrix = identitymatrix;
1580         ent->render.flags = RENDER_SHADOW;
1581         if (!r_fullbright.integer)
1582                 ent->render.flags |= RENDER_LIGHT;
1583         VectorSet(ent->render.colormod, 1, 1, 1);
1584         VectorSet(ent->render.glowmod, 1, 1, 1);
1585         ent->render.allowdecals = true;
1586         CL_UpdateRenderEntity(&ent->render);
1587         r_refdef.scene.worldentity = &ent->render;
1588         r_refdef.scene.worldmodel = cl.worldmodel;
1589
1590         // if the world is q2bsp, animate the textures
1591         if (ent->render.model && ent->render.model->brush.isq2bsp)
1592                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1593 }
1594
1595 static void CL_RelinkStaticEntities(void)
1596 {
1597         int i;
1598         entity_t *e;
1599         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1600         {
1601                 e->render.flags = 0;
1602                 // if the model was not loaded when the static entity was created we
1603                 // need to re-fetch the model pointer
1604                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1605                 // either fullbright or lit
1606                 if(!r_fullbright.integer)
1607                 {
1608                         if (!(e->render.effects & EF_FULLBRIGHT))
1609                                 e->render.flags |= RENDER_LIGHT;
1610                         else if(r_equalize_entities_fullbright.integer)
1611                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1612                 }
1613                 // hide player shadow during intermission or nehahra movie
1614                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1615                         e->render.flags |= RENDER_SHADOW;
1616                 VectorSet(e->render.colormod, 1, 1, 1);
1617                 VectorSet(e->render.glowmod, 1, 1, 1);
1618                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1619                 e->render.allowdecals = true;
1620                 CL_UpdateRenderEntity(&e->render);
1621                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1622         }
1623 }
1624
1625 /*
1626 ===============
1627 CL_RelinkEntities
1628 ===============
1629 */
1630 static void CL_RelinkNetworkEntities(void)
1631 {
1632         entity_t *ent;
1633         int i;
1634
1635         // start on the entity after the world
1636         for (i = 1;i < cl.num_entities;i++)
1637         {
1638                 if (cl.entities_active[i])
1639                 {
1640                         ent = cl.entities + i;
1641                         if (ent->state_current.active)
1642                                 CL_LinkNetworkEntity(ent);
1643                         else
1644                                 cl.entities_active[i] = false;
1645                 }
1646         }
1647 }
1648
1649 static void CL_RelinkEffects(void)
1650 {
1651         int i, intframe;
1652         cl_effect_t *e;
1653         entity_render_t *entrender;
1654         float frame;
1655
1656         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1657         {
1658                 if (e->active)
1659                 {
1660                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1661                         intframe = (int)frame;
1662                         if (intframe < 0 || intframe >= e->endframe)
1663                         {
1664                                 memset(e, 0, sizeof(*e));
1665                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1666                                         cl.num_effects--;
1667                                 continue;
1668                         }
1669
1670                         if (intframe != e->frame)
1671                         {
1672                                 e->frame = intframe;
1673                                 e->frame1time = e->frame2time;
1674                                 e->frame2time = cl.time;
1675                         }
1676
1677                         // if we're drawing effects, get a new temp entity
1678                         // (NewTempEntity adds it to the render entities list for us)
1679                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1680                         {
1681                                 // interpolation stuff
1682                                 entrender->framegroupblend[0].frame = intframe;
1683                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1684                                 entrender->framegroupblend[0].start = e->frame1time;
1685                                 if (intframe + 1 >= e->endframe)
1686                                 {
1687                                         entrender->framegroupblend[1].frame = 0; // disappear
1688                                         entrender->framegroupblend[1].lerp = 0;
1689                                         entrender->framegroupblend[1].start = 0;
1690                                 }
1691                                 else
1692                                 {
1693                                         entrender->framegroupblend[1].frame = intframe + 1;
1694                                         entrender->framegroupblend[1].lerp = frame - intframe;
1695                                         entrender->framegroupblend[1].start = e->frame2time;
1696                                 }
1697
1698                                 // normal stuff
1699                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1700                                 entrender->alpha = 1;
1701                                 VectorSet(entrender->colormod, 1, 1, 1);
1702                                 VectorSet(entrender->glowmod, 1, 1, 1);
1703
1704                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1705                                 CL_UpdateRenderEntity(entrender);
