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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
43
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
46
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
50
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
55
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
57
58 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
59 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
60 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" };
61
62 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
63
64 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
65 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
66 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
67 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
69
70 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
71 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
72
73 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
74 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)"};
75 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
76 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
77
78 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)"};
79
80 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
81
82 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
83 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
84
85 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)"};
86
87 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"};
88 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
89
90 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
91
92 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)"};
93 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
94
95 extern cvar_t r_equalize_entities_fullbright;
96
97 client_static_t cls;
98 client_state_t  cl;
99
100 /*
101 =====================
102 CL_ClearState
103
104 =====================
105 */
106 void CL_VM_ShutDown (void);
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 (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
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         if (!allowstarkey && key[0] == '*')
219                 fail = true;
220         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221                 fail = true;
222         for (i = 0;key[i];i++)
223                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
224                         fail = true;
225         for (i = 0;value[i];i++)
226                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
227                         fail = true;
228         if (fail)
229         {
230                 if (!quiet)
231                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
232                 return;
233         }
234         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
235         if (cls.state == ca_connected && cls.netcon)
236         {
237                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238                 {
239                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
240                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
241                 }
242                 else if (!strcasecmp(key, "name"))
243                 {
244                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
245                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
246                 }
247                 else if (!strcasecmp(key, "playermodel"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
251                 }
252                 else if (!strcasecmp(key, "playerskin"))
253                 {
254                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
256                 }
257                 else if (!strcasecmp(key, "topcolor"))
258                 {
259                         // don't send anything, the combined color code will be updated manually
260                 }
261                 else if (!strcasecmp(key, "bottomcolor"))
262                 {
263                         // don't send anything, the combined color code will be updated manually
264                 }
265                 else if (!strcasecmp(key, "rate"))
266                 {
267                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
269                 }
270         }
271 }
272
273 void CL_ExpandEntities(int num)
274 {
275         int i, oldmaxentities;
276         entity_t *oldentities;
277         if (num >= cl.max_entities)
278         {
279                 if (!cl.entities)
280                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
281                 if (num >= MAX_EDICTS)
282                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
283                 oldmaxentities = cl.max_entities;
284                 oldentities = cl.entities;
285                 cl.max_entities = (num & ~255) + 256;
286                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
287                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
288                 Mem_Free(oldentities);
289                 for (i = oldmaxentities;i < cl.max_entities;i++)
290                 {
291                         cl.entities[i].state_baseline = defaultstate;
292                         cl.entities[i].state_previous = defaultstate;
293                         cl.entities[i].state_current = defaultstate;
294                 }
295         }
296 }
297
298 void CL_ExpandCSQCRenderEntities(int num)
299 {
300         int i;
301         int oldmaxcsqcrenderentities;
302         entity_render_t *oldcsqcrenderentities;
303         if (num >= cl.max_csqcrenderentities)
304         {
305                 if (num >= MAX_EDICTS)
306                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
307                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
308                 oldcsqcrenderentities = cl.csqcrenderentities;
309                 cl.max_csqcrenderentities = (num & ~255) + 256;
310                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
311                 if (oldcsqcrenderentities)
312                 {
313                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
314                         for (i = 0;i < r_refdef.scene.numentities;i++)
315                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
316                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
317                         Mem_Free(oldcsqcrenderentities);
318                 }
319         }
320 }
321
322 /*
323 =====================
324 CL_Disconnect
325
326 Sends a disconnect message to the server
327 This is also called on Host_Error, so it shouldn't cause any errors
328 =====================
329 */
330 void CL_Disconnect(void)
331 {
332         if (cls.state == ca_dedicated)
333                 return;
334
335         if (COM_CheckParm("-profilegameonly"))
336                 Sys_AllowProfiling(false);
337
338         Curl_Clear_forthismap();
339
340         Con_DPrintf("CL_Disconnect\n");
341
342     Cvar_SetValueQuick(&csqc_progcrc, -1);
343         Cvar_SetValueQuick(&csqc_progsize, -1);
344         CL_VM_ShutDown();
345 // stop sounds (especially looping!)
346         S_StopAllSounds ();
347
348         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
349
350         // clear contents blends
351         cl.cshifts[0].percent = 0;
352         cl.cshifts[1].percent = 0;
353         cl.cshifts[2].percent = 0;
354         cl.cshifts[3].percent = 0;
355
356         cl.worldmodel = NULL;
357
358         CL_Parse_ErrorCleanUp();
359
360         if (cls.demoplayback)
361                 CL_StopPlayback();
362         else if (cls.netcon)
363         {
364                 sizebuf_t buf;
365                 unsigned char bufdata[8];
366                 if (cls.demorecording)
367                         CL_Stop_f();
368
369                 // send disconnect message 3 times to improve chances of server
370                 // receiving it (but it still fails sometimes)
371                 memset(&buf, 0, sizeof(buf));
372                 buf.data = bufdata;
373                 buf.maxsize = sizeof(bufdata);
374                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
375                 {
376                         Con_DPrint("Sending drop command\n");
377                         MSG_WriteByte(&buf, qw_clc_stringcmd);
378                         MSG_WriteString(&buf, "drop");
379                 }
380                 else
381                 {
382                         Con_DPrint("Sending clc_disconnect\n");
383                         MSG_WriteByte(&buf, clc_disconnect);
384                 }
385                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
386                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388                 NetConn_Close(cls.netcon);
389                 cls.netcon = NULL;
390         }
391         cls.state = ca_disconnected;
392
393         cls.demoplayback = cls.timedemo = false;
394         cls.signon = 0;
395 }
396
397 void CL_Disconnect_f(void)
398 {
399         CL_Disconnect ();
400         if (sv.active)
401                 Host_ShutdownServer ();
402 }
403
404
405
406
407 /*
408 =====================
409 CL_EstablishConnection
410
411 Host should be either "local" or a net address
412 =====================
413 */
414 void CL_EstablishConnection(const char *host, int firstarg)
415 {
416         if (cls.state == ca_dedicated)
417                 return;
418
419         // don't connect to a server if we're benchmarking a demo
420         if (COM_CheckParm("-benchmark"))
421                 return;
422
423         // clear menu's connect error message
424         M_Update_Return_Reason("");
425         cls.demonum = -1;
426
427         // stop demo loop in case this fails
428         if (cls.demoplayback)
429                 CL_StopPlayback();
430
431         // if downloads are running, cancel their finishing action
432         Curl_Clear_forthismap();
433
434         // make sure the client ports are open before attempting to connect
435         NetConn_UpdateSockets();
436
437         // run a network frame
438         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
439
440         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
441         {
442                 cls.connect_trying = true;
443                 cls.connect_remainingtries = 3;
444                 cls.connect_nextsendtime = 0;
445
446                 // only NOW, set connect_userinfo
447                 if(firstarg >= 0)
448                 {
449                         int i;
450                         *cls.connect_userinfo = 0;
451                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
452                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
453                 }
454                 else if(firstarg < -1)
455                 {
456                         // -1: keep as is (reconnect)
457                         // -2: clear
458                         *cls.connect_userinfo = 0;
459                 }
460
461                 M_Update_Return_Reason("Trying to connect...");
462
463                 // run several network frames to jump into the game quickly
464                 //if (sv.active)
465                 //{
466                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
467                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
468                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
469                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470                 //}
471         }
472         else
473         {
474                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
475                 M_Update_Return_Reason("No network");
476         }
477 }
478
479 /*
480 ==============
481 CL_PrintEntities_f
482 ==============
483 */
484 static void CL_PrintEntities_f(void)
485 {
486         entity_t *ent;
487         int i;
488
489         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
490         {
491                 const char* modelname;
492
493                 if (!ent->state_current.active)
494                         continue;
495
496                 if (ent->render.model)
497                         modelname = ent->render.model->name;
498                 else
499                         modelname = "--no model--";
500                 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);
501         }
502 }
503
504 /*
505 ===============
506 CL_ModelIndexList_f
507
508 List information on all models in the client modelindex
509 ===============
510 */
511 static void CL_ModelIndexList_f(void)
512 {
513         int i;
514         dp_model_t *model;
515
516         // Print Header
517         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
518
519         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
520         {
521                 model = CL_GetModelByIndex(i);
522                 if(model->loaded || i == 1)
523                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
524                 else
525                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
526                 i++;
527         }
528 }
529
530 /*
531 ===============
532 CL_SoundIndexList_f
533
534 List all sounds in the client soundindex
535 ===============
536 */
537 static void CL_SoundIndexList_f(void)
538 {
539         int i = 1;
540
541         while(cl.sound_precache[i] && i != MAX_SOUNDS)
542         { // Valid Sound
543                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
544                 i++;
545         }
546 }
547
548 /*
549 ===============
550 CL_UpdateRenderEntity
551
552 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
553 ===============
554 */
555 void CL_UpdateRenderEntity(entity_render_t *ent)
556 {
557         vec3_t org;
558         vec_t scale;
559         dp_model_t *model = ent->model;
560         // update the inverse matrix for the renderer
561         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
562         // update the animation blend state
563         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
564         // we need the matrix origin to center the box
565         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
566         // update entity->render.scale because the renderer needs it
567         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
568         if (model)
569         {
570                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
571 #ifdef MATRIX4x4_OPENGLORIENTATION
572                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
573 #else
574                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
575 #endif
576                 {
577                         // pitch or roll
578                         VectorMA(org, scale, model->rotatedmins, ent->mins);
579                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
580                 }
581 #ifdef MATRIX4x4_OPENGLORIENTATION
582                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
583 #else
584                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
585 #endif
586                 {
587                         // yaw
588                         VectorMA(org, scale, model->yawmins, ent->mins);
589                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
590                 }
591                 else
592                 {
593                         VectorMA(org, scale, model->normalmins, ent->mins);
594                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
595                 }
596         }
597         else
598         {
599                 ent->mins[0] = org[0] - 16;
600                 ent->mins[1] = org[1] - 16;
601                 ent->mins[2] = org[2] - 16;
602                 ent->maxs[0] = org[0] + 16;
603                 ent->maxs[1] = org[1] + 16;
604                 ent->maxs[2] = org[2] + 16;
605         }
606 }
607
608 /*
609 ===============
610 CL_LerpPoint
611
612 Determines the fraction between the last two messages that the objects
613 should be put at.
