]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
added r_rtworld, r_rtworldshadows, r_rtdlight, r_rtdlightshadows, and r_lightmapinten...
[xonotic/darkplaces.git] / cl_main.c
index f934ef3ad8099793bf5a727dae8ee3e78be01c20..88151231be0e70853d265a5d6b69e7ef58b8cc1b 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -46,8 +46,14 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
 
 cvar_t r_draweffects = {0, "r_draweffects", "1"};
 
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -103,6 +109,8 @@ void CL_ClearState(void)
 
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
+       // reset the view zoom interpolation
+       cl.viewzoomold = cl.viewzoomnew = 1;
 
        SZ_Clear (&cls.message);
 
@@ -116,7 +124,7 @@ void CL_ClearState(void)
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
-       cl_max_beams = 24;
+       cl_max_beams = 256;
        cl_max_dlights = MAX_DLIGHTS;
        cl_max_lightstyle = MAX_LIGHTSTYLES;
        cl_max_brushmodel_entities = MAX_EDICTS;
@@ -138,9 +146,9 @@ void CL_ClearState(void)
        // LordHavoc: have to set up the baseline info for alpha and other stuff
        for (i = 0;i < cl_max_entities;i++)
        {
-               ClearStateToDefault(&cl_entities[i].state_baseline);
-               ClearStateToDefault(&cl_entities[i].state_previous);
-               ClearStateToDefault(&cl_entities[i].state_current);
+               cl_entities[i].state_baseline = defaultstate;
+               cl_entities[i].state_previous = defaultstate;
+               cl_entities[i].state_current = defaultstate;
        }
 
        CL_CGVM_Clear();
@@ -159,6 +167,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
 
@@ -177,20 +187,13 @@ void CL_Disconnect(void)
                if (cls.demorecording)
                        CL_Stop_f();
 
-               Con_DPrintf("Sending clc_disconnect\n");
+               Con_DPrint("Sending clc_disconnect\n");
                SZ_Clear(&cls.message);
                MSG_WriteByte(&cls.message, clc_disconnect);
                NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
                SZ_Clear(&cls.message);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
-               // if running a local server, shut it down
-               if (sv.active)
-               {
-                       // prevent this code from executing again during Host_ShutdownServer
-                       cls.state = ca_disconnected;
-                       Host_ShutdownServer(false);
-               }
        }
        cls.state = ca_disconnected;
 
@@ -248,7 +251,7 @@ void CL_EstablishConnection(const char *host)
        }
        else
        {
-               Con_Printf("Unable to find a suitable network socket to connect to server.\n");
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
                strcpy(m_return_reason, "No network");
        }
 }
@@ -275,7 +278,7 @@ static void CL_PrintEntities_f(void)
                        strcpy(name, "--no model--");
                for (j = strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -496,7 +499,8 @@ extern void V_CalcRefdef(void);
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
 void CL_LinkNetworkEntity(entity_t *e)
 {
-       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       //matrix4x4_t dlightmatrix;
        int j, k, l, trailtype, temp;
        float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
        entity_t *t;
@@ -509,6 +513,17 @@ void CL_LinkNetworkEntity(entity_t *e)
                // skip inactive entities and world
                if (!e->state_current.active || e == cl_entities)
                        return;
+               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               e->render.flags = e->state_current.flags;
+               e->render.effects = e->state_current.effects;
+               if (e->state_current.flags & RENDER_COLORMAPPED)
+                       e->render.colormap = e->state_current.colormap;
+               else if (cl.scores != NULL && e->state_current.colormap)
+                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+               else
+                       e->render.colormap = -1; // no special coloring
+               e->render.skinnum = e->state_current.skin;
                if (e->render.flags & RENDER_VIEWMODEL)
                {
                        if (!r_drawviewmodel.integer || chase_active.integer || envmap)
@@ -531,7 +546,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                        CL_LinkNetworkEntity(t);
                        // make relative to the entity
                        matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
                        // if a valid tagindex is used, make it relative to that tag instead
+                       // FIXME: use a model function to get tag info (need to handle skeletal)
                        if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
                        {
                                // blend the matrices
@@ -550,19 +568,6 @@ void CL_LinkNetworkEntity(entity_t *e)
                                matrix = &tempmatrix;
                        }
                }
-               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-               e->render.flags = e->state_current.flags;
-               if (e - cl_entities == cl.viewentity)
-                       e->render.flags |= RENDER_EXTERIORMODEL;
-               e->render.effects = e->state_current.effects;
-               if (e->state_current.flags & RENDER_COLORMAPPED)
-                       e->render.colormap = e->state_current.colormap;
-               else if (cl.scores != NULL && e->state_current.colormap)
-                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
-               else
-                       e->render.colormap = -1; // no special coloring
-               e->render.skinnum = e->state_current.skin;
                // set up the render matrix
                if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
                {
@@ -622,7 +627,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                if (e->render.model)
                {
                        Mod_CheckLoaded(e->render.model);
-                       if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+                       // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+                       if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
                                angles[0] = -angles[0];
                        if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                        {
@@ -630,6 +636,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                                if (cl_itembobheight.value)
                                        origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
                        }
+                       // transfer certain model flags to effects
+                       if (e->render.model->flags2 & EF_FULLBRIGHT)
+                               e->render.effects |= EF_FULLBRIGHT;
                }
 
