2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 mempool_t *cl_mempool;
72 int cl_max_static_entities;
73 int cl_max_temp_entities;
77 int cl_max_lightstyle;
78 int cl_max_brushmodel_entities;
80 entity_t *cl_entities;
81 qbyte *cl_entities_active;
82 entity_t *cl_static_entities;
83 entity_t *cl_temp_entities;
84 cl_effect_t *cl_effects;
87 lightstyle_t *cl_lightstyle;
88 entity_render_t **cl_brushmodel_entities;
91 int cl_num_static_entities;
92 int cl_num_temp_entities;
93 int cl_num_brushmodel_entities;
101 void CL_ClearState(void)
105 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
106 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
107 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
108 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
109 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
110 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
111 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
112 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
113 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
114 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
115 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
116 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
121 // wipe the entire cl structure
122 memset (&cl, 0, sizeof(cl));
123 // reset the view zoom interpolation
124 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
126 SZ_Clear (&cls.message);
129 cl_num_static_entities = 0;
130 cl_num_temp_entities = 0;
131 cl_num_brushmodel_entities = 0;
133 // tweak these if the game runs out
134 cl_max_entities = 256;
135 cl_max_static_entities = 256;
136 cl_max_temp_entities = 512;
137 cl_max_effects = 256;
139 cl_max_dlights = MAX_DLIGHTS;
140 cl_max_lightstyle = MAX_LIGHTSTYLES;
141 cl_max_brushmodel_entities = MAX_EDICTS;
143 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
144 cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
145 cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
146 cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
147 cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
148 cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
149 cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
150 cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
151 cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
153 // LordHavoc: have to set up the baseline info for alpha and other stuff
154 for (i = 0;i < cl_max_entities;i++)
156 cl_entities[i].state_baseline = defaultstate;
157 cl_entities[i].state_previous = defaultstate;
158 cl_entities[i].state_current = defaultstate;
162 CL_Particles_Clear();
166 void CL_ExpandEntities(int num)
168 int i, oldmaxentities;
169 entity_t *oldentities;
170 if (num >= cl_max_entities)
172 if (num >= MAX_EDICTS)
173 Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
174 oldmaxentities = cl_max_entities;
175 oldentities = cl_entities;
176 cl_max_entities = (num & ~255) + 256;
177 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
178 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
179 Mem_Free(oldentities);
180 for (i = oldmaxentities;i < cl_max_entities;i++)
182 cl_entities[i].state_baseline = defaultstate;
183 cl_entities[i].state_previous = defaultstate;
184 cl_entities[i].state_current = defaultstate;
190 =====================
193 Sends a disconnect message to the server
194 This is also called on Host_Error, so it shouldn't cause any errors
195 =====================
197 void CL_Disconnect(void)
199 if (cls.state == ca_dedicated)
202 Con_DPrintf("CL_Disconnect\n");
204 // stop sounds (especially looping!)
207 // clear contents blends
208 cl.cshifts[0].percent = 0;
209 cl.cshifts[1].percent = 0;
210 cl.cshifts[2].percent = 0;
211 cl.cshifts[3].percent = 0;
213 cl.worldmodel = NULL;
215 if (cls.demoplayback)
219 if (cls.demorecording)
222 Con_DPrint("Sending clc_disconnect\n");
223 SZ_Clear(&cls.message);
224 MSG_WriteByte(&cls.message, clc_disconnect);
225 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
226 SZ_Clear(&cls.message);
227 NetConn_Close(cls.netcon);
230 cls.state = ca_disconnected;
232 cls.demoplayback = cls.timedemo = false;
236 void CL_Disconnect_f(void)
240 Host_ShutdownServer (false);
247 =====================
248 CL_EstablishConnection
250 Host should be either "local" or a net address
251 =====================
253 void CL_EstablishConnection(const char *host)
255 if (cls.state == ca_dedicated)
258 // clear menu's connect error message
259 M_Update_Return_Reason("");
262 // stop demo loop in case this fails
264 NetConn_ClientFrame();
265 NetConn_ServerFrame();
267 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
269 cls.connect_trying = true;
270 cls.connect_remainingtries = 3;
271 cls.connect_nextsendtime = 0;
272 M_Update_Return_Reason("Trying to connect...");
275 NetConn_ClientFrame();
276 NetConn_ServerFrame();
277 NetConn_ClientFrame();
278 NetConn_ServerFrame();
279 NetConn_ClientFrame();
280 NetConn_ServerFrame();
281 NetConn_ClientFrame();
282 NetConn_ServerFrame();
287 Con_Print("Unable to find a suitable network socket to connect to server.\n");
288 M_Update_Return_Reason("No network");
297 static void CL_PrintEntities_f(void)
303 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
305 if (!ent->state_current.active)
308 if (ent->render.model)
309 strlcpy (name, ent->render.model->name, 25);
311 strcpy(name, "--no model--");
312 for (j = strlen(name);j < 25;j++)
314 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
318 //static const vec3_t nomodelmins = {-16, -16, -16};
319 //static const vec3_t nomodelmaxs = {16, 16, 16};
320 void CL_BoundingBoxForEntity(entity_render_t *ent)
324 //if (ent->angles[0] || ent->angles[2])