614 ===============
615 */
616 static float CL_LerpPoint(void)
617 {
618         float f;
619
620         if (cl_nettimesyncboundmode.integer == 1)
621                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
622
623         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
624         if (cl.mtime[0] <= cl.mtime[1])
625         {
626                 cl.time = cl.mtime[0];
627                 return 1;
628         }
629
630         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
631         return bound(0, f, 1);
632 }
633
634 void CL_ClearTempEntities (void)
635 {
636         r_refdef.scene.numtempentities = 0;
637         // grow tempentities buffer on request
638         if (r_refdef.scene.expandtempentities)
639         {
640                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
641                 r_refdef.scene.maxtempentities *= 2;
642                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
643                 r_refdef.scene.expandtempentities = false;
644         }
645 }
646
647 entity_render_t *CL_NewTempEntity(double shadertime)
648 {
649         entity_render_t *render;
650
651         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
652                 return NULL;
653         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
654         {
655                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
656                 return NULL;
657         }
658         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
659         memset (render, 0, sizeof(*render));
660         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
661
662         render->shadertime = shadertime;
663         render->alpha = 1;
664         VectorSet(render->colormod, 1, 1, 1);
665         VectorSet(render->glowmod, 1, 1, 1);
666         return render;
667 }
668
669 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
670 {
671         int i;
672         cl_effect_t *e;
673         if (!modelindex) // sanity check
674                 return;
675         if (framerate < 1)
676         {
677                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
678                 return;
679         }
680         if (framecount < 1)
681         {
682                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
683                 return;
684         }
685         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
686         {
687                 if (e->active)
688                         continue;
689                 e->active = true;
690                 VectorCopy(org, e->origin);
691                 e->modelindex = modelindex;
692                 e->starttime = cl.time;
693                 e->startframe = startframe;
694                 e->endframe = startframe + framecount;
695                 e->framerate = framerate;
696
697                 e->frame = 0;
698                 e->frame1time = cl.time;
699                 e->frame2time = cl.time;
700                 cl.num_effects = max(cl.num_effects, i + 1);
701                 break;
702         }
703 }
704
705 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)
706 {
707         int i;
708         dlight_t *dl;
709
710 // then look for anything else
711         dl = cl.dlights;
712         for (i = 0;i < cl.max_dlights;i++, dl++)
713                 if (!dl->radius)
714                         break;
715
716         // unable to find one
717         if (i == cl.max_dlights)
718                 return;
719
720         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
721         memset (dl, 0, sizeof(*dl));
722         cl.num_dlights = max(cl.num_dlights, i + 1);
723         Matrix4x4_Normalize(&dl->matrix, matrix);
724         dl->ent = ent;
725         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
726         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
727         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
728         dl->radius = radius;
729         dl->color[0] = red;
730         dl->color[1] = green;
731         dl->color[2] = blue;
732         dl->initialradius = radius;
733         dl->initialcolor[0] = red;
734         dl->initialcolor[1] = green;
735         dl->initialcolor[2] = blue;
736         dl->decay = decay / radius; // changed decay to be a percentage decrease
737         dl->intensity = 1; // this is what gets decayed
738         if (lifetime)
739                 dl->die = cl.time + lifetime;
740         else
741                 dl->die = 0;
742         if (cubemapnum > 0)
743                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
744         else
745                 dl->cubemapname[0] = 0;
746         dl->style = style;
747         dl->shadow = shadowenable;
748         dl->corona = corona;
749         dl->flags = flags;
750         dl->coronasizescale = coronasizescale;
751         dl->ambientscale = ambientscale;
752         dl->diffusescale = diffusescale;
753         dl->specularscale = specularscale;
754 }
755
756 void CL_DecayLightFlashes(void)
757 {
758         int i, oldmax;
759         dlight_t *dl;
760         float time;
761
762         time = bound(0, cl.time - cl.oldtime, 0.1);
763         oldmax = cl.num_dlights;
764         cl.num_dlights = 0;
765         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
766         {
767                 if (dl->radius)
768                 {
769                         dl->intensity -= time * dl->decay;
770                         if (cl.time < dl->die && dl->intensity > 0)
771                         {
772                                 if (cl_dlights_decayradius.integer)
773                                         dl->radius = dl->initialradius * dl->intensity;
774                                 else
775                                         dl->radius = dl->initialradius;
776                                 if (cl_dlights_decaybrightness.integer)
777                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
778                                 else
779                                         VectorCopy(dl->initialcolor, dl->color);
780                                 cl.num_dlights = i + 1;
781                         }
782                         else
783                                 dl->radius = 0;
784                 }
785         }
786 }
787
788 // called before entity relinking
789 void CL_RelinkLightFlashes(void)
790 {
791         int i, j, k, l;
792         dlight_t *dl;
793         float frac, f;
794         matrix4x4_t tempmatrix;
795
796         if (r_dynamic.integer)
797         {
798                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
799                 {
800                         if (dl->radius)
801                         {
802                                 tempmatrix = dl->matrix;
803                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
804                                 // we need the corona fading to be persistent
805                                 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);
806                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
807                         }
808                 }
809         }
810
811         if (!cl.lightstyle)
812         {
813                 for (j = 0;j < cl.max_lightstyle;j++)
814                 {
815                         r_refdef.scene.rtlightstylevalue[j] = 1;
816                         r_refdef.scene.lightstylevalue[j] = 256;
817                 }
818                 return;
819         }
820
821 // light animations
822 // 'm' is normal light, 'a' is no light, 'z' is double bright
823         f = cl.time * 10;
824         i = (int)floor(f);
825         frac = f - i;
826         for (j = 0;j < cl.max_lightstyle;j++)
827         {
828                 if (!cl.lightstyle[j].length)
829                 {
830                         r_refdef.scene.rtlightstylevalue[j] = 1;
831                         r_refdef.scene.lightstylevalue[j] = 256;
832                         continue;
833                 }
834                 // static lightstyle "=value"
835                 if (cl.lightstyle[j].map[0] == '=')
836                 {
837                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
838                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
839                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
840                         continue;
841                 }
842                 k = i % cl.lightstyle[j].length;
843                 l = (i-1) % cl.lightstyle[j].length;
844                 k = cl.lightstyle[j].map[k] - 'a';
845                 l = cl.lightstyle[j].map[l] - 'a';
846                 // rtlightstylevalue is always interpolated because it has no bad
847                 // consequences for performance
848                 // lightstylevalue is subject to a cvar for performance reasons;
849                 // skipping lightmap updates on most rendered frames substantially
850                 // improves framerates (but makes light fades look bad)
851                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
852                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
853         }
854 }
855
856 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
857 {
858         int frame = player->render.framegroupblend[0].frame;
859         float f;
860         entity_render_t *flagrender;
861         matrix4x4_t flagmatrix;
862
863         // this code taken from QuakeWorld
864         f = 14;
865         if (frame >= 29 && frame <= 40)
866         {
867                 if (frame >= 29 && frame <= 34)
868                 { //axpain
869                         if      (frame == 29) f = f + 2;
870                         else if (frame == 30) f = f + 8;
871                         else if (frame == 31) f = f + 12;
872                         else if (frame == 32) f = f + 11;
873                         else if (frame == 33) f = f + 10;
874                         else if (frame == 34) f = f + 4;
875                 }
876                 else if (frame >= 35 && frame <= 40)
877                 { // pain
878                         if      (frame == 35) f = f + 2;
