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"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_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 = {CF_CLIENT | CF_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 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40 cvar_t csqc_lowres = {CF_CLIENT, "csqc_lowres", "0", "make EXT_CSQC functions CSQC_UpdateView(), setproperty(), getproperty() use the virtual 2D resolution (FTEQW/QSS behaviour) instead of the real resolution (DP behaviour); this mode is always used for the CSQC_SIMPLE (aka hud-only) CSQC_DrawHud() parameters; see cvars vid_conheight and vid_conwidth"};
42 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
43 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
44 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
45 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
46 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
48 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
49 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
51 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
52 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
53 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
55 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
56 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
57 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
58 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
60 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
62 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
63 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "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)" };
64 cvar_t cl_autodemo_delete = {CF_CLIENT, "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" };
65 cvar_t cl_startdemos = {CF_CLIENT | CF_ARCHIVE, "cl_startdemos", "1", "1 enables the `startdemos` loop used in Quake and some mods, 0 goes straight to the menu"};
67 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
69 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
70 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
72 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
73 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
75 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
76 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
78 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
79 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
80 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
81 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
83 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
85 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
87 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
88 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
90 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
92 cvar_t cl_prydoncursor = {CF_CLIENT, "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"};
93 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
95 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
97 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "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)"};
98 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
100 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
101 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
102 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
103 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
104 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
105 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
106 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
107 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
108 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
109 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
110 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
112 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
113 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
120 =====================
123 =====================
125 void CL_ClearState(void)
132 // wipe the entire cl structure
133 Mem_EmptyPool(cls.levelmempool);
134 memset (&cl, 0, sizeof(cl));
138 // reset the view zoom interpolation
139 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
140 cl.sensitivityscale = 1.0f;
142 // enable rendering of the world and such
143 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
144 cl.csqc_vidvars.drawenginesbar = true;
145 cl.csqc_vidvars.drawcrosshair = true;
147 // set up the float version of the stats array for easier access to float stats
148 cl.statsf = (float *)cl.stats;
151 cl.num_static_entities = 0;
152 cl.num_brushmodel_entities = 0;
154 // tweak these if the game runs out
155 cl.max_csqcrenderentities = 0;
156 cl.max_entities = MAX_ENTITIES_INITIAL;
157 cl.max_static_entities = MAX_STATICENTITIES;
158 cl.max_effects = MAX_EFFECTS;
159 cl.max_beams = MAX_BEAMS;
160 cl.max_dlights = MAX_DLIGHTS;
161 cl.max_lightstyle = MAX_LIGHTSTYLES;
162 cl.max_brushmodel_entities = MAX_EDICTS;
163 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
170 cl.csqcrenderentities = NULL;
171 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
172 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
173 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
174 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
175 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
176 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
177 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
178 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
179 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
182 // LadyHavoc: have to set up the baseline info for alpha and other stuff
183 for (i = 0;i < cl.max_entities;i++)
185 cl.entities[i].state_baseline = defaultstate;
186 cl.entities[i].state_previous = defaultstate;
187 cl.entities[i].state_current = defaultstate;
190 if (IS_NEXUIZ_DERIVED(gamemode))
192 VectorSet(cl.playerstandmins, -16, -16, -24);
193 VectorSet(cl.playerstandmaxs, 16, 16, 45);
194 VectorSet(cl.playercrouchmins, -16, -16, -24);
195 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
199 VectorSet(cl.playerstandmins, -16, -16, -24);
200 VectorSet(cl.playerstandmaxs, 16, 16, 24);
201 VectorSet(cl.playercrouchmins, -16, -16, -24);
202 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
205 // disable until we get textures for it
208 ent = &cl.entities[0];
209 // entire entity array was cleared, so just fill in a few fields
210 ent->state_current.active = true;
211 ent->render.model = cl.worldmodel = NULL; // no world model yet
212 ent->render.alpha = 1;
213 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
214 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
215 ent->render.allowdecals = true;
216 CL_UpdateRenderEntity(&ent->render);
218 // noclip is turned off at start
219 noclip_anglehack = false;
221 // mark all frames invalid for delta
222 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
224 // set bestweapon data back to Quake data
225 IN_BestWeapon_ResetData();
230 extern cvar_t cl_topcolor;
231 extern cvar_t cl_bottomcolor;
233 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
238 if (!allowstarkey && key[0] == '*')
240 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
242 for (i = 0;key[i];i++)
243 if (ISWHITESPACE(key[i]) || key[i] == '\"')
245 for (i = 0;value[i];i++)
246 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
251 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
254 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
255 if (cls.state == ca_connected && cls.netcon)
257 if (cls.protocol == PROTOCOL_QUAKEWORLD)
259 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
260 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
262 else if (!strcasecmp(key, "_cl_name") || !strcasecmp(key, "name"))
264 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
267 else if (!strcasecmp(key, "playermodel"))
269 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
272 else if (!strcasecmp(key, "playerskin"))
274 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
275 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
277 else if (!strcasecmp(key, "topcolor"))
279 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
280 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
282 else if (!strcasecmp(key, "bottomcolor"))
284 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
285 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
287 else if (!strcasecmp(key, "rate"))
289 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
290 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
292 else if (!strcasecmp(key, "rate_burstsize"))
294 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
295 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
300 void CL_ExpandEntities(int num)
302 int i, oldmaxentities;
303 entity_t *oldentities;
304 if (num >= cl.max_entities)
307 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
308 if (num >= MAX_EDICTS)
309 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
310 oldmaxentities = cl.max_entities;
311 oldentities = cl.entities;
312 cl.max_entities = (num & ~255) + 256;
313 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
314 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
315 Mem_Free(oldentities);
316 for (i = oldmaxentities;i < cl.max_entities;i++)
318 cl.entities[i].state_baseline = defaultstate;
319 cl.entities[i].state_previous = defaultstate;
320 cl.entities[i].state_current = defaultstate;
325 void CL_ExpandCSQCRenderEntities(int num)
328 int oldmaxcsqcrenderentities;
329 entity_render_t *oldcsqcrenderentities;
330 if (num >= cl.max_csqcrenderentities)
332 if (num >= MAX_EDICTS)
333 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
334 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
335 oldcsqcrenderentities = cl.csqcrenderentities;
336 cl.max_csqcrenderentities = (num & ~255) + 256;
337 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
338 if (oldcsqcrenderentities)
340 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
341 for (i = 0;i < r_refdef.scene.numentities;i++)
342 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
343 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
344 Mem_Free(oldcsqcrenderentities);
349 static void CL_ToggleMenu_Hook(void)
353 if (key_dest == key_menu || key_dest == key_menu_grabbed)
359 extern cvar_t rcon_secure;
362 =====================
365 Sends a disconnect message to the server
366 This is also called on Host_Error, so it shouldn't cause any errors
367 =====================
370 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
375 if (cls.state == ca_dedicated)
380 va_start(argptr,fmt);
381 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
386 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
389 if (Sys_CheckParm("-profilegameonly"))
390 Sys_AllowProfiling(false);
392 Curl_Clear_forthismap();
394 Con_DPrintf("CL_Disconnect\n");
396 Cvar_SetValueQuick(&csqc_progcrc, -1);
397 Cvar_SetValueQuick(&csqc_progsize, -1);
399 // stop sounds (especially looping!)
401 // prevent dlcache assets from this server from interfering with the next one
402 FS_UnloadPacks_dlcache();
404 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
406 // clear contents blends
407 cl.cshifts[0].percent = 0;
408 cl.cshifts[1].percent = 0;
409 cl.cshifts[2].percent = 0;
410 cl.cshifts[3].percent = 0;
412 cl.worldmodel = NULL;
414 CL_Parse_ErrorCleanUp();
416 if (cls.demoplayback)
421 unsigned char bufdata[520];
422 if (cls.demorecording)
423 CL_Stop_f(cmd_local);
427 // send disconnect message 3 times to improve chances of server
428 // receiving it (but it still fails sometimes)
429 memset(&buf, 0, sizeof(buf));
431 buf.maxsize = sizeof(bufdata);
432 if (cls.protocol == PROTOCOL_QUAKEWORLD)
434 Con_DPrint("Sending drop command\n");
435 MSG_WriteByte(&buf, qw_clc_stringcmd);
436 MSG_WriteString(&buf, "drop");
440 Con_DPrint("Sending clc_disconnect\n");
441 MSG_WriteByte(&buf, clc_disconnect);
442 if(cls.protocol == PROTOCOL_DARKPLACES8)
443 MSG_WriteString(&buf, reason);
444 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
445 // to send a disconnect message indicating we crashed
447 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
448 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
449 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
452 NetConn_Close(cls.netcon);
455 // It's possible for a server to disconnect a player with an empty reason
456 // which is checked here rather than above so we don't print "Disconnect by user".