                R_LerpAnimation(&e->render);
@@ -659,44 +668,44 @@ void CL_LinkNetworkEntity(entity_t *e)
                                if (gamemode == GAME_NEXUIZ)
                                {
                                        dlightradius = max(dlightradius, 200);
-                                       dlightcolor[0] += 0.390625f;
-                                       dlightcolor[1] += 0.781250f;
-                                       dlightcolor[2] += 1.562500f;
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
                                        trailtype = 8;
                                }
                                else
                                        CL_EntityParticles(e);
                        }
                        if (e->render.effects & EF_MUZZLEFLASH)
-                               e->persistent.muzzleflash = 100.0f;
+                               e->persistent.muzzleflash = 1.0f;
                        if (e->render.effects & EF_DIMLIGHT)
                        {
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.781250f;
-                               dlightcolor[1] += 0.781250f;
-                               dlightcolor[2] += 0.781250f;
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_BRIGHTLIGHT)
                        {
                                dlightradius = max(dlightradius, 400);
-                               dlightcolor[0] += 1.562500f;
-                               dlightcolor[1] += 1.562500f;
-                               dlightcolor[2] += 1.562500f;
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
                        }
                        // LordHavoc: more effects
                        if (e->render.effects & EF_RED) // red
                        {
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.781250f;
-                               dlightcolor[1] += 0.078125f;
-                               dlightcolor[2] += 0.078125f;
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
                        }
                        if (e->render.effects & EF_BLUE) // blue
                        {
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.078125f;
-                               dlightcolor[1] += 0.078125f;
-                               dlightcolor[2] += 0.781250f;
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_FLAME)
                        {
@@ -711,9 +720,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                                CL_FlameCube(mins, maxs, temp);
                                d = lhrandom(0.75f, 1);
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
                        if (e->render.effects & EF_STARDUST)
                        {
@@ -726,11 +735,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // how many particles to make
                                temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
                                CL_Stardust(mins, maxs, temp);
-                               d = 0.390625f;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
                        }
                }
                // muzzleflash fades over time, and is offset a bit
@@ -742,8 +750,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        tempmatrix.m[0][3] = v[0];
                        tempmatrix.m[1][3] = v[1];
                        tempmatrix.m[2][3] = v[2];
-                       CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 0);
-                       e->persistent.muzzleflash -= cl.frametime * 1000;
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
                // LordHavoc: if the model has no flags, don't check each
                if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
@@ -756,25 +764,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 3;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.060000f;
-                               dlightcolor[1] += 0.250000f;
-                               dlightcolor[2] += 0.062500f;
+                               dlightcolor[0] += 0.25f;
+                               dlightcolor[1] += 1.00f;
+                               dlightcolor[2] += 0.25f;
                        }
                        else if (e->render.model->flags & EF_TRACER2)
                        {
                                trailtype = 5;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.312500f;
-                               dlightcolor[1] += 0.187500f;
-                               dlightcolor[2] += 0.062500f;
+                               dlightcolor[0] += 1.00f;
+                               dlightcolor[1] += 0.60f;
+                               dlightcolor[2] += 0.20f;
                        }
                        else if (e->render.model->flags & EF_ROCKET)
                        {
                                trailtype = 0;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.781250f;
-                               dlightcolor[1] += 0.625000f;
-                               dlightcolor[2] += 0.312500f;
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -784,10 +792,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER3)
                        {
                                trailtype = 6;
-                               dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.312500f;
-                               dlightcolor[1] += 0.125000f;
-                               dlightcolor[2] += 0.250000f;
+                               if (gamemode == GAME_PRYDON)
+                               {
+                                       dlightradius = max(dlightradius, 100);
+                                       dlightcolor[0] += 0.30f;
+                                       dlightcolor[1] += 0.60f;
+                                       dlightcolor[2] += 1.20f;
+                               }
+                               else
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 1.20f;
+                                       dlightcolor[1] += 0.50f;
+                                       dlightcolor[2] += 1.00f;
+                               }
                        }
                }
                // LordHavoc: customizable glow
@@ -798,52 +816,58 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                        VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-               {
-                       if (e->state_current.light[3])
-                               dlightradius = max(dlightradius, e->state_current.light[3]);
-                       else
-                               dlightradius = max(dlightradius, 350);
-                       if (VectorLength2(dlightcolor) == 0)
-                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
-                       else
-                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
-               }
-               // make the dlight
+               // make the glow dlight
                if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       dlightmatrix = e->render.matrix;
+                       //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
-                               dlightmatrix.m[2][3] += 30;
-                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+                       //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
+               }
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               {
+                       float light[4];
+                       VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+                       light[3] = e->state_current.light[3];
+                       if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                               VectorSet(light, 1, 1, 1);
+                       if (light[3] == 0)
+                               light[3] = 350;
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
                {
                        if (e->render.flags & RENDER_GLOWTRAIL)
-                               CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
-                       else if (trailtype >= 0)
-                               CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
+                               trailtype = 9;
+                       if (trailtype >= 0)
+                               CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
                }
                VectorCopy(origin, e->persistent.trail_origin);
-               // note: the cl.viewentity and intermission check is to hide player
-               // shadow during intermission and during the Nehahra movie and
-               // Nehahra cinematics
-               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
-                && (e->render.alpha == 1)
-                && !(e->render.flags & RENDER_VIEWMODEL)
-                && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
-                       e->render.flags |= RENDER_SHADOW;
-               if (!(e->render.effects & EF_FULLBRIGHT))
+               // tenebrae's sprites are all additive mode (weird)
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // player model is only shown with chase_active on
+               if (e - cl_entities == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
                        e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
                // as soon as player is known we can call V_CalcRefDef
                if ((e - cl_entities) == cl.viewentity)
                        V_CalcRefdef();
                if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
                        cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
-               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-                       e->render.effects |= EF_ADDITIVE;
                // don't show entities with no modelindex (note: this still shows
                // entities which have a modelindex that resolved to a NULL model)
                if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
@@ -889,7 +913,7 @@ static void CL_RelinkNetworkEntities(void)
 