1706                         }
1707                 }
1708         }
1709 }
1710
1711 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1712 {
1713         VectorCopy(b->start, start);
1714         VectorCopy(b->end, end);
1715
1716         // if coming from the player, update the start position
1717         if (b->entity == cl.viewentity)
1718         {
1719                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1720                 {
1721                         // LordHavoc: this is a stupid hack from Quake that makes your
1722                         // lightning appear to come from your waist and cover less of your
1723                         // view
1724                         // in Quake this hack was applied to all players (causing the
1725                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1726                         // only applies to your own lightning, and only in first person
1727                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1728                 }
1729                 if (cl_beams_instantaimhack.integer)
1730                 {
1731                         vec3_t dir, localend;
1732                         vec_t len;
1733                         // LordHavoc: this updates the beam direction to match your
1734                         // viewangles
1735                         VectorSubtract(end, start, dir);
1736                         len = VectorLength(dir);
1737                         VectorNormalize(dir);
1738                         VectorSet(localend, len, 0, 0);
1739                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1740                 }
1741         }
1742 }
1743
1744 void CL_RelinkBeams(void)
1745 {
1746         int i;
1747         beam_t *b;
1748         vec3_t dist, org, start, end;
1749         float d;
1750         entity_render_t *entrender;
1751         double yaw, pitch;
1752         float forward;
1753         matrix4x4_t tempmatrix;
1754
1755         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1756         {
1757                 if (!b->model)
1758                         continue;
1759                 if (b->endtime < cl.time)
1760                 {
1761                         b->model = NULL;
1762                         continue;
1763                 }
1764
1765                 CL_Beam_CalculatePositions(b, start, end);
1766
1767                 if (b->lightning)
1768                 {
1769                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1770                         {
1771                                 // FIXME: create a matrix from the beam start/end orientation
1772                                 vec3_t dlightcolor;
1773                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1774                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1775                                 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);
1776                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1777                         }
1778                         if (cl_beams_polygons.integer)
1779                         {
1780                                 CL_Beam_AddPolygons(b);
1781                                 continue;
1782                         }
1783                 }
1784
1785                 // calculate pitch and yaw
1786                 // (this is similar to the QuakeC builtin function vectoangles)
1787                 VectorSubtract(end, start, dist);
1788                 if (dist[1] == 0 && dist[0] == 0)
1789                 {
1790                         yaw = 0;
1791                         if (dist[2] > 0)
1792                                 pitch = 90;
1793                         else
1794                                 pitch = 270;
1795                 }
1796                 else
1797                 {
1798                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1799                         if (yaw < 0)
1800                                 yaw += 360;
1801
1802                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1803                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1804                         if (pitch < 0)
1805                                 pitch += 360;
1806                 }
1807
1808                 // add new entities for the lightning
1809                 VectorCopy (start, org);
1810                 d = VectorNormalizeLength(dist);
1811                 while (d > 0)
1812                 {
1813                         entrender = CL_NewTempEntity (0);
1814                         if (!entrender)
1815                                 return;
1816                         entrender->model = b->model;
1817                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1818                         CL_UpdateRenderEntity(entrender);
1819                         VectorMA(org, 30, dist, org);
1820                         d -= 30;
1821                 }
1822         }
1823
1824         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1825                 cl.num_beams--;
1826 }
1827
1828 static void CL_RelinkQWNails(void)
1829 {
1830         int i;
1831         vec_t *v;
1832         entity_render_t *entrender;
1833
1834         for (i = 0;i < cl.qw_num_nails;i++)
1835         {
1836                 v = cl.qw_nails[i];
1837
1838                 // if we're drawing effects, get a new temp entity
1839                 // (NewTempEntity adds it to the render entities list for us)
1840                 if (!(entrender = CL_NewTempEntity(0)))
1841                         continue;
1842
1843                 // normal stuff
1844                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1845                 entrender->alpha = 1;