457 if(fmt && reason[0] != '\0')
458 dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
460 dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
461 Con_Printf("%s\n", cl_connect_status);
463 cls.state = ca_disconnected;
464 cl.islocalgame = false;
466 cls.demoplayback = cls.timedemo = host.restless = false;
467 Cvar_Callback(&vid_vsync); // might need to re-enable vsync
469 Cvar_Callback(&cl_netport);
471 // If we're dropped mid-connection attempt, it won't clear otherwise.
472 SCR_ClearLoadingScreen(false);
474 if(host.hook.SV_Shutdown)
475 host.hook.SV_Shutdown();
478 void CL_Disconnect(void)
480 CL_DisconnectEx(false, NULL);
487 This command causes the client to wait for the signon messages again.
488 This is sent just before a server changes levels
491 static void CL_Reconnect_f(cmd_state_t *cmd)
494 // if not connected, reconnect to the most recent server
497 // if we have connected to a server recently, the userinfo
498 // will still contain its IP address, so get the address...
499 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
501 CL_EstablishConnection(temp, -1);
503 Con_Printf(CON_WARN "Reconnect to what server? (you have not connected to a server yet)\n");
506 // if connected, do something based on protocol
507 if (cls.protocol == PROTOCOL_QUAKEWORLD)
509 // quakeworld can just re-login
510 if (cls.qw_downloadmemory) // don't change when downloading
515 if (cls.state == ca_connected)
517 Con_Printf("Server is changing level...\n");
518 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
519 MSG_WriteString(&cls.netcon->message, "new");
524 // netquake uses reconnect on level changes (silly)
525 if (Cmd_Argc(cmd) != 1)
527 Con_Print("reconnect : wait for signon messages again\n");
532 Con_Print("reconnect: no signon, ignoring reconnect\n");
535 cls.signon = 0; // need new connection messages
540 =====================
543 User command to connect to server
544 =====================
546 static void CL_Connect_f(cmd_state_t *cmd)
548 if (Cmd_Argc(cmd) < 2)
550 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
553 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
554 if(rcon_secure.integer <= 0)
555 Cvar_SetQuick(&rcon_password, "");
556 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
559 void CL_Disconnect_f(cmd_state_t *cmd)
561 Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
568 =====================
569 CL_EstablishConnection
571 Host should be either "local" or a net address
572 =====================
574 void CL_EstablishConnection(const char *address, int firstarg)
576 if (cls.state == ca_dedicated)
579 // don't connect to a server if we're benchmarking a demo
580 if (Sys_CheckParm("-benchmark"))
583 // make sure the client ports are open before attempting to connect
584 NetConn_UpdateSockets();
586 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
588 cls.connect_trying = true;
589 cls.connect_remainingtries = 10;
590 cls.connect_nextsendtime = 0;
592 // only NOW, set connect_userinfo
596 *cls.connect_userinfo = 0;
597 for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
598 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
600 else if(firstarg < -1)
602 // -1: keep as is (reconnect)
604 *cls.connect_userinfo = 0;
607 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
608 SCR_BeginLoadingPlaque(false);
612 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
613 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
617 static void CL_EstablishConnection_Local(void)
619 if(cls.state == ca_disconnected)
620 CL_EstablishConnection("local:1", -2);
623 static qbool CL_Intermission(void)
625 return cl.intermission;
633 static void CL_PrintEntities_f(cmd_state_t *cmd)
638 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
640 const char* modelname;
642 if (!ent->state_current.active)
645 if (ent->render.model)
646 modelname = ent->render.model->name;
648 modelname = "--no model--";
649 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);
657 List information on all models in the client modelindex
660 static void CL_ModelIndexList_f(cmd_state_t *cmd)
666 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
668 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
670 model = CL_GetModelByIndex(i);
673 if(model->loaded || i == 1)
674 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
676 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
685 List all sounds in the client soundindex
688 static void CL_SoundIndexList_f(cmd_state_t *cmd)
692 while(cl.sound_precache[i] && i != MAX_SOUNDS)
694 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
701 CL_UpdateRenderEntity
703 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
706 void CL_UpdateRenderEntity(entity_render_t *ent)
710 model_t *model = ent->model;
711 // update the inverse matrix for the renderer
712 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
713 // update the animation blend state
714 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
715 // we need the matrix origin to center the box
716 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
717 // update entity->render.scale because the renderer needs it
718 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
721 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
722 #ifdef MATRIX4x4_OPENGLORIENTATION
723 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
725 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
729 VectorMA(org, scale, model->rotatedmins, ent->mins);
730 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
732 #ifdef MATRIX4x4_OPENGLORIENTATION
733 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
735 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
739 VectorMA(org, scale, model->yawmins, ent->mins);
740 VectorMA(org, scale, model->yawmaxs, ent->maxs);
744 VectorMA(org, scale, model->normalmins, ent->mins);
745 VectorMA(org, scale, model->normalmaxs, ent->maxs);
750 ent->mins[0] = org[0] - 16;
751 ent->mins[1] = org[1] - 16;
752 ent->mins[2] = org[2] - 16;
753 ent->maxs[0] = org[0] + 16;
754 ent->maxs[1] = org[1] + 16;
755 ent->maxs[2] = org[2] + 16;
763 Determines the fraction between the last two messages that the objects
767 static float CL_LerpPoint(void)
771 if (cl_nettimesyncboundmode.integer == 1)
772 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
774 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
775 if (cl.mtime[0] <= cl.mtime[1])
777 cl.time = cl.mtime[0];
781 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
782 return bound(0, f, 1 + cl_lerpexcess.value);
785 void CL_ClearTempEntities (void)
787 r_refdef.scene.numtempentities = 0;
788 // grow tempentities buffer on request
789 if (r_refdef.scene.expandtempentities)
791 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
792 r_refdef.scene.maxtempentities *= 2;
793 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
794 r_refdef.scene.expandtempentities = false;
798 entity_render_t *CL_NewTempEntity(double shadertime)
800 entity_render_t *render;
802 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
804 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
806 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
809 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
810 memset (render, 0, sizeof(*render));
811 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
813 render->shadertime = shadertime;
815 VectorSet(render->colormod, 1, 1, 1);
816 VectorSet(render->glowmod, 1, 1, 1);
820 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
824 if (!model) // sanity check
828 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
833 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
836 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
841 VectorCopy(org, e->origin);
843 e->starttime = cl.time;
844 e->startframe = startframe;
845 e->endframe = startframe + framecount;
846 e->framerate = framerate;
849 e->frame1time = cl.time;
850 e->frame2time = cl.time;
851 cl.num_effects = max(cl.num_effects, i + 1);
856 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
861 // then look for anything else
863 for (i = 0;i < cl.max_dlights;i++, dl++)
867 // unable to find one
868 if (i == cl.max_dlights)
871 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
872 memset (dl, 0, sizeof(*dl));
873 cl.num_dlights = max(cl.num_dlights, i + 1);
874 Matrix4x4_Normalize(&dl->matrix, matrix);
876 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
877 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
878 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
881 dl->color[1] = green;
883 dl->initialradius = radius;
884 dl->initialcolor[0] = red;
885 dl->initialcolor[1] = green;
886 dl->initialcolor[2] = blue;
887 dl->decay = decay / radius; // changed decay to be a percentage decrease
888 dl->intensity = 1; // this is what gets decayed
890 dl->die = cl.time + lifetime;
893 dl->cubemapname[0] = 0;
894 if (cubemapname && cubemapname[0])
895 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
897 dl->shadow = shadowenable;
900 dl->coronasizescale = coronasizescale;
901 dl->ambientscale = ambientscale;
902 dl->diffusescale = diffusescale;
903 dl->specularscale = specularscale;
906 static void CL_DecayLightFlashes(void)
912 time = bound(0, cl.time - cl.oldtime, 0.1);
913 oldmax = cl.num_dlights;
915 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
919 dl->intensity -= time * dl->decay;
920 if (cl.time < dl->die && dl->intensity > 0)