879                         else if (frame == 36) f = f + 10;
880                         else if (frame == 37) f = f + 10;
881                         else if (frame == 38) f = f + 8;
882                         else if (frame == 39) f = f + 4;
883                         else if (frame == 40) f = f + 2;
884                 }
885         }
886         else if (frame >= 103 && frame <= 118)
887         {
888                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
889                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
890                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
891                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
892         }
893         // end of code taken from QuakeWorld
894
895         flagrender = CL_NewTempEntity(player->render.shadertime);
896         if (!flagrender)
897                 return;
898
899         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
900         flagrender->skinnum = skin;
901         flagrender->alpha = 1;
902         VectorSet(flagrender->colormod, 1, 1, 1);
903         VectorSet(flagrender->glowmod, 1, 1, 1);
904         // attach the flag to the player matrix
905         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
906         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
907         CL_UpdateRenderEntity(flagrender);
908 }
909
910 matrix4x4_t viewmodelmatrix;
911
912 static const vec3_t muzzleflashorigin = {18, 0, 0};
913
914 extern void V_DriftPitch(void);
915 extern void V_FadeViewFlashs(void);
916 extern void V_CalcViewBlend(void);
917 extern void V_CalcRefdef(void);
918
919 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
920 {
921         const unsigned char *cbcolor;
922         if (colormap >= 0)
923         {
924                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
925                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
926                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
927                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
928         }
929         else
930         {
931                 VectorClear(ent->colormap_pantscolor);
932                 VectorClear(ent->colormap_shirtcolor);
933         }
934 }
935
936 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
937 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
938 {
939         const matrix4x4_t *matrix;
940         matrix4x4_t blendmatrix, tempmatrix, matrix2;
941         int frame;
942         float origin[3], angles[3], lerp;
943         entity_t *t;
944         entity_render_t *r;
945         //entity_persistent_t *p = &e->persistent;
946         //entity_render_t *r = &e->render;
947         // skip inactive entities and world
948         if (!e->state_current.active || e == cl.entities)
949                 return;
950         if (recursionlimit < 1)
951                 return;
952         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
953         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
954         e->render.flags = e->state_current.flags;
955         e->render.effects = e->state_current.effects;
956         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
957         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
958         if(e >= cl.entities && e < cl.entities + cl.num_entities)
959                 e->render.entitynumber = e - cl.entities;
960         else
961                 e->render.entitynumber = 0;
962         if (e->state_current.flags & RENDER_COLORMAPPED)
963                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
964         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
965                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
966         else
967                 CL_SetEntityColormapColors(&e->render, -1);
968         e->render.skinnum = e->state_current.skin;
969         if (e->state_current.tagentity)
970         {
971                 // attached entity (gun held in player model's hand, etc)
972                 // if the tag entity is currently impossible, skip it
973                 if (e->state_current.tagentity >= cl.num_entities)
974                         return;
975                 t = cl.entities + e->state_current.tagentity;
976                 // if the tag entity is inactive, skip it
977                 if (t->state_current.active)
978                 {
979                         // update the parent first
980                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
981                         r = &t->render;
982                 }
983                 else
984                 {
985                         // it may still be a CSQC entity... trying to use its
986                         // info from last render frame (better than nothing)
987                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
988                                 return;
989                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
990                         if(!r->entitynumber)
991                                 return; // neither CSQC nor legacy entity... can't attach
992                 }
993                 // make relative to the entity
994                 matrix = &r->matrix;
995                 // some properties of the tag entity carry over
996                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
997                 // if a valid tagindex is used, make it relative to that tag instead
998                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
999                 {
1000                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1001                         {
1002                                 // concat the tag matrices onto the entity matrix
1003                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1004                                 // use the constructed tag matrix
1005                                 matrix = &tempmatrix;
1006                         }
1007                 }
1008         }
1009         else if (e->render.flags & RENDER_VIEWMODEL)
1010         {
1011                 // view-relative entity (guns and such)
1012                 if (e->render.effects & EF_NOGUNBOB)
1013                         matrix = &r_refdef.view.matrix; // really attached to view
1014                 else
1015                         matrix = &viewmodelmatrix; // attached to gun bob matrix
1016         }
1017         else
1018         {
1019                 // world-relative entity (the normal kind)
1020                 matrix = &identitymatrix;
1021         }
1022
1023         // movement lerp
1024         // if it's the predicted player entity, update according to client movement
1025         // but don't lerp if going through a teleporter as it causes a bad lerp
1026         // also don't use the predicted location if fixangle was set on both of
1027         // the most recent server messages, as that cause means you are spectating
1028         // someone or watching a cutscene of some sort
1029         if (cl_nolerp.integer || cls.timedemo)
1030                 interpolate = false;
1031         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1032         {
1033                 VectorCopy(cl.movement_origin, origin);
1034                 VectorSet(angles, 0, cl.viewangles[1], 0);
1035         }
1036         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1037         {
1038                 // interpolate the origin and angles
1039                 lerp = max(0, lerp);
1040                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1041 #if 0
1042                 // this fails at the singularity of euler angles
1043                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1044                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1045                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1046                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1047                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1048 #else
1049                 {
1050                         vec3_t f0, u0, f1, u1;
1051                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1052                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1053                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1054                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1055                         AnglesFromVectors(angles, f0, u0, false);
1056                 }
1057 #endif
1058         }
1059         else
1060         {
1061                 // no interpolation
1062                 VectorCopy(e->persistent.neworigin, origin);
1063                 VectorCopy(e->persistent.newangles, angles);
1064         }
1065
1066         // model setup and some modelflags
1067         frame = e->state_current.frame;
1068         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1069         if (e->render.model)
1070         {
1071                 if (e->render.skinnum >= e->render.model->numskins)
1072                         e->render.skinnum = 0;
1073                 if (frame >= e->render.model->numframes)
1074                         frame = 0;
1075                 // models can set flags such as EF_ROCKET
1076                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1077                 if (!(e->render.effects & 0xFF800000))
1078                         e->render.effects |= e->render.model->effects;
1079                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1080                 if (e->render.model->type == mod_alias)
1081                         angles[0] = -angles[0];
1082                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1083                 {
1084                         VectorScale(e->render.colormod, 2, e->render.colormod);
1085                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1086                 }
1087         }
1088         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1089         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1090                 angles[0] = -angles[0];
1091                 // NOTE: this must be synced to SV_GetPitchSign!
