2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 mempool_t *cl_refdef_mempool;
67 mempool_t *cl_entities_mempool;
73 int cl_max_static_entities;
74 int cl_max_temp_entities;
78 int cl_max_lightstyle;
79 int cl_max_brushmodel_entities;
81 entity_t *cl_entities;
82 qbyte *cl_entities_active;
83 entity_t *cl_static_entities;
84 entity_t *cl_temp_entities;
85 cl_effect_t *cl_effects;
88 lightstyle_t *cl_lightstyle;
89 entity_render_t **cl_brushmodel_entities;
92 int cl_num_static_entities;
93 int cl_num_temp_entities;
94 int cl_num_brushmodel_entities;
100 =====================
102 void CL_ClearState(void)
109 // note: this also gets rid of the entity database
110 Mem_EmptyPool(cl_entities_mempool);
112 // wipe the entire cl structure
113 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
117 SZ_Clear (&cls.message);
120 cl_num_static_entities = 0;
121 cl_num_temp_entities = 0;
122 cl_num_brushmodel_entities = 0;
124 // tweak these if the game runs out
125 cl_max_entities = MAX_EDICTS;
126 cl_max_static_entities = 256;
127 cl_max_temp_entities = 512;
128 cl_max_effects = 256;
130 cl_max_dlights = MAX_DLIGHTS;
131 cl_max_lightstyle = MAX_LIGHTSTYLES;
132 cl_max_brushmodel_entities = MAX_EDICTS;
134 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
135 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
136 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
137 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
138 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
139 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
140 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
141 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
142 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
146 CL_Particles_Clear();
148 // LordHavoc: have to set up the baseline info for alpha and other stuff
149 for (i = 0;i < cl_max_entities;i++)
151 cl_entities[i].state_baseline = defaultstate;
152 cl_entities[i].state_previous = defaultstate;
153 cl_entities[i].state_current = defaultstate;
160 =====================
163 Sends a disconnect message to the server
164 This is also called on Host_Error, so it shouldn't cause any errors
165 =====================
167 void CL_Disconnect(void)
169 if (cls.state == ca_dedicated)
172 Con_DPrintf("CL_Disconnect\n");
174 // stop sounds (especially looping!)
177 // clear contents blends
178 cl.cshifts[0].percent = 0;
179 cl.cshifts[1].percent = 0;
180 cl.cshifts[2].percent = 0;
181 cl.cshifts[3].percent = 0;
183 cl.worldmodel = NULL;
185 if (cls.demoplayback)
189 if (cls.demorecording)
192 Con_DPrint("Sending clc_disconnect\n");
193 SZ_Clear(&cls.message);
194 MSG_WriteByte(&cls.message, clc_disconnect);
195 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
196 SZ_Clear(&cls.message);
197 NetConn_Close(cls.netcon);
200 cls.state = ca_disconnected;
202 cls.demoplayback = cls.timedemo = false;
206 void CL_Disconnect_f(void)
210 Host_ShutdownServer (false);
217 =====================
218 CL_EstablishConnection
220 Host should be either "local" or a net address
221 =====================
223 void CL_EstablishConnection(const char *host)
225 if (cls.state == ca_dedicated)
228 // clear menu's connect error message
229 M_Update_Return_Reason("");
232 // stop demo loop in case this fails
234 NetConn_ClientFrame();
235 NetConn_ServerFrame();
237 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
239 cls.connect_trying = true;
240 cls.connect_remainingtries = 3;
241 cls.connect_nextsendtime = 0;
242 M_Update_Return_Reason("Trying to connect...");
245 NetConn_ClientFrame();
246 NetConn_ServerFrame();
247 NetConn_ClientFrame();
248 NetConn_ServerFrame();
249 NetConn_ClientFrame();
250 NetConn_ServerFrame();
251 NetConn_ClientFrame();
252 NetConn_ServerFrame();
257 Con_Print("Unable to find a suitable network socket to connect to server.\n");
258 M_Update_Return_Reason("No network");
267 static void CL_PrintEntities_f(void)
273 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
275 if (!ent->state_current.active)
278 if (ent->render.model)
279 strlcpy (name, ent->render.model->name, 25);
281 strcpy(name, "--no model--");
282 for (j = strlen(name);j < 25;j++)
284 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);
288 //static const vec3_t nomodelmins = {-16, -16, -16};
289 //static const vec3_t nomodelmaxs = {16, 16, 16};
290 void CL_BoundingBoxForEntity(entity_render_t *ent)
294 //if (ent->angles[0] || ent->angles[2])
295 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
298 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
299 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
300 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
301 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
302 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