922 if (cl_dlights_decayradius.integer)
923 dl->radius = dl->initialradius * dl->intensity;
925 dl->radius = dl->initialradius;
926 if (cl_dlights_decaybrightness.integer)
927 VectorScale(dl->initialcolor, dl->intensity, dl->color);
929 VectorCopy(dl->initialcolor, dl->color);
930 cl.num_dlights = i + 1;
938 // called before entity relinking
939 void CL_RelinkLightFlashes(void)
944 matrix4x4_t tempmatrix;
946 if (r_dynamic.integer)
948 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
952 tempmatrix = dl->matrix;
953 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
954 // we need the corona fading to be persistent
955 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);
956 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
963 for (j = 0;j < cl.max_lightstyle;j++)
965 r_refdef.scene.rtlightstylevalue[j] = 1;
966 r_refdef.scene.lightstylevalue[j] = 256;
972 // 'm' is normal light, 'a' is no light, 'z' is double bright
976 for (j = 0;j < cl.max_lightstyle;j++)
978 if (!cl.lightstyle[j].length)
980 r_refdef.scene.rtlightstylevalue[j] = 1;
981 r_refdef.scene.lightstylevalue[j] = 256;
984 // static lightstyle "=value"
985 if (cl.lightstyle[j].map[0] == '=')
987 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
988 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
989 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
992 k = i % cl.lightstyle[j].length;
993 l = (i-1) % cl.lightstyle[j].length;
994 k = cl.lightstyle[j].map[k] - 'a';
995 l = cl.lightstyle[j].map[l] - 'a';
996 // rtlightstylevalue is always interpolated because it has no bad
997 // consequences for performance
998 // lightstylevalue is subject to a cvar for performance reasons;
999 // skipping lightmap updates on most rendered frames substantially
1000 // improves framerates (but makes light fades look bad)
1001 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1002 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1006 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1008 int frame = player->render.framegroupblend[0].frame;
1010 entity_render_t *flagrender;
1011 matrix4x4_t flagmatrix;
1013 // this code taken from QuakeWorld
1015 if (frame >= 29 && frame <= 40)
1017 if (frame >= 29 && frame <= 34)
1019 if (frame == 29) f = f + 2;
1020 else if (frame == 30) f = f + 8;
1021 else if (frame == 31) f = f + 12;
1022 else if (frame == 32) f = f + 11;
1023 else if (frame == 33) f = f + 10;
1024 else if (frame == 34) f = f + 4;
1026 else if (frame >= 35 && frame <= 40)
1028 if (frame == 35) f = f + 2;
1029 else if (frame == 36) f = f + 10;
1030 else if (frame == 37) f = f + 10;
1031 else if (frame == 38) f = f + 8;
1032 else if (frame == 39) f = f + 4;
1033 else if (frame == 40) f = f + 2;
1036 else if (frame >= 103 && frame <= 118)
1038 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
1039 else if (frame >= 105 && frame <= 106) f = f + 6; //light
1040 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
1041 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
1043 // end of code taken from QuakeWorld
1045 flagrender = CL_NewTempEntity(player->render.shadertime);
1049 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1050 flagrender->skinnum = skin;
1051 flagrender->alpha = 1;
1052 VectorSet(flagrender->colormod, 1, 1, 1);
1053 VectorSet(flagrender->glowmod, 1, 1, 1);
1054 // attach the flag to the player matrix
1055 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1056 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1057 CL_UpdateRenderEntity(flagrender);
1060 matrix4x4_t viewmodelmatrix_withbob;
1061 matrix4x4_t viewmodelmatrix_nobob;
1063 static const vec3_t muzzleflashorigin = {18, 0, 0};
1065 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1067 const unsigned char *cbcolor;
1070 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1071 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1072 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1073 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1077 VectorClear(ent->colormap_pantscolor);
1078 VectorClear(ent->colormap_shirtcolor);
1082 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1083 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1085 const matrix4x4_t *matrix;
1086 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1088 vec_t origin[3], angles[3], lerp;
1091 //entity_persistent_t *p = &e->persistent;
1092 //entity_render_t *r = &e->render;
1093 // skip inactive entities and world
1094 if (!e->state_current.active || e == cl.entities)
1096 if (recursionlimit < 1)
1098 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1099 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1100 e->render.flags = e->state_current.flags;
1101 e->render.effects = e->state_current.effects;
1102 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1103 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1104 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1105 e->render.entitynumber = e - cl.entities;
1107 e->render.entitynumber = 0;
1108 if (e->state_current.flags & RENDER_COLORMAPPED)
1109 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1110 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1111 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1113 CL_SetEntityColormapColors(&e->render, -1);
1114 e->render.skinnum = e->state_current.skin;
1115 if (e->state_current.tagentity)
1117 // attached entity (gun held in player model's hand, etc)
1118 // if the tag entity is currently impossible, skip it
1119 if (e->state_current.tagentity >= cl.num_entities)
1121 t = cl.entities + e->state_current.tagentity;
1122 // if the tag entity is inactive, skip it
1123 if (t->state_current.active)
1125 // update the parent first
1126 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1131 // it may still be a CSQC entity... trying to use its
1132 // info from last render frame (better than nothing)
1133 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1135 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1136 if(!r->entitynumber)
1137 return; // neither CSQC nor legacy entity... can't attach
1139 // make relative to the entity
1140 matrix = &r->matrix;
1141 // some properties of the tag entity carry over
1142 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1143 // if a valid tagindex is used, make it relative to that tag instead
1144 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1146 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1148 // concat the tag matrices onto the entity matrix
1149 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1150 // use the constructed tag matrix
1151 matrix = &tempmatrix;
1155 else if (e->render.flags & RENDER_VIEWMODEL)
1157 // view-relative entity (guns and such)
1158 if (e->render.effects & EF_NOGUNBOB)
1159 matrix = &viewmodelmatrix_nobob; // really attached to view
1161 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1165 // world-relative entity (the normal kind)
1166 matrix = &identitymatrix;
1170 // if it's the predicted player entity, update according to client movement
1171 // but don't lerp if going through a teleporter as it causes a bad lerp
1172 // also don't use the predicted location if fixangle was set on both of
1173 // the most recent server messages, as that cause means you are spectating
1174 // someone or watching a cutscene of some sort
1175 if (cl_nolerp.integer || cls.timedemo)
1176 interpolate = false;
1178 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1180 VectorCopy(cl.movement_origin, origin);
1181 VectorSet(angles, 0, cl.viewangles[1], 0);
1183 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1185 // interpolate the origin and angles
1186 lerp = max(0, lerp);
1187 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1189 // this fails at the singularity of euler angles
1190 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1191 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1192 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1193 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1194 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1197 vec3_t f0, u0, f1, u1;
1198 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1199 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1200 VectorMAM(1-lerp, f0, lerp, f1, f0);
1201 VectorMAM(1-lerp, u0, lerp, u1, u0);
1202 AnglesFromVectors(angles, f0, u0, false);
1209 VectorCopy(e->persistent.neworigin, origin);
1210 VectorCopy(e->persistent.newangles, angles);
1213 // model setup and some modelflags
1214 frame = e->state_current.frame;
1215 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1216 if (e->render.model)
1218 if (e->render.skinnum >= e->render.model->numskins)
1219 e->render.skinnum = 0;
1220 if (frame >= e->render.model->numframes)
1222 // models can set flags such as EF_ROCKET
1223 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1224 if (!(e->render.effects & 0xFF800000))
1225 e->render.effects |= e->render.model->effects;
1226 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1227 if (e->render.model->type == mod_alias)
1228 angles[0] = -angles[0];
1229 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1231 VectorScale(e->render.colormod, 2, e->render.colormod);
1232 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1235 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1236 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1237 angles[0] = -angles[0];
1238 // NOTE: this must be synced to SV_GetPitchSign!