1846                 VectorSet(entrender->colormod, 1, 1, 1);
1847                 VectorSet(entrender->glowmod, 1, 1, 1);
1848
1849                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1850                 CL_UpdateRenderEntity(entrender);
1851         }
1852 }
1853
1854 static void CL_LerpPlayer(float frac)
1855 {
1856         int i;
1857
1858         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1859         for (i = 0;i < 3;i++)
1860         {
1861                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1862                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1863                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1864         }
1865
1866         // interpolate the angles if playing a demo or spectating someone
1867         if (cls.demoplayback || cl.fixangle[0])
1868         {
1869                 for (i = 0;i < 3;i++)
1870                 {
1871                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1872                         if (d > 180)
1873                                 d -= 360;
1874                         else if (d < -180)
1875                                 d += 360;
1876                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1877                 }
1878         }
1879 }
1880
1881 void CSQC_RelinkAllEntities (int drawmask)
1882 {
1883         // link stuff
1884         CL_RelinkWorld();
1885         CL_RelinkStaticEntities();
1886         CL_RelinkBeams();
1887         CL_RelinkEffects();
1888         CL_RelinkLightFlashes();
1889
1890         // link stuff
1891         if (drawmask & ENTMASK_ENGINE)
1892         {
1893                 CL_RelinkNetworkEntities();
1894                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1895                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1896                 CL_RelinkQWNails();
1897         }
1898
1899         // update view blend
1900         V_CalcViewBlend();
1901
1902         CL_MeshEntities_AddToScene();
1903 }
1904
1905 /*
1906 ===============
1907 CL_UpdateWorld
1908
1909 Update client game world for a new frame
1910 ===============
1911 */
1912 void CL_UpdateWorld(void)
1913 {
1914         r_refdef.scene.extraupdate = !r_speeds.integer;
1915         r_refdef.scene.numentities = 0;
1916         r_refdef.scene.numlights = 0;
1917         r_refdef.view.matrix = identitymatrix;
1918         r_refdef.view.quality = 1;
1919                 
1920         cl.num_brushmodel_entities = 0;
1921
1922         if (cls.state == ca_connected && cls.signon == SIGNONS)
1923         {
1924                 // prepare for a new frame
1925                 CL_LerpPlayer(CL_LerpPoint());
1926                 CL_DecayLightFlashes();
1927                 CL_ClearTempEntities();
1928                 V_DriftPitch();
1929                 V_FadeViewFlashs();
1930
1931                 // if prediction is enabled we have to update all the collidable
1932                 // network entities before the prediction code can be run
1933                 CL_UpdateNetworkCollisionEntities();
1934
1935                 // now update the player prediction
1936                 CL_ClientMovement_Replay();
1937
1938                 // update the player entity (which may be predicted)
1939                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1940
1941                 // now update the view (which depends on that player entity)
1942                 V_CalcRefdef();
1943
1944                 // now update all the network entities and create particle trails
1945                 // (some entities may depend on the view)
1946                 CL_UpdateNetworkEntities();
1947
1948                 // update the engine-based viewmodel
1949                 CL_UpdateViewModel();
1950
1951                 // when csqc is loaded, it will call this in CSQC_UpdateView
1952                 if (!cl.csqc_loaded)
1953                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1954
1955                 // decals, particles, and explosions will be updated during rneder
1956         }
1957
1958         r_refdef.scene.time = cl.time;
1959 }
1960
1961 // LordHavoc: pausedemo command
1962 static void CL_PauseDemo_f (void)
1963 {
1964         cls.demopaused = !cls.demopaused;
1965         if (cls.demopaused)
1966                 Con_Print("Demo paused\n");
1967         else
1968                 Con_Print("Demo unpaused\n");
1969 }
1970
1971 /*
1972 ======================
1973 CL_Fog_f
1974 ======================
1975 */
1976 static void CL_Fog_f (void)
1977 {
1978         if (Cmd_Argc () == 1)
1979         {
1980                 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);
1981                 return;
1982         }
1983         FOG_clear(); // so missing values get good defaults
1984         if(Cmd_Argc() > 1)
1985                 r_refdef.fog_density = atof(Cmd_Argv(1));
1986         if(Cmd_Argc() > 2)
1987                 r_refdef.fog_red = atof(Cmd_Argv(2));
1988         if(Cmd_Argc() > 3)
1989                 r_refdef.fog_green = atof(Cmd_Argv(3));
1990         if(Cmd_Argc() > 4)
1991                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1992         if(Cmd_Argc() > 5)
1993                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1994         if(Cmd_Argc() > 6)
1995                 r_refdef.fog_start = atof(Cmd_Argv(6));
1996         if(Cmd_Argc() > 7)
1997                 r_refdef.fog_end = atof(Cmd_Argv(7));
1998         if(Cmd_Argc() > 8)
1999                 r_refdef.fog_height = atof(Cmd_Argv(8));
2000         if(Cmd_Argc() > 9)
2001                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2002 }
2003
2004 /*
2005 ======================
2006 CL_FogHeightTexture_f
2007 ======================
2008 */
2009 static void CL_Fog_HeightTexture_f (void)
2010 {
2011         if (Cmd_Argc () < 11)
2012         {