303 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
304 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
305 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
307 //else if (ent->angles[1])
308 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
311 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
312 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
313 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
314 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
315 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
316 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
317 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
318 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
322 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
323 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
324 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
325 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
326 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
327 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
328 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
329 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
334 ent->mins[0] = ent->matrix.m[0][3] - 16;
335 ent->mins[1] = ent->matrix.m[1][3] - 16;
336 ent->mins[2] = ent->matrix.m[2][3] - 16;
337 ent->maxs[0] = ent->matrix.m[0][3] + 16;
338 ent->maxs[1] = ent->matrix.m[1][3] + 16;
339 ent->maxs[2] = ent->matrix.m[2][3] + 16;
340 //VectorAdd(ent->origin, nomodelmins, ent->mins);
341 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
349 Determines the fraction between the last two messages that the objects
353 static float CL_LerpPoint(void)
357 // dropped packet, or start of demo
358 if (cl.mtime[1] < cl.mtime[0] - 0.1)
359 cl.mtime[1] = cl.mtime[0] - 0.1;
361 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
363 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
364 f = cl.mtime[0] - cl.mtime[1];
365 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
367 cl.time = cl.mtime[0];
371 f = (cl.time - cl.mtime[1]) / f;
372 return bound(0, f, 1);
375 void CL_ClearTempEntities (void)
377 cl_num_temp_entities = 0;
380 entity_t *CL_NewTempEntity(void)
384 if (r_refdef.numentities >= r_refdef.maxentities)
386 if (cl_num_temp_entities >= cl_max_temp_entities)
388 ent = &cl_temp_entities[cl_num_temp_entities++];
389 memset (ent, 0, sizeof(*ent));
390 r_refdef.entities[r_refdef.numentities++] = &ent->render;
392 ent->render.colormap = -1; // no special coloring
393 ent->render.scale = 1;
394 ent->render.alpha = 1;
395 VectorSet(ent->render.colormod, 1, 1, 1);
399 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
403 if (!modelindex) // sanity check
405 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
410 VectorCopy(org, e->origin);
411 e->modelindex = modelindex;
412 e->starttime = cl.time;
413 e->startframe = startframe;
414 e->endframe = startframe + framecount;
415 e->framerate = framerate;
418 e->frame1time = cl.time;
419 e->frame2time = cl.time;
424 void CL_AllocDlight(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)
430 // first look for an exact key match
434 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
440 // then look for anything else
442 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
446 // unable to find one
450 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
451 memset (dl, 0, sizeof(*dl));
452 dl->matrix = *matrix;
454 dl->origin[0] = dl->matrix.m[0][3];
455 dl->origin[1] = dl->matrix.m[1][3];
456 dl->origin[2] = dl->matrix.m[2][3];
457 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
458 dl->matrix.m[0][3] = dl->origin[0];
459 dl->matrix.m[1][3] = dl->origin[1];
460 dl->matrix.m[2][3] = dl->origin[2];
463 dl->color[1] = green;
467 dl->die = cl.time + lifetime;
470 dl->cubemapnum = cubemapnum;
472 dl->shadow = shadowenable;
475 dl->coronasizescale = coronasizescale;
476 dl->ambientscale = ambientscale;
477 dl->diffusescale = diffusescale;
478 dl->specularscale = specularscale;
481 void CL_DecayLights(void)
487 time = cl.time - cl.oldtime;
488 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
490 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
493 #define MAXVIEWMODELS 32
494 entity_t *viewmodels[MAXVIEWMODELS];
497 matrix4x4_t viewmodelmatrix;
499 static int entitylinkframenumber;
501 static const vec3_t muzzleflashorigin = {18, 0, 0};
503 extern void V_DriftPitch(void);
504 extern void V_FadeViewFlashs(void);
505 extern void V_CalcViewBlend(void);
507 extern void V_CalcRefdef(void);
508 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
509 void CL_LinkNetworkEntity(entity_t *e)
511 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
512 //matrix4x4_t dlightmatrix;
513 int j, k, l, trailtype, temp;
514 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