1240 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1242 angles[1] = ANGLEMOD(100*cl.time);
1243 if (cl_itembobheight.value)
1244 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1248 e->render.skeleton = NULL;
1249 if (e->render.flags & RENDER_COMPLEXANIMATION)
1251 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1252 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1253 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1254 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1255 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1256 e->render.skeleton = &e->state_current.skeletonobject;
1258 else if (e->render.framegroupblend[0].frame == frame)
1260 // update frame lerp fraction
1261 e->render.framegroupblend[0].lerp = 1;
1262 e->render.framegroupblend[1].lerp = 0;
1263 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1265 // make sure frame lerp won't last longer than 100ms
1266 // (this mainly helps with models that use framegroups and
1267 // switch between them infrequently)
1268 float maxdelta = cl_lerpanim_maxdelta_server.value;
1270 if(e->render.model->animscenes)
1271 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1272 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1273 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1274 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1275 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1276 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1281 // begin a new frame lerp
1282 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1283 e->render.framegroupblend[1].lerp = 1;
1284 e->render.framegroupblend[0].frame = frame;
1285 e->render.framegroupblend[0].start = cl.time;
1286 e->render.framegroupblend[0].lerp = 0;
1289 // set up the render matrix
1292 // attached entity, this requires a matrix multiply (concat)
1293 // FIXME: e->render.scale should go away
1294 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1295 // concat the matrices to make the entity relative to its tag
1296 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1297 // get the origin from the new matrix
1298 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1302 // unattached entities are faster to process
1303 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1306 // tenebrae's sprites are all additive mode (weird)
1307 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1308 e->render.flags |= RENDER_ADDITIVE;
1309 // player model is only shown with chase_active on
1310 if (e->state_current.number == cl.viewentity)
1311 e->render.flags |= RENDER_EXTERIORMODEL;
1312 // either fullbright or lit
1313 if(!r_fullbright.integer)
1315 if (!(e->render.effects & EF_FULLBRIGHT))
1316 e->render.flags |= RENDER_LIGHT;
1318 // hide player shadow during intermission or nehahra movie
1319 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1320 && (e->render.alpha >= 1)
1321 && !(e->render.flags & RENDER_VIEWMODEL)
1322 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1323 e->render.flags |= RENDER_SHADOW;
1324 if (e->render.flags & RENDER_VIEWMODEL)
1325 e->render.flags |= RENDER_NOSELFSHADOW;
1326 if (e->render.effects & EF_NOSELFSHADOW)
1327 e->render.flags |= RENDER_NOSELFSHADOW;
1328 if (e->render.effects & EF_NODEPTHTEST)
1329 e->render.flags |= RENDER_NODEPTHTEST;
1330 if (e->render.effects & EF_ADDITIVE)
1331 e->render.flags |= RENDER_ADDITIVE;
1332 if (e->render.effects & EF_DOUBLESIDED)
1333 e->render.flags |= RENDER_DOUBLESIDED;
1334 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1335 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1337 // make the other useful stuff
1338 e->render.allowdecals = true;
1339 CL_UpdateRenderEntity(&e->render);
1342 // creates light and trails from an entity
1343 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1345 effectnameindex_t trailtype;
1348 // bmodels are treated specially since their origin is usually '0 0 0' and
1349 // their actual geometry is far from '0 0 0'
1350 if (e->render.model && e->render.model->soundfromcenter)
1353 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1354 Matrix4x4_Transform(&e->render.matrix, o, origin);
1357 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1359 // handle particle trails and such effects now that we know where this
1360 // entity is in the world...
1361 trailtype = EFFECT_NONE;
1362 // LadyHavoc: if the entity has no effects, don't check each
1363 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1365 if (e->render.effects & EF_BRIGHTFIELD)
1367 if (IS_NEXUIZ_DERIVED(gamemode))
1368 trailtype = EFFECT_TR_NEXUIZPLASMA;
1370 CL_EntityParticles(e);
1372 if (e->render.effects & EF_FLAME)
1373 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1374 if (e->render.effects & EF_STARDUST)
1375 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1377 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1379 // these are only set on player entities
1380 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1382 // muzzleflash fades over time
1383 if (e->persistent.muzzleflash > 0)
1384 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1385 // LadyHavoc: if the entity has no effects, don't check each
1386 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1388 if (e->render.effects & EF_GIB)
1389 trailtype = EFFECT_TR_BLOOD;
1390 else if (e->render.effects & EF_ZOMGIB)
1391 trailtype = EFFECT_TR_SLIGHTBLOOD;
1392 else if (e->render.effects & EF_TRACER)
1393 trailtype = EFFECT_TR_WIZSPIKE;
1394 else if (e->render.effects & EF_TRACER2)
1395 trailtype = EFFECT_TR_KNIGHTSPIKE;
1396 else if (e->render.effects & EF_ROCKET)
1397 trailtype = EFFECT_TR_ROCKET;
1398 else if (e->render.effects & EF_GRENADE)
1400 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1401 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1403 else if (e->render.effects & EF_TRACER3)
1404 trailtype = EFFECT_TR_VORESPIKE;
1407 if (e->render.flags & RENDER_GLOWTRAIL)
1408 trailtype = EFFECT_TR_GLOWTRAIL;
1409 if (e->state_current.traileffectnum)
1410 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1411 // check if a trail is allowed (it is not after a teleport for example)
1412 if (trailtype && e->persistent.trail_allowed)
1416 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1417 len = e->state_current.time - e->state_previous.time;
1420 VectorScale(vel, len, vel);
1421 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1422 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1424 // now that the entity has survived one trail update it is allowed to
1425 // leave a real trail on later frames
1426 e->persistent.trail_allowed = true;
1427 VectorCopy(origin, e->persistent.trail_origin);
1433 CL_UpdateViewEntities
1436 void CL_UpdateViewEntities(void)
1439 // update any RENDER_VIEWMODEL entities to use the new view matrix
1440 for (i = 1;i < cl.num_entities;i++)
1442 if (cl.entities_active[i])
1444 entity_t *ent = cl.entities + i;
1445 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1446 CL_UpdateNetworkEntity(ent, 32, true);
1449 // and of course the engine viewmodel needs updating as well
1450 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1455 CL_UpdateNetworkCollisionEntities
1458 static void CL_UpdateNetworkCollisionEntities(void)
1463 // start on the entity after the world
1464 cl.num_brushmodel_entities = 0;
1465 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1467 if (cl.entities_active[i])
1469 ent = cl.entities + i;
1470 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1472 // do not interpolate the bmodels for this
1473 CL_UpdateNetworkEntity(ent, 32, false);
1474 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1482 CL_UpdateNetworkEntities
1485 static void CL_UpdateNetworkEntities(void)
1490 // start on the entity after the world
1491 for (i = 1;i < cl.num_entities;i++)
1493 if (cl.entities_active[i])
1495 ent = cl.entities + i;
1496 if (ent->state_current.active)
1498 CL_UpdateNetworkEntity(ent, 32, true);
1499 // view models should never create light/trails
1500 if (!(ent->render.flags & RENDER_VIEWMODEL))
1501 CL_UpdateNetworkEntityTrail(ent);
1505 R_DecalSystem_Reset(&ent->render.decalsystem);
1506 cl.entities_active[i] = false;
1512 static void CL_UpdateViewModel(void)
1516 ent->state_previous = ent->state_current;
1517 ent->state_current = defaultstate;
1518 ent->state_current.time = cl.time;
1519 ent->state_current.number = (unsigned short)-1;
1520 ent->state_current.active = true;
1521 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1522 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1523 ent->state_current.flags = RENDER_VIEWMODEL;
1524 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1525 ent->state_current.modelindex = 0;
1526 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1528 if (gamemode == GAME_TRANSFUSION)
1529 ent->state_current.alpha = 128;
1531 ent->state_current.modelindex = 0;
1533 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1534 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1536 // reset animation interpolation on weaponmodel if model changed
1537 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1539 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1540 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1541 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1543 CL_UpdateNetworkEntity(ent, 32, true);
1546 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1547 static void CL_LinkNetworkEntity(entity_t *e)
1549 effectnameindex_t trailtype;
1555 // skip inactive entities and world
1556 if (!e->state_current.active || e == cl.entities)
1558 if (e->state_current.tagentity)
1560 // if the tag entity is currently impossible, skip it
1561 if (e->state_current.tagentity >= cl.num_entities)
1563 // if the tag entity is inactive, skip it
1564 if (!cl.entities[e->state_current.tagentity].state_current.active)
1566 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1568 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1570 // if we get here, it's properly csqc networked and attached
1574 // create entity dlights associated with this entity
1575 if (e->render.model && e->render.model->soundfromcenter)
1577 // bmodels are treated specially since their origin is usually '0 0 0'
1579 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1580 Matrix4x4_Transform(&e->render.matrix, o, origin);
1583 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1584 trailtype = EFFECT_NONE;
1589 // LadyHavoc: if the entity has no effects, don't check each
1590 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1592 if (e->render.effects & EF_BRIGHTFIELD)
1594 if (IS_NEXUIZ_DERIVED(gamemode))
1595 trailtype = EFFECT_TR_NEXUIZPLASMA;
1597 if (e->render.effects & EF_DIMLIGHT)