1092
1093         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1094         {
1095                 angles[1] = ANGLEMOD(100*cl.time);
1096                 if (cl_itembobheight.value)
1097                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1098         }
1099
1100         // animation lerp
1101         e->render.skeleton = NULL;
1102         if (e->render.flags & RENDER_COMPLEXANIMATION)
1103         {
1104                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1105                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1106                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1107                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1108                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1109                         e->render.skeleton = &e->state_current.skeletonobject;
1110         }
1111         else if (e->render.framegroupblend[0].frame == frame)
1112         {
1113                 // update frame lerp fraction
1114                 e->render.framegroupblend[0].lerp = 1;
1115                 e->render.framegroupblend[1].lerp = 0;
1116                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1117                 {
1118                         // make sure frame lerp won't last longer than 100ms
1119                         // (this mainly helps with models that use framegroups and
1120                         // switch between them infrequently)
1121                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1122                         if(e->render.model)
1123                         if(e->render.model->animscenes)
1124                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1125                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1126                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1127                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1128                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1129                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1130                 }
1131         }
1132         else
1133         {
1134                 // begin a new frame lerp
1135                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1136                 e->render.framegroupblend[1].lerp = 1;
1137                 e->render.framegroupblend[0].frame = frame;
1138                 e->render.framegroupblend[0].start = cl.time;
1139                 e->render.framegroupblend[0].lerp = 0;
1140         }
1141
1142         // set up the render matrix
1143         if (matrix)
1144         {
1145                 // attached entity, this requires a matrix multiply (concat)
1146                 // FIXME: e->render.scale should go away
1147                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1148                 // concat the matrices to make the entity relative to its tag
1149                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1150                 // get the origin from the new matrix
1151                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1152         }
1153         else
1154         {
1155                 // unattached entities are faster to process
1156                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1157         }
1158
1159         // tenebrae's sprites are all additive mode (weird)
1160         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1161                 e->render.flags |= RENDER_ADDITIVE;
1162         // player model is only shown with chase_active on
1163         if (e->state_current.number == cl.viewentity)
1164                 e->render.flags |= RENDER_EXTERIORMODEL;
1165         // either fullbright or lit
1166         if(!r_fullbright.integer)
1167         {
1168                 if (!(e->render.effects & EF_FULLBRIGHT))
1169                         e->render.flags |= RENDER_LIGHT;
1170                 else if(r_equalize_entities_fullbright.integer)
1171                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1172         }
1173         // hide player shadow during intermission or nehahra movie
1174         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1175          && (e->render.alpha >= 1)
1176          && !(e->render.flags & RENDER_VIEWMODEL)
1177          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1178                 e->render.flags |= RENDER_SHADOW;
1179         if (e->render.flags & RENDER_VIEWMODEL)
1180                 e->render.flags |= RENDER_NOSELFSHADOW;
1181         if (e->render.effects & EF_NOSELFSHADOW)
1182                 e->render.flags |= RENDER_NOSELFSHADOW;
1183         if (e->render.effects & EF_NODEPTHTEST)
1184                 e->render.flags |= RENDER_NODEPTHTEST;
1185         if (e->render.effects & EF_ADDITIVE)
1186                 e->render.flags |= RENDER_ADDITIVE;
1187         if (e->render.effects & EF_DOUBLESIDED)
1188                 e->render.flags |= RENDER_DOUBLESIDED;
1189
1190         // make the other useful stuff
1191         e->render.allowdecals = true;
1192         CL_UpdateRenderEntity(&e->render);
1193 }
1194
1195 // creates light and trails from an entity
1196 void CL_UpdateNetworkEntityTrail(entity_t *e)
1197 {
1198         effectnameindex_t trailtype;
1199         vec3_t origin;
1200
1201         // bmodels are treated specially since their origin is usually '0 0 0' and
1202         // their actual geometry is far from '0 0 0'
1203         if (e->render.model && e->render.model->soundfromcenter)
1204         {
1205                 vec3_t o;
1206                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1207                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1208         }
1209         else
1210                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1211
1212         // handle particle trails and such effects now that we know where this
1213         // entity is in the world...
1214         trailtype = EFFECT_NONE;
1215         // LordHavoc: if the entity has no effects, don't check each
1216         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1217         {
1218                 if (e->render.effects & EF_BRIGHTFIELD)
1219                 {
1220                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1221                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1222                         else
1223                                 CL_EntityParticles(e);
1224                 }
1225                 if (e->render.effects & EF_FLAME)
1226                         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);
1227                 if (e->render.effects & EF_STARDUST)
1228                         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);
1229         }
1230         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1231         {
1232                 // these are only set on player entities
1233                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1234         }
1235         // muzzleflash fades over time
1236         if (e->persistent.muzzleflash > 0)
1237                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1238         // LordHavoc: if the entity has no effects, don't check each
1239         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1240         {
1241                 if (e->render.effects & EF_GIB)
1242                         trailtype = EFFECT_TR_BLOOD;
1243                 else if (e->render.effects & EF_ZOMGIB)
1244                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1245                 else if (e->render.effects & EF_TRACER)
1246                         trailtype = EFFECT_TR_WIZSPIKE;
1247                 else if (e->render.effects & EF_TRACER2)
1248                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1249                 else if (e->render.effects & EF_ROCKET)
1250                         trailtype = EFFECT_TR_ROCKET;
1251                 else if (e->render.effects & EF_GRENADE)
1252                 {
1253                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1254                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1255                 }
1256                 else if (e->render.effects & EF_TRACER3)
1257                         trailtype = EFFECT_TR_VORESPIKE;
1258         }
1259         // do trails
1260         if (e->render.flags & RENDER_GLOWTRAIL)
1261                 trailtype = EFFECT_TR_GLOWTRAIL;
1262         // check if a trail is allowed (it is not after a teleport for example)
1263         if (trailtype && e->persistent.trail_allowed)
1264         {
1265                 float len;
1266                 vec3_t vel;
1267                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1268                 len = e->state_current.time - e->state_previous.time;
1269                 if (len > 0)
1270                         len = 1.0f / len;
1271                 VectorScale(vel, len, vel);
1272                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1273         }
1274         // now that the entity has survived one trail update it is allowed to
1275         // leave a real trail on later frames
1276         e->persistent.trail_allowed = true;
1277         VectorCopy(origin, e->persistent.trail_origin);
1278 }
1279
1280
1281 /*
1282 ===============
1283 CL_UpdateViewEntities
1284 ===============
1285 */
1286 void CL_UpdateViewEntities(void)
1287 {
1288         int i;
1289         // update any RENDER_VIEWMODEL entities to use the new view matrix
1290         for (i = 1;i < cl.num_entities;i++)
1291         {
1292                 if (cl.entities_active[i])
1293                 {
1294                         entity_t *ent = cl.entities + i;
1295                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1296                                 CL_UpdateNetworkEntity(ent, 32, true);
1297                 }
1298         }
1299         // and of course the engine viewmodel needs updating as well
1300         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1301 }
1302
1303 /*
1304 ===============
1305 CL_UpdateNetworkCollisionEntities
1306 ===============
1307 */
1308 void CL_UpdateNetworkCollisionEntities(void)
1309 {
1310         entity_t *ent;
1311         int i;
1312
1313         // start on the entity after the world
1314         cl.num_brushmodel_entities = 0;
1315         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1316         {
1317                 if (cl.entities_active[i])
1318                 {
1319                         ent = cl.entities + i;
1320                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1321                         {
1322                                 // do not interpolate the bmodels for this
1323                                 CL_UpdateNetworkEntity(ent, 32, false);
1324                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1325                         }
1326                 }
1327         }
1328 }
1329
1330 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1331
1332 /*
1333 ===============
1334 CL_UpdateNetworkEntities
1335 ===============
1336 */
1337 void CL_UpdateNetworkEntities(void)
1338 {
1339         entity_t *ent;
1340         int i;
1341
1342         // start on the entity after the world
1343         for (i = 1;i < cl.num_entities;i++)
1344         {
1345                 if (cl.entities_active[i])
1346                 {
1347                         ent = cl.entities + i;
1348                         if (ent->state_current.active)
1349                         {
1350                                 CL_UpdateNetworkEntity(ent, 32, true);
1351                                 // view models should never create light/trails
1352                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1353                                         CL_UpdateNetworkEntityTrail(ent);
1354                         }
1355                         else
1356                         {
1357                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1358                                 cl.entities_active[i] = false;