2013                 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);
2014                 return;
2015         }
2016         FOG_clear(); // so missing values get good defaults
2017         r_refdef.fog_density = atof(Cmd_Argv(1));
2018         r_refdef.fog_red = atof(Cmd_Argv(2));
2019         r_refdef.fog_green = atof(Cmd_Argv(3));
2020         r_refdef.fog_blue = atof(Cmd_Argv(4));
2021         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2022         r_refdef.fog_start = atof(Cmd_Argv(6));
2023         r_refdef.fog_end = atof(Cmd_Argv(7));
2024         r_refdef.fog_height = atof(Cmd_Argv(8));
2025         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2026         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2027 }
2028
2029
2030 /*
2031 ====================
2032 CL_TimeRefresh_f
2033
2034 For program optimization
2035 ====================
2036 */
2037 static void CL_TimeRefresh_f (void)
2038 {
2039         int i;
2040         double timestart, timedelta;
2041
2042         r_refdef.scene.extraupdate = false;
2043
2044         timestart = Sys_DirtyTime();
2045         for (i = 0;i < 128;i++)
2046         {
2047                 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);
2048                 r_refdef.view.quality = 1;
2049                 CL_UpdateScreen();
2050         }
2051         timedelta = Sys_DirtyTime() - timestart;
2052
2053         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2054 }
2055
2056 static void CL_AreaStats_f(void)
2057 {
2058         World_PrintAreaStats(&cl.world, "client");
2059 }
2060
2061 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2062 {
2063         int i;
2064         cl_locnode_t *loc;
2065         cl_locnode_t *best;
2066         vec3_t nearestpoint;
2067         vec_t dist, bestdist;
2068         best = NULL;
2069         bestdist = 0;
2070         for (loc = cl.locnodes;loc;loc = loc->next)
2071         {
2072                 for (i = 0;i < 3;i++)
2073                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2074                 dist = VectorDistance2(nearestpoint, point);
2075                 if (bestdist > dist || !best)
2076                 {
2077                         bestdist = dist;
2078                         best = loc;
2079                         if (bestdist < 1)
2080                                 break;
2081                 }
2082         }
2083         return best;
2084 }
2085
2086 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2087 {
2088         cl_locnode_t *loc;
2089         loc = CL_Locs_FindNearest(point);
2090         if (loc)
2091                 strlcpy(buffer, loc->name, buffersize);
2092         else
2093                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2094 }
2095
2096 static void CL_Locs_FreeNode(cl_locnode_t *node)
2097 {
2098         cl_locnode_t **pointer, **next;
2099         for (pointer = &cl.locnodes;*pointer;pointer = next)
2100         {
2101                 next = &(*pointer)->next;
2102                 if (*pointer == node)
2103                 {
2104                         *pointer = node->next;
2105                         Mem_Free(node);
2106                         return;
2107                 }
2108         }
2109         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2110 }
2111
2112 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2113 {
2114         cl_locnode_t *node, **pointer;
2115         int namelen;
2116         if (!name)
2117                 name = "";
2118         namelen = (int)strlen(name);
2119         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2120         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2121         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2122         node->name = (char *)(node + 1);
2123         memcpy(node->name, name, namelen);
2124         node->name[namelen] = 0;
2125         // link it into the tail of the list to preserve the order
2126         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2127                 ;
2128         *pointer = node;
2129 }
2130
2131 static void CL_Locs_Add_f(void)
2132 {
2133         vec3_t mins, maxs;
2134         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2135         {
2136                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2137                 return;
2138         }
2139         mins[0] = atof(Cmd_Argv(1));
2140         mins[1] = atof(Cmd_Argv(2));
2141         mins[2] = atof(Cmd_Argv(3));
2142         if (Cmd_Argc() == 8)
2143         {
2144                 maxs[0] = atof(Cmd_Argv(4));
2145                 maxs[1] = atof(Cmd_Argv(5));
2146                 maxs[2] = atof(Cmd_Argv(6));
2147                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2148         }
2149         else
2150                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2151 }
2152
2153 static void CL_Locs_RemoveNearest_f(void)
2154 {
2155         cl_locnode_t *loc;
2156         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2157         if (loc)
2158                 CL_Locs_FreeNode(loc);
2159         else
2160                 Con_Printf("no loc point or box found for your location\n");
2161 }
2162
2163 static void CL_Locs_Clear_f(void)
2164 {
2165         while (cl.locnodes)
2166                 CL_Locs_FreeNode(cl.locnodes);
2167 }
2168
2169 static void CL_Locs_Save_f(void)
2170 {
2171         cl_locnode_t *loc;
2172         qfile_t *outfile;
2173         char locfilename[MAX_QPATH];
2174         if (!cl.locnodes)
2175         {
2176                 Con_Printf("No loc points/boxes exist!\n");
2177                 return;
2178         }
2179         if (cls.state != ca_connected || !cl.worldmodel)
2180         {
2181                 Con_Printf("No level loaded!\n");
2182                 return;
2183         }
2184         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2185