1599 dlightradius = max(dlightradius, 200);
1600 dlightcolor[0] += 1.50f;
1601 dlightcolor[1] += 1.50f;
1602 dlightcolor[2] += 1.50f;
1604 if (e->render.effects & EF_BRIGHTLIGHT)
1606 dlightradius = max(dlightradius, 400);
1607 dlightcolor[0] += 3.00f;
1608 dlightcolor[1] += 3.00f;
1609 dlightcolor[2] += 3.00f;
1611 // LadyHavoc: more effects
1612 if (e->render.effects & EF_RED) // red
1614 dlightradius = max(dlightradius, 200);
1615 dlightcolor[0] += 1.50f;
1616 dlightcolor[1] += 0.15f;
1617 dlightcolor[2] += 0.15f;
1619 if (e->render.effects & EF_BLUE) // blue
1621 dlightradius = max(dlightradius, 200);
1622 dlightcolor[0] += 0.15f;
1623 dlightcolor[1] += 0.15f;
1624 dlightcolor[2] += 1.50f;
1626 if (e->render.effects & EF_FLAME)
1627 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1628 if (e->render.effects & EF_STARDUST)
1629 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1631 // muzzleflash fades over time, and is offset a bit
1632 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1637 matrix4x4_t tempmatrix;
1638 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1639 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1640 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1641 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1642 Matrix4x4_Scale(&tempmatrix, 150, 1);
1643 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1644 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);
1645 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1647 // LadyHavoc: if the model has no flags, don't check each
1648 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1650 if (e->render.effects & EF_GIB)
1651 trailtype = EFFECT_TR_BLOOD;
1652 else if (e->render.effects & EF_ZOMGIB)
1653 trailtype = EFFECT_TR_SLIGHTBLOOD;
1654 else if (e->render.effects & EF_TRACER)
1655 trailtype = EFFECT_TR_WIZSPIKE;
1656 else if (e->render.effects & EF_TRACER2)
1657 trailtype = EFFECT_TR_KNIGHTSPIKE;
1658 else if (e->render.effects & EF_ROCKET)
1659 trailtype = EFFECT_TR_ROCKET;
1660 else if (e->render.effects & EF_GRENADE)
1662 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1663 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1665 else if (e->render.effects & EF_TRACER3)
1666 trailtype = EFFECT_TR_VORESPIKE;
1668 // LadyHavoc: customizable glow
1669 if (e->state_current.glowsize)
1671 // * 4 for the expansion from 0-255 to 0-1023 range,
1672 // / 255 to scale down byte colors
1673 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1674 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1677 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1679 matrix4x4_t dlightmatrix;
1681 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1682 light[3] = e->state_current.light[3];
1683 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1684 VectorSet(light, 1, 1, 1);
1687 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1688 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1689 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1690 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1691 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1693 // make the glow dlight
1694 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1696 matrix4x4_t dlightmatrix;
1697 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1698 // hack to make glowing player light shine on their gun
1699 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1700 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1701 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1702 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);
1703 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1706 if (e->render.flags & RENDER_GLOWTRAIL)
1707 trailtype = EFFECT_TR_GLOWTRAIL;
1708 if (e->state_current.traileffectnum)
1709 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1711 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1713 // don't show entities with no modelindex (note: this still shows
1714 // entities which have a modelindex that resolved to a NULL model)
1715 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1716 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1717 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1718 // Matrix4x4_Print(&e->render.matrix);
1721 static void CL_RelinkWorld(void)
1723 entity_t *ent = &cl.entities[0];
1724 // FIXME: this should be done at load
1725 ent->render.matrix = identitymatrix;
1726 ent->render.flags = RENDER_SHADOW;
1727 if (!r_fullbright.integer)
1728 ent->render.flags |= RENDER_LIGHT;
1729 VectorSet(ent->render.colormod, 1, 1, 1);
1730 VectorSet(ent->render.glowmod, 1, 1, 1);
1731 ent->render.allowdecals = true;
1732 CL_UpdateRenderEntity(&ent->render);
1733 r_refdef.scene.worldentity = &ent->render;
1734 r_refdef.scene.worldmodel = cl.worldmodel;
1736 // if the world is q2bsp, animate the textures
1737 if (ent->render.model && ent->render.model->brush.isq2bsp)
1738 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1741 static void CL_RelinkStaticEntities(void)
1745 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1747 e->render.flags = 0;
1748 // if the model was not loaded when the static entity was created we
1749 // need to re-fetch the model pointer
1750 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1751 // either fullbright or lit
1752 if(!r_fullbright.integer)
1754 if (!(e->render.effects & EF_FULLBRIGHT))
1755 e->render.flags |= RENDER_LIGHT;
1757 // hide player shadow during intermission or nehahra movie
1758 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1759 e->render.flags |= RENDER_SHADOW;
1760 VectorSet(e->render.colormod, 1, 1, 1);
1761 VectorSet(e->render.glowmod, 1, 1, 1);
1762 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1763 e->render.allowdecals = true;
1764 CL_UpdateRenderEntity(&e->render);
1765 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1774 static void CL_RelinkNetworkEntities(void)
1779 // start on the entity after the world
1780 for (i = 1;i < cl.num_entities;i++)
1782 if (cl.entities_active[i])
1784 ent = cl.entities + i;
1785 if (ent->state_current.active)
1786 CL_LinkNetworkEntity(ent);
1788 cl.entities_active[i] = false;
1793 static void CL_RelinkEffects(void)
1797 entity_render_t *entrender;
1800 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1804 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1805 intframe = (int)frame;
1806 if (intframe < 0 || intframe >= e->endframe)
1808 memset(e, 0, sizeof(*e));
1809 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1814 if (intframe != e->frame)
1816 e->frame = intframe;
1817 e->frame1time = e->frame2time;
1818 e->frame2time = cl.time;
1821 // if we're drawing effects, get a new temp entity
1822 // (NewTempEntity adds it to the render entities list for us)
1823 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1825 // interpolation stuff
1826 entrender->framegroupblend[0].frame = intframe;
1827 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1828 entrender->framegroupblend[0].start = e->frame1time;
1829 if (intframe + 1 >= e->endframe)
1831 entrender->framegroupblend[1].frame = 0; // disappear
1832 entrender->framegroupblend[1].lerp = 0;
1833 entrender->framegroupblend[1].start = 0;
1837 entrender->framegroupblend[1].frame = intframe + 1;
1838 entrender->framegroupblend[1].lerp = frame - intframe;
1839 entrender->framegroupblend[1].start = e->frame2time;
1843 entrender->model = e->model;
1844 entrender->alpha = 1;
1845 VectorSet(entrender->colormod, 1, 1, 1);
1846 VectorSet(entrender->glowmod, 1, 1, 1);
1848 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1849 CL_UpdateRenderEntity(entrender);
1855 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1857 VectorCopy(b->start, start);
1858 VectorCopy(b->end, end);
1860 // if coming from the player, update the start position
1861 if (b->entity == cl.viewentity)
1863 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1865 // LadyHavoc: this is a stupid hack from Quake that makes your
1866 // lightning appear to come from your waist and cover less of your
1868 // in Quake this hack was applied to all players (causing the
1869 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1870 // only applies to your own lightning, and only in first person
1871 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1873 if (cl_beams_instantaimhack.integer)
1875 vec3_t dir, localend;
1877 // LadyHavoc: this updates the beam direction to match your
1879 VectorSubtract(end, start, dir);
1880 len = VectorLength(dir);
1881 VectorNormalize(dir);
1882 VectorSet(localend, len, 0, 0);
1883 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1888 void CL_RelinkBeams(void)
1892 vec3_t dist, org, start, end;
1894 entity_render_t *entrender;
1897 matrix4x4_t tempmatrix;
1899 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1903 if (b->endtime < cl.time)
1909 CL_Beam_CalculatePositions(b, start, end);
1913 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1915 // FIXME: create a matrix from the beam start/end orientation
1917 VectorSet(dlightcolor, 0.3, 0.7, 1);
1918 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1919 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);
1920 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1922 if (cl_beams_polygons.integer)
1924 CL_Beam_AddPolygons(b);
1929 // calculate pitch and yaw
1930 // (this is similar to the QuakeC builtin function vectoangles)
1931 VectorSubtract(end, start, dist);
1932 if (dist[1] == 0 && dist[0] == 0)
1942 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1946 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1947 pitch = atan2(dist[2], forward) * 180 / M_PI;
1952 // add new entities for the lightning
1953 VectorCopy (start, org);
1954 d = VectorNormalizeLength(dist);
1957 entrender = CL_NewTempEntity (0);
1960 entrender->model = b->model;
1961 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1962 CL_UpdateRenderEntity(entrender);
1963 VectorMA(org, 30, dist, org);
1968 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1972 static void CL_RelinkQWNails(void)
1976 entity_render_t *entrender;
1978 for (i = 0;i < cl.qw_num_nails;i++)
1982 // if we're drawing effects, get a new temp entity
1983 // (NewTempEntity adds it to the render entities list for us)
1984 if (!(entrender = CL_NewTempEntity(0)))
1988 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1989 entrender->alpha = 1;
1990 VectorSet(entrender->colormod, 1, 1, 1);
1991 VectorSet(entrender->glowmod, 1, 1, 1);
1993 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1994 CL_UpdateRenderEntity(entrender);
1998 static void CL_LerpPlayer(float frac)
2002 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2003 for (i = 0;i < 3;i++)