517 //entity_persistent_t *p = &e->persistent;
518 //entity_render_t *r = &e->render;
519 if (e->persistent.linkframe != entitylinkframenumber)
521 e->persistent.linkframe = entitylinkframenumber;
522 // skip inactive entities and world
523 if (!e->state_current.active || e == cl_entities)
525 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
526 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
527 e->render.flags = e->state_current.flags;
528 e->render.effects = e->state_current.effects;
529 if (e->state_current.flags & RENDER_COLORMAPPED)
530 e->render.colormap = e->state_current.colormap;
531 else if (cl.scores != NULL && e->state_current.colormap)
532 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
534 e->render.colormap = -1; // no special coloring
535 e->render.skinnum = e->state_current.skin;
536 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
537 if (e->render.flags & RENDER_VIEWMODEL)
539 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
542 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
543 matrix = &viewmodelmatrix;
544 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
546 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
547 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
552 t = cl_entities + e->state_current.tagentity;
553 if (!t->state_current.active)
555 // note: this can link to world
556 CL_LinkNetworkEntity(t);
557 // make relative to the entity
558 matrix = &t->render.matrix;
559 // some properties of the tag entity carry over
560 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
561 // if a valid tagindex is used, make it relative to that tag instead
562 // FIXME: use a model function to get tag info (need to handle skeletal)
563 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
565 // blend the matrices
566 memset(&blendmatrix, 0, sizeof(blendmatrix));
567 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
569 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
570 d = t->render.frameblend[j].lerp;
571 for (l = 0;l < 4;l++)
572 for (k = 0;k < 4;k++)
573 blendmatrix.m[l][k] += d * matrix->m[l][k];
575 // concat the tag matrices onto the entity matrix
576 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
577 // use the constructed tag matrix
578 matrix = &tempmatrix;
583 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
585 // interpolate the origin and angles
586 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
587 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
588 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
589 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
590 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
591 VectorMA(e->persistent.oldangles, lerp, delta, angles);
596 VectorCopy(e->persistent.neworigin, origin);
597 VectorCopy(e->persistent.newangles, angles);
600 // model setup and some modelflags
601 e->render.model = cl.model_precache[e->state_current.modelindex];
604 Mod_CheckLoaded(e->render.model);
605 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
606 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
607 angles[0] = -angles[0];
608 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
610 angles[1] = ANGLEMOD(100*cl.time);
611 if (cl_itembobheight.value)
612 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
614 // transfer certain model flags to effects
615 if (e->render.model->flags2 & EF_FULLBRIGHT)
616 e->render.effects |= EF_FULLBRIGHT;
617 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
618 VectorScale(e->render.colormod, 2, e->render.colormod);
622 if (e->render.frame2 == e->state_current.frame)
624 // update frame lerp fraction
625 e->render.framelerp = 1;
626 if (e->render.frame2time > e->render.frame1time)
628 // make sure frame lerp won't last longer than 100ms
629 // (this mainly helps with models that use framegroups and
630 // switch between them infrequently)
631 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
632 e->render.framelerp = bound(0, e->render.framelerp, 1);
637 // begin a new frame lerp
638 e->render.frame1 = e->render.frame2;
639 e->render.frame1time = e->render.frame2time;
640 e->render.frame = e->render.frame2 = e->state_current.frame;
641 e->render.frame2time = cl.time;
642 e->render.framelerp = 0;
644 R_LerpAnimation(&e->render);
646 // set up the render matrix
647 // FIXME: e->render.scale should go away
648 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
649 // concat the matrices to make the entity relative to its tag
650 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
651 // make the other useful stuff
652 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
653 CL_BoundingBoxForEntity(&e->render);
655 // handle effects now that we know where this entity is in the world...