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
-       ClearStateToDefault(&ent->state_current);
+       ent->state_current = defaultstate;
        ent->state_current.time = cl.time;
        ent->state_current.number = -1;
        ent->state_current.active = true;
@@ -993,7 +1017,7 @@ void CL_RelinkBeams(void)
                // if coming from the player, update the start position
                //if (b->entity == cl.viewentity)
                //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
-               if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
                {
                        entity_state_t *p = &cl_entities[b->entity].state_previous;
                        //entity_state_t *c = &cl_entities[b->entity].state_current;
@@ -1073,7 +1097,7 @@ void CL_RelinkBeams(void)
                                return;
                        //VectorCopy (org, ent->render.origin);
                        ent->render.model = b->model;
-                       ent->render.effects = EF_FULLBRIGHT;
+                       //ent->render.effects = EF_FULLBRIGHT;
                        //ent->render.angles[0] = pitch;
                        //ent->render.angles[1] = yaw;
                        //ent->render.angles[2] = rand()%360;
@@ -1179,7 +1203,7 @@ void CL_SendCmd(usercmd_t *cmd)
        {
                if (developer.integer)
                {
-                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
                }
                if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
@@ -1193,9 +1217,9 @@ static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1207,7 +1231,7 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
        fog_density = atof(Cmd_Argv(1));
@@ -1221,10 +1245,36 @@ static void CL_Fog_f (void)
 CL_Init
 =================
 */
+//VorteX: cvars for GAME_NETHERWORLD
+cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; 
+cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; 
+cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; 
+cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; 
+cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
+cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
+cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
+cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
+cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
+cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"};  //Asking on saving to full saveslot in savegame menu
+cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; 
+cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; 
+cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; 
+cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; 
+cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
+cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};  
+cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; 
+cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
+cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
+cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
+cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; 
+cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; 
+cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; 
+cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; 
+
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities");
-       cl_refdef_mempool = Mem_AllocPool("refdef");
+       cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
+       cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
@@ -1278,13 +1328,46 @@ void CL_Init (void)
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
 