2005 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2006 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2007 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2010 // interpolate the angles if playing a demo or spectating someone
2011 if (cls.demoplayback || cl.fixangle[0])
2013 for (i = 0;i < 3;i++)
2015 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2020 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2025 void CSQC_RelinkAllEntities (int drawmask)
2029 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2030 CL_MeshEntities_Scene_AddRenderEntity();
2031 CL_RelinkStaticEntities();
2034 CL_RelinkLightFlashes();
2037 if (drawmask & ENTMASK_ENGINE)
2039 CL_RelinkNetworkEntities();
2040 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2041 CL_LinkNetworkEntity(&cl.viewent); // link gun model
2045 // update view blend
2053 Update client game world for a new frame
2056 void CL_UpdateWorld(void)
2058 r_refdef.scene.extraupdate = !r_speeds.integer;
2059 r_refdef.scene.numentities = 0;
2060 r_refdef.scene.numlights = 0;
2061 r_refdef.view.matrix = identitymatrix;
2062 r_refdef.view.quality = 1;
2064 cl.num_brushmodel_entities = 0;
2066 if (cls.state == ca_connected && cls.signon == SIGNONS)
2068 // prepare for a new frame
2069 CL_LerpPlayer(CL_LerpPoint());
2070 CL_DecayLightFlashes();
2071 CL_ClearTempEntities();
2075 // if prediction is enabled we have to update all the collidable
2076 // network entities before the prediction code can be run
2077 CL_UpdateNetworkCollisionEntities();
2079 // now update the player prediction
2080 CL_ClientMovement_Replay();
2082 // update the player entity (which may be predicted)
2083 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2085 // now update the view (which depends on that player entity)
2088 // now update all the network entities and create particle trails
2089 // (some entities may depend on the view)
2090 CL_UpdateNetworkEntities();
2092 // update the engine-based viewmodel
2093 CL_UpdateViewModel();
2095 // when csqc is loaded, it will call this in CSQC_UpdateView
2096 if (!CLVM_prog->loaded || CLVM_prog->flag & PRVM_CSQC_SIMPLE)
2098 // clear the CL_Mesh_Scene() used for some engine effects
2099 CL_MeshEntities_Scene_Clear();
2100 // add engine entities and effects
2101 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2104 // decals, particles, and explosions will be updated during rneder
2107 r_refdef.scene.time = cl.time;
2111 ======================
2113 ======================
2115 static void CL_Fog_f(cmd_state_t *cmd)
2117 if (Cmd_Argc (cmd) == 1)
2119 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);
2122 FOG_clear(); // so missing values get good defaults
2123 if(Cmd_Argc(cmd) > 1)
2124 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2125 if(Cmd_Argc(cmd) > 2)
2126 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2127 if(Cmd_Argc(cmd) > 3)
2128 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2129 if(Cmd_Argc(cmd) > 4)
2130 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2131 if(Cmd_Argc(cmd) > 5)
2132 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2133 if(Cmd_Argc(cmd) > 6)
2134 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2135 if(Cmd_Argc(cmd) > 7)
2136 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2137 if(Cmd_Argc(cmd) > 8)
2138 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2139 if(Cmd_Argc(cmd) > 9)
2140 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2144 ======================
2145 CL_FogHeightTexture_f
2146 ======================
2148 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2150 if (Cmd_Argc (cmd) < 11)
2152 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);
2155 FOG_clear(); // so missing values get good defaults
2156 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2157 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2158 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2159 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2160 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2161 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2162 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2163 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2164 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2165 dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2170 ====================
2173 For program optimization
2174 ====================
2176 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2179 double timestart, timedelta;
2181 r_refdef.scene.extraupdate = false;
2183 timestart = Sys_DirtyTime();
2184 for (i = 0;i < 128;i++)
2186 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);
2187 r_refdef.view.quality = 1;
2190 timedelta = Sys_DirtyTime() - timestart;
2192 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2195 static void CL_AreaStats_f(cmd_state_t *cmd)
2197 World_PrintAreaStats(&cl.world, "client");
2200 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2205 vec3_t nearestpoint;
2206 vec_t dist, bestdist;
2209 for (loc = cl.locnodes;loc;loc = loc->next)
2211 for (i = 0;i < 3;i++)
2212 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2213 dist = VectorDistance2(nearestpoint, point);
2214 if (bestdist > dist || !best)
2225 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2228 loc = CL_Locs_FindNearest(point);
2230 dp_strlcpy(buffer, loc->name, buffersize);
2232 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2235 static void CL_Locs_FreeNode(cl_locnode_t *node)
2237 cl_locnode_t **pointer, **next;
2238 for (pointer = &cl.locnodes;*pointer;pointer = next)
2240 next = &(*pointer)->next;
2241 if (*pointer == node)
2243 *pointer = node->next;
2248 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2251 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2253 cl_locnode_t *node, **pointer;
2257 namelen = (int)strlen(name);
2258 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2259 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2260 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2261 node->name = (char *)(node + 1);
2262 memcpy(node->name, name, namelen);
2263 node->name[namelen] = 0;
2264 // link it into the tail of the list to preserve the order
2265 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2270 static void CL_Locs_Add_f(cmd_state_t *cmd)
2273 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2275 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2278 mins[0] = atof(Cmd_Argv(cmd, 1));
2279 mins[1] = atof(Cmd_Argv(cmd, 2));
2280 mins[2] = atof(Cmd_Argv(cmd, 3));
2281 if (Cmd_Argc(cmd) == 8)
2283 maxs[0] = atof(Cmd_Argv(cmd, 4));
2284 maxs[1] = atof(Cmd_Argv(cmd, 5));
2285 maxs[2] = atof(Cmd_Argv(cmd, 6));
2286 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2289 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2292 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2295 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2297 CL_Locs_FreeNode(loc);
2299 Con_Printf("no loc point or box found for your location\n");
2302 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2305 CL_Locs_FreeNode(cl.locnodes);
2308 static void CL_Locs_Save_f(cmd_state_t *cmd)
2312 char locfilename[MAX_QPATH];
2315 Con_Printf("No loc points/boxes exist!\n");
2318 if (cls.state != ca_connected || !cl.worldmodel)
2320 Con_Printf("No level loaded!\n");
2323 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2325 outfile = FS_OpenRealFile(locfilename, "w", false);
2328 // if any boxes are used then this is a proquake-format loc file, which
2329 // allows comments, so add some relevant information at the start
2330 for (loc = cl.locnodes;loc;loc = loc->next)
2331 if (!VectorCompare(loc->mins, loc->maxs))
2335 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);
2336 for (loc = cl.locnodes;loc;loc = loc->next)
2337 if (VectorCompare(loc->mins, loc->maxs))
2340 Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2342 for (loc = cl.locnodes;loc;loc = loc->next)
2344 if (VectorCompare(loc->mins, loc->maxs))
2348 const char *in = loc->name;
2349 char name[MAX_INPUTLINE];
2350 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2352 if (*in == ' ') {s = "$loc_name_separator";in++;}
2353 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2354 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2355 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2356 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2357 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2358 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2359 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2360 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2361 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2362 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2366 while (len < (int)sizeof(name) - 1 && *s)
2370 name[len++] = *in++;
2373 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2376 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);
2381 void CL_Locs_Reload_f(cmd_state_t *cmd)
2383 int i, linenumber, limit, len;
2385 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2386 fs_offset_t filesize;
2388 char locfilename[MAX_QPATH];
2389 char name[MAX_INPUTLINE];
2391 if (cls.state != ca_connected || !cl.worldmodel)
2393 Con_Printf("No level loaded!\n");
2397 CL_Locs_Clear_f(cmd);
2399 // try maps/something.loc first (LadyHavoc: where I think they should be)
2400 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2401 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2404 // try proquake name as well (LadyHavoc: I hate path mangling)
2405 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2406 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2411 textend = filedata + filesize;
2412 for (linenumber = 1;text < textend;linenumber++)
2415 for (;text < textend && *text != '\r' && *text != '\n';text++)
2418 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2422 // trim trailing whitespace
2423 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2425 // trim leading whitespace
2426 while (linestart < lineend && ISWHITESPACE(*linestart))
2428 // check if this is a comment
2429 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2431 linetext = linestart;
2433 for (i = 0;i < limit;i++)
2435 if (linetext >= lineend)
2437 // note: a missing number is interpreted as 0
2439 mins[i] = atof(linetext);
2441 maxs[i - 3] = atof(linetext);
2442 // now advance past the number
2443 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2445 // advance through whitespace
2446 if (linetext < lineend)
2448 if (*linetext == ',')
2452 // note: comma can be followed by whitespace
2454 if (ISWHITESPACE(*linetext))
2457 while (linetext < lineend && ISWHITESPACE(*linetext))
2462 // if this is a quoted name, remove the quotes
2465 if (linetext >= lineend || *linetext != '"')