656 origin[0] = e->render.matrix.m[0][3];
657 origin[1] = e->render.matrix.m[1][3];
658 origin[2] = e->render.matrix.m[2][3];
664 // LordHavoc: if the entity has no effects, don't check each
665 if (e->render.effects)
667 if (e->render.effects & EF_BRIGHTFIELD)
669 if (gamemode == GAME_NEXUIZ)
671 dlightradius = max(dlightradius, 200);
672 dlightcolor[0] += 0.75f;
673 dlightcolor[1] += 1.50f;
674 dlightcolor[2] += 3.00f;
678 CL_EntityParticles(e);
680 if (e->render.effects & EF_MUZZLEFLASH)
681 e->persistent.muzzleflash = 1.0f;
682 if (e->render.effects & EF_DIMLIGHT)
684 dlightradius = max(dlightradius, 200);
685 dlightcolor[0] += 1.50f;
686 dlightcolor[1] += 1.50f;
687 dlightcolor[2] += 1.50f;
689 if (e->render.effects & EF_BRIGHTLIGHT)
691 dlightradius = max(dlightradius, 400);
692 dlightcolor[0] += 3.00f;
693 dlightcolor[1] += 3.00f;
694 dlightcolor[2] += 3.00f;
696 // LordHavoc: more effects
697 if (e->render.effects & EF_RED) // red
699 dlightradius = max(dlightradius, 200);
700 dlightcolor[0] += 1.50f;
701 dlightcolor[1] += 0.15f;
702 dlightcolor[2] += 0.15f;
704 if (e->render.effects & EF_BLUE) // blue
706 dlightradius = max(dlightradius, 200);
707 dlightcolor[0] += 0.15f;
708 dlightcolor[1] += 0.15f;
709 dlightcolor[2] += 1.50f;
711 if (e->render.effects & EF_FLAME)
713 mins[0] = origin[0] - 16.0f;
714 mins[1] = origin[1] - 16.0f;
715 mins[2] = origin[2] - 16.0f;
716 maxs[0] = origin[0] + 16.0f;
717 maxs[1] = origin[1] + 16.0f;
718 maxs[2] = origin[2] + 16.0f;
719 // how many flames to make
720 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
721 CL_FlameCube(mins, maxs, temp);
722 d = lhrandom(0.75f, 1);
723 dlightradius = max(dlightradius, 200);
724 dlightcolor[0] += d * 2.0f;
725 dlightcolor[1] += d * 1.5f;
726 dlightcolor[2] += d * 0.5f;
728 if (e->render.effects & EF_STARDUST)
730 mins[0] = origin[0] - 16.0f;
731 mins[1] = origin[1] - 16.0f;
732 mins[2] = origin[2] - 16.0f;
733 maxs[0] = origin[0] + 16.0f;
734 maxs[1] = origin[1] + 16.0f;
735 maxs[2] = origin[2] + 16.0f;
736 // how many particles to make
737 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
738 CL_Stardust(mins, maxs, temp);
739 dlightradius = max(dlightradius, 200);
740 dlightcolor[0] += 1.0f;
741 dlightcolor[1] += 0.7f;
742 dlightcolor[2] += 0.3f;
745 // muzzleflash fades over time, and is offset a bit
746 if (e->persistent.muzzleflash > 0)
748 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
749 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
750 tempmatrix = e->render.matrix;
751 tempmatrix.m[0][3] = v[0];
752 tempmatrix.m[1][3] = v[1];
753 tempmatrix.m[2][3] = v[2];
754 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
755 e->persistent.muzzleflash -= cl.frametime * 10;
757 // LordHavoc: if the model has no flags, don't check each
758 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
760 if (e->render.model->flags & EF_GIB)
762 else if (e->render.model->flags & EF_ZOMGIB)
764 else if (e->render.model->flags & EF_TRACER)
767 dlightradius = max(dlightradius, 100);
768 dlightcolor[0] += 0.25f;
769 dlightcolor[1] += 1.00f;
770 dlightcolor[2] += 0.25f;
772 else if (e->render.model->flags & EF_TRACER2)
775 dlightradius = max(dlightradius, 100);
776 dlightcolor[0] += 1.00f;
777 dlightcolor[1] += 0.60f;
778 dlightcolor[2] += 0.20f;
780 else if (e->render.model->flags & EF_ROCKET)
783 dlightradius = max(dlightradius, 200);
784 dlightcolor[0] += 3.00f;
785 dlightcolor[1] += 1.50f;
786 dlightcolor[2] += 0.50f;
788 else if (e->render.model->flags & EF_GRENADE)
790 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
791 trailtype = e->render.alpha == -1 ? 7 : 1;