1359                         }
1360                 }
1361         }
1362 }
1363
1364 void CL_UpdateViewModel(void)
1365 {
1366         entity_t *ent;
1367         ent = &cl.viewent;
1368         ent->state_previous = ent->state_current;
1369         ent->state_current = defaultstate;
1370         ent->state_current.time = cl.time;
1371         ent->state_current.number = (unsigned short)-1;
1372         ent->state_current.active = true;
1373         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1374         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1375         ent->state_current.flags = RENDER_VIEWMODEL;
1376         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1377                 ent->state_current.modelindex = 0;
1378         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1379         {
1380                 if (gamemode == GAME_TRANSFUSION)
1381                         ent->state_current.alpha = 128;
1382                 else
1383                         ent->state_current.modelindex = 0;
1384         }
1385         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1386         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1387
1388         // reset animation interpolation on weaponmodel if model changed
1389         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1390         {
1391                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1392                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1393                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1394         }
1395         CL_UpdateNetworkEntity(ent, 32, true);
1396 }
1397
1398 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1399 void CL_LinkNetworkEntity(entity_t *e)
1400 {
1401         effectnameindex_t trailtype;
1402         vec3_t origin;
1403         vec3_t dlightcolor;
1404         vec_t dlightradius;
1405
1406         // skip inactive entities and world
1407         if (!e->state_current.active || e == cl.entities)
1408                 return;
1409         if (e->state_current.tagentity)
1410         {
1411                 // if the tag entity is currently impossible, skip it
1412                 if (e->state_current.tagentity >= cl.num_entities)
1413                         return;
1414                 // if the tag entity is inactive, skip it
1415                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1416                 {
1417                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1418                                 return;
1419                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1420                                 return;
1421                         // if we get here, it's properly csqc networked and attached
1422                 }
1423         }
1424
1425         // create entity dlights associated with this entity
1426         if (e->render.model && e->render.model->soundfromcenter)
1427         {
1428                 // bmodels are treated specially since their origin is usually '0 0 0'
1429                 vec3_t o;
1430                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1431                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1432         }
1433         else
1434                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1435         trailtype = EFFECT_NONE;
1436         dlightradius = 0;
1437         dlightcolor[0] = 0;
1438         dlightcolor[1] = 0;
1439         dlightcolor[2] = 0;
1440         // LordHavoc: if the entity has no effects, don't check each
1441         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1442         {
1443                 if (e->render.effects & EF_BRIGHTFIELD)
1444                 {
1445                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1446                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1447                 }
1448                 if (e->render.effects & EF_DIMLIGHT)
1449                 {
1450                         dlightradius = max(dlightradius, 200);
1451                         dlightcolor[0] += 1.50f;
1452                         dlightcolor[1] += 1.50f;
1453                         dlightcolor[2] += 1.50f;
1454                 }
1455                 if (e->render.effects & EF_BRIGHTLIGHT)
1456                 {
1457                         dlightradius = max(dlightradius, 400);
1458                         dlightcolor[0] += 3.00f;
1459                         dlightcolor[1] += 3.00f;
1460                         dlightcolor[2] += 3.00f;
1461                 }
1462                 // LordHavoc: more effects
1463                 if (e->render.effects & EF_RED) // red
1464                 {
1465                         dlightradius = max(dlightradius, 200);
1466                         dlightcolor[0] += 1.50f;
1467                         dlightcolor[1] += 0.15f;
1468                         dlightcolor[2] += 0.15f;
1469                 }
1470                 if (e->render.effects & EF_BLUE) // blue
1471                 {
1472                         dlightradius = max(dlightradius, 200);
1473                         dlightcolor[0] += 0.15f;
1474                         dlightcolor[1] += 0.15f;
1475                         dlightcolor[2] += 1.50f;
1476                 }
1477                 if (e->render.effects & EF_FLAME)
1478                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1479                 if (e->render.effects & EF_STARDUST)
1480                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1481         }
1482         // muzzleflash fades over time, and is offset a bit
1483         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1484         {
1485                 vec3_t v2;
1486                 vec3_t color;
1487                 trace_t trace;
1488                 matrix4x4_t tempmatrix;
1489                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1490                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1491                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1492                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1493                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1494                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1495                 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);
1496                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1497         }
1498         // LordHavoc: if the model has no flags, don't check each
1499         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1500         {
1501                 if (e->render.effects & EF_GIB)
1502                         trailtype = EFFECT_TR_BLOOD;
1503                 else if (e->render.effects & EF_ZOMGIB)
1504                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1505                 else if (e->render.effects & EF_TRACER)
1506                         trailtype = EFFECT_TR_WIZSPIKE;
1507                 else if (e->render.effects & EF_TRACER2)
1508                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1509                 else if (e->render.effects & EF_ROCKET)
1510                         trailtype = EFFECT_TR_ROCKET;
1511                 else if (e->render.effects & EF_GRENADE)
1512                 {
1513                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1514                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1515                 }
1516                 else if (e->render.effects & EF_TRACER3)
1517                         trailtype = EFFECT_TR_VORESPIKE;
1518         }
1519         // LordHavoc: customizable glow
1520         if (e->state_current.glowsize)
1521         {
1522                 // * 4 for the expansion from 0-255 to 0-1023 range,
1523                 // / 255 to scale down byte colors
1524                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1525                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1526         }
1527         // custom rtlight
1528         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1529         {
1530                 matrix4x4_t dlightmatrix;
1531                 float light[4];
1532                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1533                 light[3] = e->state_current.light[3];
1534                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1535                         VectorSet(light, 1, 1, 1);
1536                 if (light[3] == 0)
1537                         light[3] = 350;
1538                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1539                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1540                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1541                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1542                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1543         }
1544         // make the glow dlight
1545         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1546         {
1547                 matrix4x4_t dlightmatrix;
1548                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1549                 // hack to make glowing player light shine on their gun
1550                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1551                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1552                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1553                 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);
1554                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1555         }
1556         // do trail light
1557         if (e->render.flags & RENDER_GLOWTRAIL)
1558                 trailtype = EFFECT_TR_GLOWTRAIL;
1559         if (trailtype)
1560                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1561
1562         // don't show entities with no modelindex (note: this still shows
1563         // entities which have a modelindex that resolved to a NULL model)
1564         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1565                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1566         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1567         //      Matrix4x4_Print(&e->render.matrix);
1568 }
1569
1570 void CL_RelinkWorld(void)
1571 {
1572         entity_t *ent = &cl.entities[0];
1573         // FIXME: this should be done at load
1574         ent->render.matrix = identitymatrix;
1575         ent->render.flags = RENDER_SHADOW;
1576         if (!r_fullbright.integer)
1577                 ent->render.flags |= RENDER_LIGHT;
1578         VectorSet(ent->render.colormod, 1, 1, 1);
1579         VectorSet(ent->render.glowmod, 1, 1, 1);
1580         ent->render.allowdecals = true;
1581         CL_UpdateRenderEntity(&ent->render);
1582         r_refdef.scene.worldentity = &ent->render;
1583         r_refdef.scene.worldmodel = cl.worldmodel;
1584 }
1585
1586 static void CL_RelinkStaticEntities(void)
1587 {
1588         int i;
1589         entity_t *e;
1590         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1591         {
1592                 e->render.flags = 0;
1593                 // if the model was not loaded when the static entity was created we
1594                 // need to re-fetch the model pointer
1595                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1596                 // either fullbright or lit
1597                 if(!r_fullbright.integer)
1598                 {
1599                         if (!(e->render.effects & EF_FULLBRIGHT))
1600                                 e->render.flags |= RENDER_LIGHT;
1601                         else if(r_equalize_entities_fullbright.integer)
1602                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1603                 }
1604                 // hide player shadow during intermission or nehahra movie
1605                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1606                         e->render.flags |= RENDER_SHADOW;
1607                 VectorSet(e->render.colormod, 1, 1, 1);