2466 continue; // proquake location names are always quoted
2469 len = min(lineend - linetext, (int)sizeof(name) - 1);
2470 memcpy(name, linetext, len);
2472 // add the box to the list
2473 CL_Locs_AddNode(mins, maxs, name);
2475 // if a point was parsed, it needs to be scaled down by 8 (since
2476 // point-based loc files were invented by a proxy which dealt
2477 // directly with quake protocol coordinates, which are *8), turn
2481 // interpret silly fuhquake macros
2482 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2484 if (*linetext == '$')
2486 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2487 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2488 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2489 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2490 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2491 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2492 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2493 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2494 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2495 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2496 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2500 while (len < (int)sizeof(name) - 1 && *s)
2505 name[len++] = *linetext++;
2508 // add the point to the list
2509 VectorScale(mins, (1.0 / 8.0), mins);
2510 CL_Locs_AddNode(mins, mins, name);
2517 entity_t cl_meshentities[NUM_MESHENTITIES];
2518 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2519 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2525 static void CL_MeshEntities_Restart(void)
2529 for (i = 0; i < NUM_MESHENTITIES; i++)
2531 ent = cl_meshentities + i;
2532 Mod_Mesh_Destroy(ent->render.model);
2533 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2537 static void CL_MeshEntities_Start(void)
2541 for(i = 0; i < NUM_MESHENTITIES; i++)
2543 ent = cl_meshentities + i;
2544 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2548 static void CL_MeshEntities_Shutdown(void)
2552 for(i = 0; i < NUM_MESHENTITIES; i++)
2554 ent = cl_meshentities + i;
2555 Mod_Mesh_Destroy(ent->render.model);
2559 void CL_MeshEntities_Init(void)
2563 for (i = 0; i < NUM_MESHENTITIES; i++)
2565 ent = cl_meshentities + i;
2566 ent->state_current.active = true;
2567 ent->render.model = cl_meshentitymodels + i;
2568 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2569 ent->render.alpha = 1;
2570 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2571 ent->render.framegroupblend[0].lerp = 1;
2572 ent->render.frameblend[0].lerp = 1;
2573 VectorSet(ent->render.colormod, 1, 1, 1);
2574 VectorSet(ent->render.glowmod, 1, 1, 1);
2575 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2576 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2577 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2578 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2579 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2580 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2581 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2582 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2583 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2584 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2585 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2586 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2587 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2588 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2589 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2591 Matrix4x4_CreateIdentity(&ent->render.matrix);
2592 CL_UpdateRenderEntity(&ent->render);
2594 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2595 R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2598 void CL_MeshEntities_Scene_Clear(void)
2600 Mod_Mesh_Reset(CL_Mesh_Scene());
2603 void CL_MeshEntities_Scene_AddRenderEntity(void)
2605 entity_t* ent = &cl_meshentities[MESH_SCENE];
2606 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2609 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2611 entity_t *ent = &cl_meshentities[MESH_SCENE];
2612 Mod_Mesh_Finalize(ent->render.model);
2613 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2614 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2617 extern cvar_t r_overheadsprites_pushback;
2618 extern cvar_t r_fullbright_directed_pitch_relative;
2619 extern cvar_t r_fullbright_directed_pitch;
2620 extern cvar_t r_fullbright_directed_ambient;
2621 extern cvar_t r_fullbright_directed_diffuse;
2622 extern cvar_t r_fullbright_directed;
2623 extern cvar_t r_hdr_glowintensity;
2625 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2629 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2630 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2632 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2633 // same for all stereo views, and to better handle pitches outside
2634 // [-90, 90] (in_pitch_* cvars allow that).
2635 VectorCopy(cl.viewangles, angles);
2636 if (r_fullbright_directed_pitch_relative.integer) {
2637 angles[PITCH] += r_fullbright_directed_pitch.value;
2640 angles[PITCH] = r_fullbright_directed_pitch.value;
2642 AngleVectors(angles, worldspacenormal, NULL, NULL);
2643 VectorNegate(worldspacenormal, worldspacenormal);
2646 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2648 float shadingorigin[3], a[3], c[3], dir[3];
2651 for (q = 0; q < 3; q++)
2652 a[q] = c[q] = dir[q] = 0;
2654 ent->render_lightgrid = false;
2655 ent->render_modellight_forced = false;
2656 ent->render_rtlight_disabled = false;
2658 // pick an appropriate value for render_modellight_origin - if this is an
2659 // attachment we want to use the parent's render_modellight_origin so that
2660 // shading is the same (also important for r_shadows to cast shadows in the
2662 if (VectorLength2(ent->custommodellight_origin))
2664 // CSQC entities always provide this (via CL_GetTagMatrix)
2665 for (q = 0; q < 3; q++)
2666 shadingorigin[q] = ent->custommodellight_origin[q];
2668 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2670 // network entity - follow attachment chain back to a root entity,
2671 int entnum = ent->entitynumber, recursion;
2672 for (recursion = 32; recursion > 0; --recursion)
2674 int parentnum = cl.entities[entnum].state_current.tagentity;
2675 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2679 // grab the root entity's origin
2680 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2684 // not a CSQC entity (which sets custommodellight_origin), not a network
2685 // entity - so it's probably not attached to anything
2686 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2689 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2691 // intentionally EF_FULLBRIGHT entity
2692 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2693 // CSQC can still provide its own customized modellight values
2694 ent->render_rtlight_disabled = true;
2695 ent->render_modellight_forced = true;
2696 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2698 // custom colors provided by CSQC
2699 for (q = 0; q < 3; q++)
2701 a[q] = ent->custommodellight_ambient[q];
2702 c[q] = ent->custommodellight_diffuse[q];
2703 dir[q] = ent->custommodellight_lightdir[q];
2706 else if (r_fullbright_directed.integer)
2707 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2709 for (q = 0; q < 3; q++)
2714 // fetch the lighting from the worldmodel data
2716 // CSQC can provide its own customized modellight values
2717 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2719 ent->render_modellight_forced = true;
2720 for (q = 0; q < 3; q++)
2722 a[q] = ent->custommodellight_ambient[q];
2723 c[q] = ent->custommodellight_diffuse[q];
2724 dir[q] = ent->custommodellight_lightdir[q];
2727 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2729 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2730 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2731 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2732 ent->render_modellight_forced = true;
2733 ent->render_rtlight_disabled = true;
2735 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2736 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2738 ent->render_lightgrid = true;
2739 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2741 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2742 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2743 else if (r_fullbright_directed.integer)
2744 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2746 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2749 for (q = 0; q < 3; q++)
2751 ent->render_fullbright[q] = ent->colormod[q];
2752 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2753 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2754 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2755 ent->render_modellight_specular[q] = c[q];
2756 ent->render_modellight_lightdir_world[q] = dir[q];
2757 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2758 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2759 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2760 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2761 ent->render_rtlight_specular[q] = 1;
2764 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2765 if (ent->render_modellight_forced)
2766 for (q = 0; q < 3; q++)
2767 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2768 if (ent->render_rtlight_disabled)
2769 for (q = 0; q < 3; q++)
2770 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2772 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2773 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2774 VectorNormalize(ent->render_modellight_lightdir_world);
2775 // transform into local space for the entity as well
2776 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2777 VectorNormalize(ent->render_modellight_lightdir_local);
2781 void CL_UpdateEntityShading(void)
2784 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2785 for (i = 0; i < r_refdef.scene.numentities; i++)
2786 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2789 qbool vid_opened = false;
2790 void CL_StartVideo(void)
2792 if (!vid_opened && cls.state != ca_dedicated)
2796 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2797 NetConn_UpdateSockets();
2803 extern cvar_t host_framerate;
2804 extern cvar_t host_speeds;
2805 extern uint8_t serverlist_querystage;
2806 double CL_Frame (double time)
2808 static double clframetime;
2809 static double cl_timer = 0;
2810 static double time1 = 0, time2 = 0, time3 = 0;
2811 int pass1, pass2, pass3;
2814 CL_VM_PreventInformationLeaks();
2817 * If the accumulator hasn't become positive, don't
2818 * run the frame. Everything that happens before this
2819 * point will happen even if we're sleeping this frame.