793 else if (e->render.model->flags & EF_TRACER3)
796 if (gamemode == GAME_PRYDON)
798 dlightradius = max(dlightradius, 100);
799 dlightcolor[0] += 0.30f;
800 dlightcolor[1] += 0.60f;
801 dlightcolor[2] += 1.20f;
805 dlightradius = max(dlightradius, 200);
806 dlightcolor[0] += 1.20f;
807 dlightcolor[1] += 0.50f;
808 dlightcolor[2] += 1.00f;
812 // LordHavoc: customizable glow
813 if (e->state_current.glowsize)
815 // * 4 for the expansion from 0-255 to 0-1023 range,
816 // / 255 to scale down byte colors
817 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
818 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
820 // make the glow dlight
821 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
823 //dlightmatrix = e->render.matrix;
824 // hack to make glowing player light shine on their gun
825 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
826 // dlightmatrix.m[2][3] += 30;
827 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
830 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
833 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
834 light[3] = e->state_current.light[3];
835 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
836 VectorSet(light, 1, 1, 1);
839 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
840 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, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
843 if (e->render.flags & RENDER_GLOWTRAIL)
846 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
847 VectorCopy(origin, e->persistent.trail_origin);
848 // tenebrae's sprites are all additive mode (weird)
849 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
850 e->render.effects |= EF_ADDITIVE;
851 // player model is only shown with chase_active on
852 if (e - cl_entities == cl.viewentity)
853 e->render.flags |= RENDER_EXTERIORMODEL;
854 // transparent stuff can't be lit during the opaque stage
855 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
856 e->render.flags |= RENDER_TRANSPARENT;
857 // either fullbright or lit
858 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
859 e->render.flags |= RENDER_LIGHT;
860 // hide player shadow during intermission or nehahra movie
861 if (!(e->render.effects & EF_NOSHADOW)
862 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
863 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
864 e->render.flags |= RENDER_SHADOW;
865 // as soon as player is known we can call V_CalcRefDef
866 if ((e - cl_entities) == cl.viewentity)
868 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
869 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
870 // don't show entities with no modelindex (note: this still shows
871 // entities which have a modelindex that resolved to a NULL model)
872 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
873 r_refdef.entities[r_refdef.numentities++] = &e->render;
874 if (cl_num_entities < e->state_current.number + 1)
875 cl_num_entities = e->state_current.number + 1;
876 //if (cl.viewentity && e - cl_entities == cl.viewentity)
877 // Matrix4x4_Print(&e->render.matrix);
881 void CL_RelinkWorld(void)
883 entity_t *ent = &cl_entities[0];
884 if (cl_num_entities < 1)
886 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
887 // FIXME: this should be done at load
888 Matrix4x4_CreateIdentity(&ent->render.matrix);
889 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
890 R_LerpAnimation(&ent->render);
891 CL_BoundingBoxForEntity(&ent->render);
892 ent->render.flags = RENDER_SHADOW;
893 if (!r_fullbright.integer)
894 ent->render.flags |= RENDER_LIGHT;
895 VectorSet(ent->render.colormod, 1, 1, 1);