2186         outfile = FS_OpenRealFile(locfilename, "w", false);
2187         if (!outfile)
2188                 return;
2189         // if any boxes are used then this is a proquake-format loc file, which
2190         // allows comments, so add some relevant information at the start
2191         for (loc = cl.locnodes;loc;loc = loc->next)
2192                 if (!VectorCompare(loc->mins, loc->maxs))
2193                         break;
2194         if (loc)
2195         {
2196                 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);
2197                 for (loc = cl.locnodes;loc;loc = loc->next)
2198                         if (VectorCompare(loc->mins, loc->maxs))
2199                                 break;
2200                 if (loc)
2201                         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");
2202         }
2203         for (loc = cl.locnodes;loc;loc = loc->next)
2204         {
2205                 if (VectorCompare(loc->mins, loc->maxs))
2206                 {
2207                         int len;
2208                         const char *s;
2209                         const char *in = loc->name;
2210                         char name[MAX_INPUTLINE];
2211                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2212                         {
2213                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2214                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2215                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2216                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2217                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2218                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2219                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2220                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2221                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2222                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2223                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2224                                 else s = NULL;
2225                                 if (s)
2226                                 {
2227                                         while (len < (int)sizeof(name) - 1 && *s)
2228                                                 name[len++] = *s++;
2229                                         continue;
2230                                 }
2231                                 name[len++] = *in++;
2232                         }
2233                         name[len] = 0;
2234                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2235                 }
2236                 else
2237                         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);
2238         }
2239         FS_Close(outfile);
2240 }
2241
2242 void CL_Locs_Reload_f(void)
2243 {
2244         int i, linenumber, limit, len;
2245         const char *s;
2246         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2247         fs_offset_t filesize;
2248         vec3_t mins, maxs;
2249         char locfilename[MAX_QPATH];
2250         char name[MAX_INPUTLINE];
2251
2252         if (cls.state != ca_connected || !cl.worldmodel)
2253         {
2254                 Con_Printf("No level loaded!\n");
2255                 return;
2256         }
2257
2258         CL_Locs_Clear_f();
2259
2260         // try maps/something.loc first (LordHavoc: where I think they should be)
2261         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2262         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2263         if (!filedata)
2264         {
2265                 // try proquake name as well (LordHavoc: I hate path mangling)
2266                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2267                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2268                 if (!filedata)
2269                         return;
2270         }
2271         text = filedata;
2272         textend = filedata + filesize;
2273         for (linenumber = 1;text < textend;linenumber++)
2274         {
2275                 linestart = text;
2276                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2277                         ;
2278                 lineend = text;
2279                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2280                         text++;
2281                 if (text < textend)
2282                         text++;
2283                 // trim trailing whitespace
2284                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2285                         lineend--;
2286                 // trim leading whitespace
2287                 while (linestart < lineend && ISWHITESPACE(*linestart))
2288                         linestart++;
2289                 // check if this is a comment
2290                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2291                         continue;
2292                 linetext = linestart;
2293                 limit = 3;
2294                 for (i = 0;i < limit;i++)
2295                 {
2296                         if (linetext >= lineend)
2297                                 break;
2298                         // note: a missing number is interpreted as 0
2299                         if (i < 3)
2300                                 mins[i] = atof(linetext);
2301                         else
2302                                 maxs[i - 3] = atof(linetext);
2303                         // now advance past the number
2304                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2305                                 linetext++;
2306                         // advance through whitespace
2307                         if (linetext < lineend)