1608                 VectorSet(e->render.glowmod, 1, 1, 1);
1609                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1610                 e->render.allowdecals = true;
1611                 CL_UpdateRenderEntity(&e->render);
1612                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1613         }
1614 }
1615
1616 /*
1617 ===============
1618 CL_RelinkEntities
1619 ===============
1620 */
1621 static void CL_RelinkNetworkEntities(void)
1622 {
1623         entity_t *ent;
1624         int i;
1625
1626         // start on the entity after the world
1627         for (i = 1;i < cl.num_entities;i++)
1628         {
1629                 if (cl.entities_active[i])
1630                 {
1631                         ent = cl.entities + i;
1632                         if (ent->state_current.active)
1633                                 CL_LinkNetworkEntity(ent);
1634                         else
1635                                 cl.entities_active[i] = false;
1636                 }
1637         }
1638 }
1639
1640 static void CL_RelinkEffects(void)
1641 {
1642         int i, intframe;
1643         cl_effect_t *e;
1644         entity_render_t *entrender;
1645         float frame;
1646
1647         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1648         {
1649                 if (e->active)
1650                 {
1651                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1652                         intframe = (int)frame;
1653                         if (intframe < 0 || intframe >= e->endframe)
1654                         {
1655                                 memset(e, 0, sizeof(*e));
1656                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1657                                         cl.num_effects--;
1658                                 continue;
1659                         }
1660
1661                         if (intframe != e->frame)
1662                         {
1663                                 e->frame = intframe;
1664                                 e->frame1time = e->frame2time;
1665                                 e->frame2time = cl.time;
1666                         }
1667
1668                         // if we're drawing effects, get a new temp entity
1669                         // (NewTempEntity adds it to the render entities list for us)
1670                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1671                         {
1672                                 // interpolation stuff
1673                                 entrender->framegroupblend[0].frame = intframe;
1674                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1675                                 entrender->framegroupblend[0].start = e->frame1time;
1676                                 if (intframe + 1 >= e->endframe)
1677                                 {
1678                                         entrender->framegroupblend[1].frame = 0; // disappear
1679                                         entrender->framegroupblend[1].lerp = 0;
1680                                         entrender->framegroupblend[1].start = 0;
1681                                 }
1682                                 else
1683                                 {
1684                                         entrender->framegroupblend[1].frame = intframe + 1;
1685                                         entrender->framegroupblend[1].lerp = frame - intframe;
1686                                         entrender->framegroupblend[1].start = e->frame2time;
1687                                 }
1688
1689                                 // normal stuff
1690                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1691                                 entrender->alpha = 1;
1692                                 VectorSet(entrender->colormod, 1, 1, 1);
1693                                 VectorSet(entrender->glowmod, 1, 1, 1);
1694
1695                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1696                                 CL_UpdateRenderEntity(entrender);
1697                         }
1698                 }
1699         }
1700 }
1701
1702 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1703 {
1704         VectorCopy(b->start, start);
1705         VectorCopy(b->end, end);
1706
1707         // if coming from the player, update the start position
1708         if (b->entity == cl.viewentity)
1709         {
1710                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1711                 {
1712                         // LordHavoc: this is a stupid hack from Quake that makes your
1713                         // lightning appear to come from your waist and cover less of your
1714                         // view
1715                         // in Quake this hack was applied to all players (causing the
1716                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1717                         // only applies to your own lightning, and only in first person
1718                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1719                 }
1720                 if (cl_beams_instantaimhack.integer)
1721                 {
1722                         vec3_t dir, localend;
1723                         vec_t len;
1724                         // LordHavoc: this updates the beam direction to match your
1725                         // viewangles
1726                         VectorSubtract(end, start, dir);
1727                         len = VectorLength(dir);
1728                         VectorNormalize(dir);
1729                         VectorSet(localend, len, 0, 0);
1730                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1731                 }
1732         }
1733 }
1734
1735 void CL_RelinkBeams(void)
1736 {
1737         int i;
1738         beam_t *b;
1739         vec3_t dist, org, start, end;
1740         float d;
1741         entity_render_t *entrender;
1742         double yaw, pitch;
1743         float forward;
1744         matrix4x4_t tempmatrix;
1745
1746         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1747         {
1748                 if (!b->model)
1749                         continue;
1750                 if (b->endtime < cl.time)
1751                 {
1752                         b->model = NULL;
1753                         continue;
1754                 }
1755
1756                 CL_Beam_CalculatePositions(b, start, end);
1757
1758                 if (b->lightning)
1759                 {
1760                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1761                         {
1762                                 // FIXME: create a matrix from the beam start/end orientation
1763                                 vec3_t dlightcolor;
1764                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1765                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1766                                 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);
1767                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1768                         }
1769                         if (cl_beams_polygons.integer)
1770                                 continue;
1771                 }
1772
1773                 // calculate pitch and yaw
1774                 // (this is similar to the QuakeC builtin function vectoangles)
1775                 VectorSubtract(end, start, dist);
1776                 if (dist[1] == 0 && dist[0] == 0)
1777                 {
1778                         yaw = 0;
1779                         if (dist[2] > 0)
1780                                 pitch = 90;
1781                         else
1782                                 pitch = 270;
1783                 }
1784                 else
1785                 {
1786                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1787                         if (yaw < 0)
1788                                 yaw += 360;
1789
1790                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1791                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1792                         if (pitch < 0)
1793                                 pitch += 360;
1794                 }
1795
1796                 // add new entities for the lightning
1797                 VectorCopy (start, org);
1798                 d = VectorNormalizeLength(dist);
1799                 while (d > 0)
1800                 {
1801                         entrender = CL_NewTempEntity (0);
1802                         if (!entrender)
1803                                 return;
1804                         //VectorCopy (org, ent->render.origin);
1805                         entrender->model = b->model;
1806                         //ent->render.effects = EF_FULLBRIGHT;
1807                         //ent->render.angles[0] = pitch;
1808                         //ent->render.angles[1] = yaw;
1809                         //ent->render.angles[2] = rand()%360;
1810                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1811                         CL_UpdateRenderEntity(entrender);
1812                         VectorMA(org, 30, dist, org);
1813                         d -= 30;
1814                 }
1815         }
1816
1817         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1818                 cl.num_beams--;
1819 }
1820
1821 static void CL_RelinkQWNails(void)
1822 {
1823         int i;
1824         vec_t *v;
1825         entity_render_t *entrender;
1826
1827         for (i = 0;i < cl.qw_num_nails;i++)
1828         {
1829                 v = cl.qw_nails[i];
1830
1831                 // if we're drawing effects, get a new temp entity
1832                 // (NewTempEntity adds it to the render entities list for us)
1833                 if (!(entrender = CL_NewTempEntity(0)))
1834                         continue;
1835
1836                 // normal stuff
1837                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1838                 entrender->alpha = 1;
1839                 VectorSet(entrender->colormod, 1, 1, 1);
1840                 VectorSet(entrender->glowmod, 1, 1, 1);
1841
1842                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1843                 CL_UpdateRenderEntity(entrender);
1844         }
1845 }
1846
1847 void CL_LerpPlayer(float frac)
1848 {
1849         int i;
1850
1851         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1852         for (i = 0;i < 3;i++)
1853         {
1854                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1855                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1856                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1857         }
1858
1859         // interpolate the angles if playing a demo or spectating someone
1860         if (cls.demoplayback || cl.fixangle[0])
1861         {
1862                 for (i = 0;i < 3;i++)
1863                 {
1864                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1865                         if (d > 180)
1866                                 d -= 360;
1867                         else if (d < -180)
1868                                 d += 360;
1869                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1870                 }
1871         }
1872 }
1873
1874 void CSQC_RelinkAllEntities (int drawmask)
1875 {
1876         // link stuff
1877         CL_RelinkWorld();
1878         CL_RelinkStaticEntities();
1879         CL_RelinkBeams();
1880         CL_RelinkEffects();
1881
1882         // link stuff
1883         if (drawmask & ENTMASK_ENGINE)
1884         {
1885                 CL_RelinkNetworkEntities();
1886                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1887                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1888                 CL_RelinkQWNails();
1889         }
1890
1891         // update view blend
1892         V_CalcViewBlend();
1893 }
1894
1895 /*
1896 ===============
1897 CL_UpdateWorld
1898
1899 Update client game world for a new frame
1900 ===============
1901 */
1902 void CL_UpdateWorld(void)
1903 {
1904         r_refdef.scene.extraupdate = !r_speeds.integer;