896 r_refdef.worldentity = &ent->render;
897 r_refdef.worldmodel = cl.worldmodel;
900 static void CL_RelinkStaticEntities(void)
904 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
906 Mod_CheckLoaded(e->render.model);
908 // transparent stuff can't be lit during the opaque stage
909 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
910 e->render.flags |= RENDER_TRANSPARENT;
911 // either fullbright or lit
912 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
913 e->render.flags |= RENDER_LIGHT;
914 // hide player shadow during intermission or nehahra movie
915 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
916 e->render.flags |= RENDER_SHADOW;
917 VectorSet(e->render.colormod, 1, 1, 1);
918 R_LerpAnimation(&e->render);
919 r_refdef.entities[r_refdef.numentities++] = &e->render;
928 static void CL_RelinkNetworkEntities(void)
934 ent->state_previous = ent->state_current;
935 ent->state_current = defaultstate;
936 ent->state_current.time = cl.time;
937 ent->state_current.number = -1;
938 ent->state_current.active = true;
939 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
940 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
941 ent->state_current.flags = RENDER_VIEWMODEL;
942 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
943 ent->state_current.modelindex = 0;
944 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
946 if (gamemode == GAME_TRANSFUSION)
947 ent->state_current.alpha = 128;
949 ent->state_current.modelindex = 0;
952 // reset animation interpolation on weaponmodel if model changed
953 if (ent->state_previous.modelindex != ent->state_current.modelindex)
955 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
956 ent->render.frame1time = ent->render.frame2time = cl.time;
957 ent->render.framelerp = 1;
960 // start on the entity after the world
961 entitylinkframenumber++;
962 for (i = 1;i < MAX_EDICTS;i++)
964 if (cl_entities_active[i])
966 ent = cl_entities + i;
967 if (ent->state_current.active)
968 CL_LinkNetworkEntity(ent);
970 cl_entities_active[i] = false;
973 CL_LinkNetworkEntity(&cl.viewent);
976 static void CL_RelinkEffects(void)
983 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
987 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
989 if (intframe < 0 || intframe >= e->endframe)
991 memset(e, 0, sizeof(*e));
995 if (intframe != e->frame)
998 e->frame1time = e->frame2time;
999 e->frame2time = cl.time;
1002 // if we're drawing effects, get a new temp entity
1003 // (NewTempEntity adds it to the render entities list for us)
1004 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1006 // interpolation stuff
1007 ent->render.frame1 = intframe;
1008 ent->render.frame2 = intframe + 1;
1009 if (ent->render.frame2 >= e->endframe)
1010 ent->render.frame2 = -1; // disappear
1011 ent->render.framelerp = frame - intframe;
1012 ent->render.frame1time = e->frame1time;
1013 ent->render.frame2time = e->frame2time;
1016 ent->render.model = cl.model_precache[e->modelindex];
1017 ent->render.frame = ent->render.frame2;
1018 ent->render.colormap = -1; // no special coloring
1019 ent->render.alpha = 1;
1020 VectorSet(ent->render.colormod, 1, 1, 1);
1022 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1023 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1024 R_LerpAnimation(&ent->render);
1025 CL_BoundingBoxForEntity(&ent->render);
1031 void CL_RelinkBeams(void)
1040 matrix4x4_t tempmatrix;
1042 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1044 if (!b->model || b->endtime < cl.time)
1047 // if coming from the player, update the start position