        Cvar_RegisterVariable(&r_draweffects);
-       Cvar_RegisterVariable(&cl_explosions);
+       Cvar_RegisterVariable(&cl_explosions_alpha_start);
+       Cvar_RegisterVariable(&cl_explosions_alpha_end);
+       Cvar_RegisterVariable(&cl_explosions_size_start);
+       Cvar_RegisterVariable(&cl_explosions_size_end);
+       Cvar_RegisterVariable(&cl_explosions_lifetime);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_stainmapsclearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
+       if (gamemode == GAME_NETHERWORLD)
+       {
+               Cvar_RegisterVariable (&cl_playermodel); 
+               Cvar_RegisterVariable (&cl_footsteps); 
+               Cvar_RegisterVariable (&cl_weapon_ofs); 
+               Cvar_RegisterVariable (&cl_weapon_bstep); 
+               Cvar_RegisterVariable (&cl_weapon_bborder);
+               Cvar_RegisterVariable (&cl_weapon_bphase);
+               Cvar_RegisterVariable (&cl_weapon_bphasescale);
+               Cvar_RegisterVariable (&cl_weapon_bphasescissor);
+               Cvar_RegisterVariable (&cl_deathcam);    //Hack for q3-style death
+               Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
+               //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
+               Cvar_RegisterVariable (&sv_monsters_healthscale); 
+               Cvar_RegisterVariable (&sv_monsters_damagescale); 
+               Cvar_RegisterVariable (&sv_monsters_randomize);
+               Cvar_RegisterVariable (&sv_monsters_multiply); 
+               Cvar_RegisterVariable (&sv_monsters_multiply_radius); 
+               Cvar_RegisterVariable (&sv_monsters_ai_skillmod); 
+               Cvar_RegisterVariable (&sv_monsters_ai_agrmod); 
+               Cvar_RegisterVariable (&sv_monsters_ai_dexmod); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); 
+               Cvar_RegisterVariable (&sv_corpses_solid); 
+       }
+
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
@@ -1293,3 +1376,5 @@ void CL_Init (void)
        CL_Video_Init();
 }
 
+
+