1905         r_refdef.scene.numentities = 0;
1906         r_refdef.scene.numlights = 0;
1907         r_refdef.view.matrix = identitymatrix;
1908         r_refdef.view.quality = 1;
1909                 
1910         cl.num_brushmodel_entities = 0;
1911
1912         if (cls.state == ca_connected && cls.signon == SIGNONS)
1913         {
1914                 // prepare for a new frame
1915                 CL_LerpPlayer(CL_LerpPoint());
1916                 CL_DecayLightFlashes();
1917                 CL_ClearTempEntities();
1918                 V_DriftPitch();
1919                 V_FadeViewFlashs();
1920
1921                 // if prediction is enabled we have to update all the collidable
1922                 // network entities before the prediction code can be run
1923                 CL_UpdateNetworkCollisionEntities();
1924
1925                 // now update the player prediction
1926                 CL_ClientMovement_Replay();
1927
1928                 // update the player entity (which may be predicted)
1929                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1930
1931                 // now update the view (which depends on that player entity)
1932                 V_CalcRefdef();
1933
1934                 // now update all the network entities and create particle trails
1935                 // (some entities may depend on the view)
1936                 CL_UpdateNetworkEntities();
1937
1938                 // update the engine-based viewmodel
1939                 CL_UpdateViewModel();
1940
1941                 CL_RelinkLightFlashes();
1942                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1943
1944                 // decals, particles, and explosions will be updated during rneder
1945         }
1946
1947         r_refdef.scene.time = cl.time;
1948 }
1949
1950 // LordHavoc: pausedemo command
1951 static void CL_PauseDemo_f (void)
1952 {
1953         cls.demopaused = !cls.demopaused;
1954         if (cls.demopaused)
1955                 Con_Print("Demo paused\n");
1956         else
1957                 Con_Print("Demo unpaused\n");
1958 }
1959
1960 /*
1961 ======================
1962 CL_Fog_f
1963 ======================
1964 */
1965 static void CL_Fog_f (void)
1966 {
1967         if (Cmd_Argc () == 1)
1968         {
1969                 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);
1970                 return;
1971         }
1972         FOG_clear(); // so missing values get good defaults
1973         if(Cmd_Argc() > 1)
1974                 r_refdef.fog_density = atof(Cmd_Argv(1));
1975         if(Cmd_Argc() > 2)
1976                 r_refdef.fog_red = atof(Cmd_Argv(2));
1977         if(Cmd_Argc() > 3)
1978                 r_refdef.fog_green = atof(Cmd_Argv(3));
1979         if(Cmd_Argc() > 4)
1980                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1981         if(Cmd_Argc() > 5)
1982                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1983         if(Cmd_Argc() > 6)
1984                 r_refdef.fog_start = atof(Cmd_Argv(6));
1985         if(Cmd_Argc() > 7)
1986                 r_refdef.fog_end = atof(Cmd_Argv(7));
1987         if(Cmd_Argc() > 8)
1988                 r_refdef.fog_height = atof(Cmd_Argv(8));
1989         if(Cmd_Argc() > 9)
1990                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1991 }
1992
1993 /*
1994 ======================
1995 CL_FogHeightTexture_f
1996 ======================
1997 */
1998 static void CL_Fog_HeightTexture_f (void)
1999 {
2000         if (Cmd_Argc () < 11)
2001         {
2002                 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);
2003                 return;
2004         }
2005         FOG_clear(); // so missing values get good defaults
2006         r_refdef.fog_density = atof(Cmd_Argv(1));
2007         r_refdef.fog_red = atof(Cmd_Argv(2));
2008         r_refdef.fog_green = atof(Cmd_Argv(3));
2009         r_refdef.fog_blue = atof(Cmd_Argv(4));
2010         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2011         r_refdef.fog_start = atof(Cmd_Argv(6));
2012         r_refdef.fog_end = atof(Cmd_Argv(7));
2013         r_refdef.fog_height = atof(Cmd_Argv(8));
2014         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2015         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2016 }
2017
2018
2019 /*
2020 ====================
2021 CL_TimeRefresh_f
2022
2023 For program optimization
2024 ====================
2025 */
2026 static void CL_TimeRefresh_f (void)
2027 {
2028         int i;
2029         float timestart, timedelta;
2030
2031         r_refdef.scene.extraupdate = false;
2032
2033         timestart = Sys_DoubleTime();
2034         for (i = 0;i < 128;i++)
2035         {
2036                 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);
2037                 r_refdef.view.quality = 1;
2038                 CL_UpdateScreen();
2039         }
2040         timedelta = Sys_DoubleTime() - timestart;
2041
2042         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2043 }
2044
2045 void CL_AreaStats_f(void)
2046 {
2047         World_PrintAreaStats(&cl.world, "client");
2048 }
2049
2050 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2051 {
2052         int i;
2053         cl_locnode_t *loc;
2054         cl_locnode_t *best;
2055         vec3_t nearestpoint;
2056         vec_t dist, bestdist;
2057         best = NULL;
2058         bestdist = 0;
2059         for (loc = cl.locnodes;loc;loc = loc->next)
2060         {
2061                 for (i = 0;i < 3;i++)
2062                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2063                 dist = VectorDistance2(nearestpoint, point);
2064                 if (bestdist > dist || !best)
2065                 {
2066                         bestdist = dist;
2067                         best = loc;
2068                         if (bestdist < 1)
2069                                 break;
2070                 }
2071         }
2072         return best;
2073 }
2074
2075 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2076 {
2077         cl_locnode_t *loc;
2078         loc = CL_Locs_FindNearest(point);
2079         if (loc)
2080                 strlcpy(buffer, loc->name, buffersize);
2081         else
2082                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2083 }
2084
2085 void CL_Locs_FreeNode(cl_locnode_t *node)
2086 {
2087         cl_locnode_t **pointer, **next;
2088         for (pointer = &cl.locnodes;*pointer;pointer = next)
2089         {
2090                 next = &(*pointer)->next;
2091                 if (*pointer == node)
2092                 {
2093                         *pointer = node->next;
2094                         Mem_Free(node);
2095                         return;
2096                 }
2097         }
2098         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2099 }
2100
2101 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2102 {
2103         cl_locnode_t *node, **pointer;
2104         int namelen;
2105         if (!name)
2106                 name = "";
2107         namelen = strlen(name);
2108         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2109         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2110         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2111         node->name = (char *)(node + 1);
2112         memcpy(node->name, name, namelen);
2113         node->name[namelen] = 0;
2114         // link it into the tail of the list to preserve the order
2115         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2116                 ;
2117         *pointer = node;
2118 }
2119
2120 void CL_Locs_Add_f(void)
2121 {
2122         vec3_t mins, maxs;
2123         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2124         {
2125                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2126                 return;
2127         }
2128         mins[0] = atof(Cmd_Argv(1));
2129         mins[1] = atof(Cmd_Argv(2));
2130         mins[2] = atof(Cmd_Argv(3));
2131         if (Cmd_Argc() == 8)
2132         {
2133                 maxs[0] = atof(Cmd_Argv(4));
2134                 maxs[1] = atof(Cmd_Argv(5));
2135                 maxs[2] = atof(Cmd_Argv(6));
2136                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2137         }
2138         else
2139                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2140 }
2141
2142 void CL_Locs_RemoveNearest_f(void)
2143 {
2144         cl_locnode_t *loc;
2145         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2146         if (loc)
2147                 CL_Locs_FreeNode(loc);
2148         else
2149                 Con_Printf("no loc point or box found for your location\n");
2150 }
2151
2152 void CL_Locs_Clear_f(void)
2153 {
2154         while (cl.locnodes)
2155                 CL_Locs_FreeNode(cl.locnodes);
2156 }
2157
2158 void CL_Locs_Save_f(void)
2159 {
2160         cl_locnode_t *loc;
2161         qfile_t *outfile;
2162         char locfilename[MAX_QPATH];
2163         if (!cl.locnodes)
2164         {
2165                 Con_Printf("No loc points/boxes exist!\n");
2166                 return;
2167         }
2168         if (cls.state != ca_connected || !cl.worldmodel)
2169         {
2170                 Con_Printf("No level loaded!\n");
2171                 return;
2172         }
2173         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2174
2175         outfile = FS_OpenRealFile(locfilename, "w", false);
2176         if (!outfile)
2177                 return;
2178         // if any boxes are used then this is a proquake-format loc file, which
2179         // allows comments, so add some relevant information at the start
2180         for (loc = cl.locnodes;loc;loc = loc->next)
2181                 if (!VectorCompare(loc->mins, loc->maxs))
2182                         break;
2183         if (loc)
2184         {
2185                 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);
2186                 for (loc = cl.locnodes;loc;loc = loc->next)
2187                         if (VectorCompare(loc->mins, loc->maxs))
2188                                 break;
2189                 if (loc)
2190                         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");
2191         }
2192         for (loc = cl.locnodes;loc;loc = loc->next)
2193         {
2194                 if (VectorCompare(loc->mins, loc->maxs))
2195                 {
2196                         int len;
2197                         const char *s;
2198                         const char *in = loc->name;
2199                         char name[MAX_INPUTLINE];
2200                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2201                         {
2202                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2203                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2204                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2205                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2206                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2207                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2208                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2209                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2210                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2211                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2212                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2213                                 else s = NULL;
2214                                 if (s)
2215                                 {
2216                                         while (len < (int)sizeof(name) - 1 && *s)
2217                                                 name[len++] = *s++;
2218                                         continue;
2219                                 }
2220                                 name[len++] = *in++;
2221                         }
2222                         name[len] = 0;
2223                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2224                 }