1048 //if (b->entity == cl.viewentity)
1049 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1050 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1052 entity_state_t *p = &cl_entities[b->entity].state_previous;
1053 //entity_state_t *c = &cl_entities[b->entity].state_current;
1054 entity_render_t *r = &cl_entities[b->entity].render;
1055 matrix4x4_t matrix, imatrix;
1056 if (b->relativestartvalid == 2)
1058 // not really valid yet, we need to get the orientation now
1059 // (ParseBeam flagged this because it is received before
1060 // entities are received, by now they have been received)
1061 // note: because players create lightning in their think
1062 // function (which occurs before movement), they actually
1063 // have some lag in it's location, so compare to the
1064 // previous player state, not the latest
1065 if (b->entity == cl.viewentity)
1066 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1068 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1069 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1070 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1071 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1072 b->relativestartvalid = 1;
1076 if (b->entity == cl.viewentity)
1077 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1079 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1080 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1081 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1087 if (cl_beams_lightatend.integer)
1089 // FIXME: create a matrix from the beam start/end orientation
1090 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1091 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1093 if (cl_beams_polygons.integer)
1097 // calculate pitch and yaw
1098 VectorSubtract (b->end, b->start, dist);
1100 if (dist[1] == 0 && dist[0] == 0)
1110 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1114 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1115 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1120 // add new entities for the lightning
1121 VectorCopy (b->start, org);
1122 d = VectorNormalizeLength(dist);
1125 ent = CL_NewTempEntity ();
1128 //VectorCopy (org, ent->render.origin);
1129 ent->render.model = b->model;
1130 //ent->render.effects = EF_FULLBRIGHT;
1131 //ent->render.angles[0] = pitch;
1132 //ent->render.angles[1] = yaw;
1133 //ent->render.angles[2] = rand()%360;
1134 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1135 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1136 R_LerpAnimation(&ent->render);
1137 CL_BoundingBoxForEntity(&ent->render);
1138 VectorMA(org, 30, dist, org);
1144 void CL_LerpPlayer(float frac)
1149 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1150 for (i = 0;i < 3;i++)
1152 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1153 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1154 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1157 if (cls.demoplayback)
1159 // interpolate the angles
1160 for (i = 0;i < 3;i++)
1162 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1167 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1176 Read all incoming data from the server
1179 int CL_ReadFromServer(void)
1181 CL_ReadDemoMessage();
1183 r_refdef.time = cl.time;
1184 r_refdef.extraupdate = !r_speeds.integer;
1185 r_refdef.numentities = 0;
1186 cl_num_entities = 0;
1187 cl_num_brushmodel_entities = 0;
1189 if (cls.state == ca_connected && cls.signon == SIGNONS)
1191 // prepare for a new frame
1192 CL_LerpPlayer(CL_LerpPoint());
1194 CL_ClearTempEntities();
1198 // relink network entities (note: this sets up the view!)