2308                         {
2309                                 if (*linetext == ',')
2310                                 {
2311                                         linetext++;
2312                                         limit = 6;
2313                                         // note: comma can be followed by whitespace
2314                                 }
2315                                 if (ISWHITESPACE(*linetext))
2316                                 {
2317                                         // skip whitespace
2318                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2319                                                 linetext++;
2320                                 }
2321                         }
2322                 }
2323                 // if this is a quoted name, remove the quotes
2324                 if (i == 6)
2325                 {
2326                         if (linetext >= lineend || *linetext != '"')
2327                                 continue; // proquake location names are always quoted
2328                         lineend--;
2329                         linetext++;
2330                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2331                         memcpy(name, linetext, len);
2332                         name[len] = 0;
2333                         // add the box to the list
2334                         CL_Locs_AddNode(mins, maxs, name);
2335                 }
2336                 // if a point was parsed, it needs to be scaled down by 8 (since
2337                 // point-based loc files were invented by a proxy which dealt
2338                 // directly with quake protocol coordinates, which are *8), turn
2339                 // it into a box
2340                 else if (i == 3)
2341                 {
2342                         // interpret silly fuhquake macros
2343                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2344                         {
2345                                 if (*linetext == '$')
2346                                 {
2347                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2348                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2350                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2354                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2355                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2356                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2357                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2358                                         else s = NULL;
2359                                         if (s)
2360                                         {
2361                                                 while (len < (int)sizeof(name) - 1 && *s)
2362                                                         name[len++] = *s++;
2363                                                 continue;
2364                                         }
2365                                 }
2366                                 name[len++] = *linetext++;
2367                         }
2368                         name[len] = 0;
2369                         // add the point to the list
2370                         VectorScale(mins, (1.0 / 8.0), mins);
2371                         CL_Locs_AddNode(mins, mins, name);
2372                 }
2373                 else
2374                         continue;
2375         }
2376 }
2377
2378 entity_t cl_meshentities[NUM_MESHENTITIES];
2379 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2380 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2381 {
2382         "MESH_DEBUG",
2383         "MESH_CSQC_POLYGONS",
2384         "MESH_PARTICLES",
2385         "MESH_UI",
2386 };
2387
2388 void CL_MeshEntities_Restart(void)
2389 {
2390         int i;
2391         entity_t *ent;
2392         for (i = 0; i < NUM_MESHENTITIES; i++)
2393         {
2394                 ent = cl_meshentities + i;
2395                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2396         }
2397 }
2398
2399 void CL_MeshEntities_Init(void)
2400 {
2401         int i;
2402         entity_t *ent;
2403         for (i = 0; i < NUM_MESHENTITIES; i++)
2404         {
2405                 ent = cl_meshentities + i;
2406                 ent->state_current.active = true;
2407                 ent->render.model = cl_meshentitymodels + i;
2408                 ent->render.alpha = 1;
2409                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2410                 ent->render.framegroupblend[0].lerp = 1;
2411                 ent->render.frameblend[0].lerp = 1;
2412                 VectorSet(ent->render.colormod, 1, 1, 1);
2413                 VectorSet(ent->render.glowmod, 1, 1, 1);
2414                 VectorSet(ent->render.modellight_ambient, 1, 1, 1);
2415                 VectorSet(ent->render.modellight_diffuse, 0, 0, 0);
2416                 VectorSet(ent->render.modellight_lightdir, 0, 0, 1);
2417                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2418                 CL_UpdateRenderEntity(&ent->render);
2419         }
2420         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2421 }
2422
2423 void CL_MeshEntities_AddToScene(void)
2424 {
2425         int i;
2426         entity_t *ent;
2427         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2428         {
2429                 ent = cl_meshentities + i;
2430                 if (ent->render.model->num_surfaces == 0)
2431                         continue;
2432                 Mod_Mesh_Finalize(ent->render.model);
2433                 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2434                 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2435                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2436         }