2225                 else
2226                         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);
2227         }
2228         FS_Close(outfile);
2229 }
2230
2231 void CL_Locs_Reload_f(void)
2232 {
2233         int i, linenumber, limit, len;
2234         const char *s;
2235         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2236         fs_offset_t filesize;
2237         vec3_t mins, maxs;
2238         char locfilename[MAX_QPATH];
2239         char name[MAX_INPUTLINE];
2240
2241         if (cls.state != ca_connected || !cl.worldmodel)
2242         {
2243                 Con_Printf("No level loaded!\n");
2244                 return;
2245         }
2246
2247         CL_Locs_Clear_f();
2248
2249         // try maps/something.loc first (LordHavoc: where I think they should be)
2250         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2251         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2252         if (!filedata)
2253         {
2254                 // try proquake name as well (LordHavoc: I hate path mangling)
2255                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2256                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2257                 if (!filedata)
2258                         return;
2259         }
2260         text = filedata;
2261         textend = filedata + filesize;
2262         for (linenumber = 1;text < textend;linenumber++)
2263         {
2264                 linestart = text;
2265                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2266                         ;
2267                 lineend = text;
2268                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2269                         text++;
2270                 if (text < textend)
2271                         text++;
2272                 // trim trailing whitespace
2273                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2274                         lineend--;
2275                 // trim leading whitespace
2276                 while (linestart < lineend && ISWHITESPACE(*linestart))
2277                         linestart++;
2278                 // check if this is a comment
2279                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2280                         continue;
2281                 linetext = linestart;
2282                 limit = 3;
2283                 for (i = 0;i < limit;i++)
2284                 {
2285                         if (linetext >= lineend)
2286                                 break;
2287                         // note: a missing number is interpreted as 0
2288                         if (i < 3)
2289                                 mins[i] = atof(linetext);
2290                         else
2291                                 maxs[i - 3] = atof(linetext);
2292                         // now advance past the number
2293                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2294                                 linetext++;
2295                         // advance through whitespace
2296                         if (linetext < lineend)
2297                         {
2298                                 if (*linetext == ',')
2299                                 {
2300                                         linetext++;
2301                                         limit = 6;
2302                                         // note: comma can be followed by whitespace
2303                                 }
2304                                 if (ISWHITESPACE(*linetext))
2305                                 {
2306                                         // skip whitespace
2307                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2308                                                 linetext++;
2309                                 }
2310                         }
2311                 }
2312                 // if this is a quoted name, remove the quotes
2313                 if (i == 6)
2314                 {
2315                         if (linetext >= lineend || *linetext != '"')
2316                                 continue; // proquake location names are always quoted
2317                         lineend--;
2318                         linetext++;
2319                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2320                         memcpy(name, linetext, len);
2321                         name[len] = 0;
2322                         // add the box to the list
2323                         CL_Locs_AddNode(mins, maxs, name);
2324                 }
2325                 // if a point was parsed, it needs to be scaled down by 8 (since
2326                 // point-based loc files were invented by a proxy which dealt
2327                 // directly with quake protocol coordinates, which are *8), turn
2328                 // it into a box
2329                 else if (i == 3)
2330                 {
2331                         // interpret silly fuhquake macros
2332                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2333                         {
2334                                 if (*linetext == '$')
2335                                 {
2336                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2337                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2338                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2339                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2340                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2341                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2342                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2343                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2344                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2347                                         else s = NULL;
2348                                         if (s)
2349                                         {
2350                                                 while (len < (int)sizeof(name) - 1 && *s)
2351                                                         name[len++] = *s++;
2352                                                 continue;
2353                                         }
2354                                 }
2355                                 name[len++] = *linetext++;
2356                         }
2357                         name[len] = 0;
2358                         // add the point to the list
2359                         VectorScale(mins, (1.0 / 8.0), mins);
2360                         CL_Locs_AddNode(mins, mins, name);
2361                 }
2362                 else
2363                         continue;
2364         }
2365 }
2366
2367 /*
2368 ===========
2369 CL_Shutdown
2370 ===========
2371 */
2372 void CL_Shutdown (void)
2373 {
2374         CL_Screen_Shutdown();
2375         CL_Particles_Shutdown();
2376         CL_Parse_Shutdown();
2377
2378         Mem_FreePool (&cls.permanentmempool);
2379         Mem_FreePool (&cls.levelmempool);
2380 }
2381
2382 /*
2383 =================
2384 CL_Init
2385 =================
2386 */
2387 void CL_Init (void)
2388 {
2389
2390         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2391         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2392
2393         memset(&r_refdef, 0, sizeof(r_refdef));
2394         // max entities sent to renderer per frame
2395         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2396         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2397
2398         // max temp entities
2399         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2400         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2401
2402         CL_InitInput ();
2403
2404 //
2405 // register our commands
2406 //
2407         Cvar_RegisterVariable (&cl_upspeed);
2408         Cvar_RegisterVariable (&cl_forwardspeed);
2409         Cvar_RegisterVariable (&cl_backspeed);
2410         Cvar_RegisterVariable (&cl_sidespeed);
2411         Cvar_RegisterVariable (&cl_movespeedkey);
2412         Cvar_RegisterVariable (&cl_yawspeed);
2413         Cvar_RegisterVariable (&cl_pitchspeed);
2414         Cvar_RegisterVariable (&cl_anglespeedkey);
2415         Cvar_RegisterVariable (&cl_shownet);
2416         Cvar_RegisterVariable (&cl_nolerp);
2417         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2418         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2419         Cvar_RegisterVariable (&cl_deathfade);
2420         Cvar_RegisterVariable (&lookspring);
2421         Cvar_RegisterVariable (&lookstrafe);
2422         Cvar_RegisterVariable (&sensitivity);
2423         Cvar_RegisterVariable (&freelook);
2424
2425         Cvar_RegisterVariable (&m_pitch);
2426         Cvar_RegisterVariable (&m_yaw);
2427         Cvar_RegisterVariable (&m_forward);
2428         Cvar_RegisterVariable (&m_side);
2429
2430         Cvar_RegisterVariable (&cl_itembobspeed);
2431         Cvar_RegisterVariable (&cl_itembobheight);
2432
2433         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2434         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2435         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2436         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2437         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2438         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2439
2440         // Support Client-side Model Index List
2441         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2442         // Support Client-side Sound Index List
2443         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2444
2445         Cvar_RegisterVariable (&cl_autodemo);
2446         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2447         Cvar_RegisterVariable (&cl_autodemo_delete);
2448
2449         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2450         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)");
2451
2452         // LordHavoc: added pausedemo
2453         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)");
2454
2455         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2456
2457         Cvar_RegisterVariable(&r_draweffects);
2458         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2459         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2460         Cvar_RegisterVariable(&cl_explosions_size_start);
2461         Cvar_RegisterVariable(&cl_explosions_size_end);
2462         Cvar_RegisterVariable(&cl_explosions_lifetime);
2463         Cvar_RegisterVariable(&cl_stainmaps);
2464         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2465         Cvar_RegisterVariable(&cl_beams_polygons);
2466         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2467         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2468         Cvar_RegisterVariable(&cl_beams_lightatend);
2469         Cvar_RegisterVariable(&cl_noplayershadow);
2470         Cvar_RegisterVariable(&cl_dlights_decayradius);
2471         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2472
2473         Cvar_RegisterVariable(&cl_prydoncursor);
2474         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2475
2476         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2477
2478         // for QW connections
2479         Cvar_RegisterVariable(&qport);
2480         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2481
2482         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2483
2484         Cvar_RegisterVariable(&cl_locs_enable);
2485         Cvar_RegisterVariable(&cl_locs_show);
2486         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)");
2487         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)");
2488         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2489         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2490         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2491
2492         CL_Parse_Init();
2493         CL_Particles_Init();
2494         CL_Screen_Init();
2495
2496         CL_Video_Init();
2497         CL_Gecko_Init();
2498 }
2499
2500
2501