1199 CL_RelinkNetworkEntities();
1207 CL_RelinkStaticEntities();
1211 // run cgame code (which can add more entities)
1214 // update view blend
1226 void CL_SendCmd(void)
1228 if (cls.signon == SIGNONS)
1231 if (cls.demoplayback)
1233 SZ_Clear(&cls.message);
1237 // send the reliable message (forwarded commands) if there is one
1238 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1240 if (developer.integer)
1242 Con_Print("CL_SendCmd: sending reliable message:\n");
1243 SZ_HexDumpToConsole(&cls.message);
1245 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1246 Host_Error("CL_WriteToServer: lost server connection");
1247 SZ_Clear(&cls.message);
1251 // LordHavoc: pausedemo command
1252 static void CL_PauseDemo_f (void)
1254 cls.demopaused = !cls.demopaused;
1256 Con_Print("Demo paused\n");
1258 Con_Print("Demo unpaused\n");
1262 ======================
1264 ======================
1266 static void CL_Fog_f (void)
1268 if (Cmd_Argc () == 1)
1270 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1273 fog_density = atof(Cmd_Argv(1));
1274 fog_red = atof(Cmd_Argv(2));
1275 fog_green = atof(Cmd_Argv(3));
1276 fog_blue = atof(Cmd_Argv(4));
1280 ====================
1283 For program optimization
1284 ====================
1286 static void CL_TimeRefresh_f (void)
1289 float timestart, timedelta, oldangles[3];
1291 r_refdef.extraupdate = false;
1292 VectorCopy(cl.viewangles, oldangles);
1293 VectorClear(cl.viewangles);
1295 timestart = Sys_DoubleTime();
1296 for (i = 0;i < 128;i++)
1298 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1301 timedelta = Sys_DoubleTime() - timestart;
1303 VectorCopy(oldangles, cl.viewangles);
1304 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1312 void CL_Shutdown (void)
1315 CL_Particles_Shutdown();
1316 CL_Parse_Shutdown();
1318 SZ_Free (&cls.message);
1320 Mem_FreePool (&cl_entities_mempool);
1321 Mem_FreePool (&cl_refdef_mempool);
1331 cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1332 cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1334 memset(&r_refdef, 0, sizeof(r_refdef));
1335 // max entities sent to renderer per frame
1336 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1337 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1338 // 256k drawqueue buffer
1339 r_refdef.maxdrawqueuesize = 256 * 1024;
1340 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1342 SZ_Alloc (&cls.message, 1024, "cls.message");
1347 // register our commands
1349 Cvar_RegisterVariable (&cl_upspeed);
1350 Cvar_RegisterVariable (&cl_forwardspeed);
1351 Cvar_RegisterVariable (&cl_backspeed);
1352 Cvar_RegisterVariable (&cl_sidespeed);
1353 Cvar_RegisterVariable (&cl_movespeedkey);
1354 Cvar_RegisterVariable (&cl_yawspeed);
1355 Cvar_RegisterVariable (&cl_pitchspeed);
1356 Cvar_RegisterVariable (&cl_anglespeedkey);
1357 Cvar_RegisterVariable (&cl_shownet);
1358 Cvar_RegisterVariable (&cl_nolerp);
1359 Cvar_RegisterVariable (&lookspring);
1360 Cvar_RegisterVariable (&lookstrafe);
1361 Cvar_RegisterVariable (&sensitivity);
1362 Cvar_RegisterVariable (&freelook);
1364 Cvar_RegisterVariable (&m_pitch);
1365 Cvar_RegisterVariable (&m_yaw);
1366 Cvar_RegisterVariable (&m_forward);
1367 Cvar_RegisterVariable (&m_side);
1369 Cvar_RegisterVariable (&cl_itembobspeed);
1370 Cvar_RegisterVariable (&cl_itembobheight);
1372 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1373 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1374 Cmd_AddCommand ("record", CL_Record_f);
1375 Cmd_AddCommand ("stop", CL_Stop_f);
1376 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1377 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1379 Cmd_AddCommand ("fog", CL_Fog_f);
1381 // LordHavoc: added pausedemo
1382 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1384 Cvar_RegisterVariable(&r_draweffects);
1385 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1386 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1387 Cvar_RegisterVariable(&cl_explosions_size_start);
1388 Cvar_RegisterVariable(&cl_explosions_size_end);
1389 Cvar_RegisterVariable(&cl_explosions_lifetime);
1390 Cvar_RegisterVariable(&cl_stainmaps);
1391 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1392 Cvar_RegisterVariable(&cl_beams_polygons);
1393 Cvar_RegisterVariable(&cl_beams_relative);
1394 Cvar_RegisterVariable(&cl_beams_lightatend);
1395 Cvar_RegisterVariable(&cl_noplayershadow);
1397 Cvar_RegisterVariable(&cl_prydoncursor);
1399 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1402 CL_Particles_Init();