2437 }
2438
2439 void CL_MeshEntities_Reset(void)
2440 {
2441         int i;
2442         entity_t *ent;
2443         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2444         {
2445                 ent = cl_meshentities + i;
2446                 Mod_Mesh_Reset(ent->render.model);
2447         }
2448 }
2449
2450 void CL_MeshEntities_Shutdown(void)
2451 {
2452 }
2453
2454 /*
2455 ===========
2456 CL_Shutdown
2457 ===========
2458 */
2459 void CL_Shutdown (void)
2460 {
2461         CL_Screen_Shutdown();
2462         CL_Particles_Shutdown();
2463         CL_Parse_Shutdown();
2464         CL_MeshEntities_Shutdown();
2465
2466         Mem_FreePool (&cls.permanentmempool);
2467         Mem_FreePool (&cls.levelmempool);
2468 }
2469
2470 /*
2471 =================
2472 CL_Init
2473 =================
2474 */
2475 void CL_Init (void)
2476 {
2477
2478         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2479         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2480
2481         memset(&r_refdef, 0, sizeof(r_refdef));
2482         // max entities sent to renderer per frame
2483         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2484         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2485
2486         // max temp entities
2487         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2488         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2489
2490         CL_InitInput ();
2491
2492 //
2493 // register our commands
2494 //
2495         Cvar_RegisterVariable (&cl_upspeed);
2496         Cvar_RegisterVariable (&cl_forwardspeed);
2497         Cvar_RegisterVariable (&cl_backspeed);
2498         Cvar_RegisterVariable (&cl_sidespeed);
2499         Cvar_RegisterVariable (&cl_movespeedkey);
2500         Cvar_RegisterVariable (&cl_yawspeed);
2501         Cvar_RegisterVariable (&cl_pitchspeed);
2502         Cvar_RegisterVariable (&cl_anglespeedkey);
2503         Cvar_RegisterVariable (&cl_shownet);
2504         Cvar_RegisterVariable (&cl_nolerp);
2505         Cvar_RegisterVariable (&cl_lerpexcess);
2506         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2507         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2508         Cvar_RegisterVariable (&cl_deathfade);
2509         Cvar_RegisterVariable (&lookspring);
2510         Cvar_RegisterVariable (&lookstrafe);
2511         Cvar_RegisterVariable (&sensitivity);
2512         Cvar_RegisterVariable (&freelook);
2513
2514         Cvar_RegisterVariable (&m_pitch);
2515         Cvar_RegisterVariable (&m_yaw);
2516         Cvar_RegisterVariable (&m_forward);
2517         Cvar_RegisterVariable (&m_side);
2518
2519         Cvar_RegisterVariable (&cl_itembobspeed);
2520         Cvar_RegisterVariable (&cl_itembobheight);
2521
2522         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2523         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2524         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2525         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2526         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2527         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2528
2529         // Support Client-side Model Index List
2530         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2531         // Support Client-side Sound Index List
2532         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2533
2534         Cvar_RegisterVariable (&cl_autodemo);
2535         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2536         Cvar_RegisterVariable (&cl_autodemo_delete);
2537
2538         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2539         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)");
2540
2541         // LordHavoc: added pausedemo
2542         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)");
2543
2544         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2545
2546         Cvar_RegisterVariable(&r_draweffects);
2547         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2548         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2549         Cvar_RegisterVariable(&cl_explosions_size_start);
2550         Cvar_RegisterVariable(&cl_explosions_size_end);
2551         Cvar_RegisterVariable(&cl_explosions_lifetime);
2552         Cvar_RegisterVariable(&cl_stainmaps);
2553         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2554         Cvar_RegisterVariable(&cl_beams_polygons);
2555         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2556         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2557         Cvar_RegisterVariable(&cl_beams_lightatend);
2558         Cvar_RegisterVariable(&cl_noplayershadow);
2559         Cvar_RegisterVariable(&cl_dlights_decayradius);
2560         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2561
2562         Cvar_RegisterVariable(&cl_prydoncursor);
2563         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2564
2565         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2566
2567         // for QW connections
2568         Cvar_RegisterVariable(&qport);
2569         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2570
2571         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2572
2573         Cvar_RegisterVariable(&cl_locs_enable);
2574         Cvar_RegisterVariable(&cl_locs_show);
2575         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)");
2576         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)");
2577         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2578         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2579         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2580
2581         CL_Parse_Init();
2582         CL_Particles_Init();
2583         CL_Screen_Init();
2584         CL_MeshEntities_Init();
2585
2586         CL_Video_Init();
2587 }