2821 if((cl_timer += time) < 0)
2824 // limit the frametime steps to no more than 100ms each
2828 // Run at full speed when querying servers, compared to waking up early to parse
2829 // this is simpler and gives pings more representative of what can be expected when playing.
2830 maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2832 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2834 R_TimeReport("---");
2835 Collision_Cache_NewFrame();
2836 R_TimeReport("photoncache");
2837 #ifdef CONFIG_VIDEO_CAPTURE
2838 // decide the simulation time
2839 if (cls.capturevideo.active)
2841 if (cls.capturevideo.realtime)
2842 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2845 clframetime = 1.0 / cls.capturevideo.framerate;
2846 cl.realframetime = max(time, clframetime);
2852 if (maxfps <= 0 || cls.timedemo)
2853 clframetime = cl.realframetime = cl_timer;
2855 // networking assumes at least 10fps
2856 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2858 // on some legacy systems, we need to sleep to keep input responsive
2859 if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2860 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2863 // apply slowmo scaling
2864 clframetime *= cl.movevars_timescale;
2865 // scale playback speed of demos by slowmo cvar
2866 if (cls.demoplayback)
2868 clframetime *= host_timescale.value;
2869 // if demo playback is paused, don't advance time at all
2875 // host_framerate overrides all else
2876 if (host_framerate.value)
2877 clframetime = host_framerate.value;
2879 if (cl.paused || host.paused)
2884 clframetime = cl.realframetime = cl_timer;
2886 // deduct the frame time from the accumulator
2887 cl_timer -= cl.realframetime;
2889 cl.oldtime = cl.time;
2890 cl.time += clframetime;
2893 if (host_speeds.integer)
2894 time1 = Sys_DirtyTime();
2895 R_TimeReport("pre-input");
2897 // Collect input into cmd
2900 R_TimeReport("input");
2902 // check for new packets
2903 NetConn_ClientFrame();
2905 // read a new frame from a demo if needed
2906 CL_ReadDemoMessage();
2907 R_TimeReport("clientnetwork");
2909 // now that packets have been read, send input to server
2911 R_TimeReport("sendmove");
2913 // update client world (interpolate entities, create trails, etc)
2915 R_TimeReport("lerpworld");
2919 R_TimeReport("client");
2922 R_TimeReport("render");
2924 if (host_speeds.integer)
2925 time2 = Sys_DirtyTime();
2928 if(cl.csqc_usecsqclistener)
2930 S_Update(&cl.csqc_listenermatrix);
2931 cl.csqc_usecsqclistener = false;
2934 S_Update(&r_refdef.view.matrix);
2937 R_TimeReport("audio");
2939 // reset gathering of mouse input
2940 in_mouse_x = in_mouse_y = 0;
2942 if (host_speeds.integer)
2944 pass1 = (int)((time1 - time3)*1000000);
2945 time3 = Sys_DirtyTime();
2946 pass2 = (int)((time2 - time1)*1000000);
2947 pass3 = (int)((time3 - time2)*1000000);
2948 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2949 pass1+pass2+pass3, pass1, pass2, pass3);
2952 // if there is some time remaining from this frame, reset the timer
2953 return cl_timer >= 0 ? 0 : cl_timer;
2961 void CL_Shutdown (void)
2963 // be quiet while shutting down
2966 // disconnect client from server if active
2969 CL_Video_Shutdown();
2979 R_Modules_Shutdown();
2982 CL_Screen_Shutdown();
2983 CL_Particles_Shutdown();
2984 CL_Parse_Shutdown();
2985 CL_MeshEntities_Shutdown();
2989 Mem_FreePool (&cls.permanentmempool);
2990 Mem_FreePool (&cls.levelmempool);
3000 if (cls.state == ca_dedicated)
3002 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3006 Con_Printf("Initializing client\n");
3008 Cvar_SetValueQuick(&host_isclient, 1);
3022 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3023 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3025 memset(&r_refdef, 0, sizeof(r_refdef));
3026 // max entities sent to renderer per frame
3027 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3028 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3030 // max temp entities
3031 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3032 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3037 // register our commands
3041 Cvar_RegisterVariable (&cl_upspeed);
3042 Cvar_RegisterVariable (&cl_forwardspeed);
3043 Cvar_RegisterVariable (&cl_backspeed);
3044 Cvar_RegisterVariable (&cl_sidespeed);
3045 Cvar_RegisterVariable (&cl_movespeedkey);
3046 Cvar_RegisterVariable (&cl_yawspeed);
3047 Cvar_RegisterVariable (&cl_pitchspeed);
3048 Cvar_RegisterVariable (&cl_anglespeedkey);
3049 Cvar_RegisterVariable (&cl_shownet);
3050 Cvar_RegisterVariable (&cl_nolerp);
3051 Cvar_RegisterVariable (&cl_lerpexcess);
3052 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3053 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3054 Cvar_RegisterVariable (&cl_deathfade);
3055 Cvar_RegisterVariable (&lookspring);
3056 Cvar_RegisterVariable (&lookstrafe);
3057 Cvar_RegisterVariable (&sensitivity);
3058 Cvar_RegisterVariable (&freelook);
3060 Cvar_RegisterVariable (&m_pitch);
3061 Cvar_RegisterVariable (&m_yaw);
3062 Cvar_RegisterVariable (&m_forward);
3063 Cvar_RegisterVariable (&m_side);
3065 Cvar_RegisterVariable (&cl_itembobspeed);
3066 Cvar_RegisterVariable (&cl_itembobheight);
3070 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3071 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3072 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3073 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3075 // Support Client-side Model Index List
3076 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3077 // Support Client-side Sound Index List
3078 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3080 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3081 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3083 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3085 Cvar_RegisterVariable(&r_draweffects);
3086 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3087 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3088 Cvar_RegisterVariable(&cl_explosions_size_start);
3089 Cvar_RegisterVariable(&cl_explosions_size_end);
3090 Cvar_RegisterVariable(&cl_explosions_lifetime);
3091 Cvar_RegisterVariable(&cl_stainmaps);
3092 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3093 Cvar_RegisterVariable(&cl_beams_polygons);
3094 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3095 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3096 Cvar_RegisterVariable(&cl_beams_lightatend);
3097 Cvar_RegisterVariable(&cl_noplayershadow);
3098 Cvar_RegisterVariable(&cl_dlights_decayradius);
3099 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3101 Cvar_RegisterVariable(&cl_prydoncursor);
3102 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3104 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3106 // for QW connections
3107 Cvar_RegisterVariable(&qport);
3108 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3109 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3111 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3113 Cvar_RegisterVariable(&cl_locs_enable);
3114 Cvar_RegisterVariable(&cl_locs_show);
3115 Cmd_AddCommand(CF_CLIENT, "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)");
3116 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3117 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3118 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3119 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3121 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3122 Cvar_RegisterVariable(&csqc_lowres);
3124 Cvar_RegisterVariable (&cl_minfps);
3125 Cvar_RegisterVariable (&cl_minfps_fade);
3126 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3127 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3128 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3129 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3130 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3131 Cvar_RegisterVariable (&cl_minfps_force);
3132 Cvar_RegisterVariable (&cl_maxfps);
3133 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3134 Cvar_RegisterVariable (&cl_maxidlefps);
3136 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3137 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3140 CL_Particles_Init();
3145 Cvar_Callback(&cl_netport);
3147 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3148 host.hook.Disconnect = CL_DisconnectEx;
3149 host.hook.CL_Intermission = CL_Intermission;
3150 host.hook.ToggleMenu = CL_ToggleMenu_Hook;