325 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
328 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
329 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
330 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
331 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
332 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
333 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
334 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
335 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
337 //else if (ent->angles[1])
338 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
341 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
342 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
343 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
344 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
345 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
346 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
347 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
348 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
352 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
353 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
354 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
355 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
356 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
357 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
358 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
359 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
364 ent->mins[0] = ent->matrix.m[0][3] - 16;
365 ent->mins[1] = ent->matrix.m[1][3] - 16;
366 ent->mins[2] = ent->matrix.m[2][3] - 16;
367 ent->maxs[0] = ent->matrix.m[0][3] + 16;
368 ent->maxs[1] = ent->matrix.m[1][3] + 16;
369 ent->maxs[2] = ent->matrix.m[2][3] + 16;
370 //VectorAdd(ent->origin, nomodelmins, ent->mins);
371 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
379 Determines the fraction between the last two messages that the objects
383 static float CL_LerpPoint(void)
387 // dropped packet, or start of demo
388 if (cl.mtime[1] < cl.mtime[0] - 0.1)
389 cl.mtime[1] = cl.mtime[0] - 0.1;
391 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
393 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
394 f = cl.mtime[0] - cl.mtime[1];
395 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
397 cl.time = cl.mtime[0];
401 f = (cl.time - cl.mtime[1]) / f;
402 return bound(0, f, 1);
405 void CL_ClearTempEntities (void)
407 cl_num_temp_entities = 0;
410 entity_t *CL_NewTempEntity(void)
414 if (r_refdef.numentities >= r_refdef.maxentities)
416 if (cl_num_temp_entities >= cl_max_temp_entities)
418 ent = &cl_temp_entities[cl_num_temp_entities++];
419 memset (ent, 0, sizeof(*ent));
420 r_refdef.entities[r_refdef.numentities++] = &ent->render;
422 ent->render.colormap = -1; // no special coloring
423 ent->render.scale = 1;
424 ent->render.alpha = 1;
425 VectorSet(ent->render.colormod, 1, 1, 1);
429 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
433 if (!modelindex) // sanity check
435 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
440 VectorCopy(org, e->origin);
441 e->modelindex = modelindex;
442 e->starttime = cl.time;
443 e->startframe = startframe;
444 e->endframe = startframe + framecount;
445 e->framerate = framerate;
448 e->frame1time = cl.time;
449 e->frame2time = cl.time;
454 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
460 // first look for an exact key match
464 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
470 // then look for anything else
472 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
476 // unable to find one
480 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
481 memset (dl, 0, sizeof(*dl));
482 dl->matrix = *matrix;
484 dl->origin[0] = dl->matrix.m[0][3];
485 dl->origin[1] = dl->matrix.m[1][3];
486 dl->origin[2] = dl->matrix.m[2][3];
487 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
488 dl->matrix.m[0][3] = dl->origin[0];
489 dl->matrix.m[1][3] = dl->origin[1];
490 dl->matrix.m[2][3] = dl->origin[2];
493 dl->color[1] = green;
497 dl->die = cl.time + lifetime;
500 dl->cubemapnum = cubemapnum;
502 dl->shadow = shadowenable;
505 dl->coronasizescale = coronasizescale;
506 dl->ambientscale = ambientscale;
507 dl->diffusescale = diffusescale;
508 dl->specularscale = specularscale;
511 void CL_DecayLights(void)
517 time = cl.time - cl.oldtime;
518 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
520 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
523 #define MAXVIEWMODELS 32
524 entity_t *viewmodels[MAXVIEWMODELS];
527 matrix4x4_t viewmodelmatrix;
529 static int entitylinkframenumber;
531 static const vec3_t muzzleflashorigin = {18, 0, 0};
533 extern void V_DriftPitch(void);
534 extern void V_FadeViewFlashs(void);
535 extern void V_CalcViewBlend(void);
537 extern void V_CalcRefdef(void);
538 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
539 void CL_LinkNetworkEntity(entity_t *e)
541 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
542 //matrix4x4_t dlightmatrix;
543 int j, k, l, trailtype, temp;
544 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
547 //entity_persistent_t *p = &e->persistent;
548 //entity_render_t *r = &e->render;
549 if (e->persistent.linkframe != entitylinkframenumber)
551 e->persistent.linkframe = entitylinkframenumber;
552 // skip inactive entities and world
553 if (!e->state_current.active || e == cl_entities)
555 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
556 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
557 e->render.flags = e->state_current.flags;
558 e->render.effects = e->state_current.effects;
559 if (e->state_current.flags & RENDER_COLORMAPPED)
560 e->render.colormap = e->state_current.colormap;
561 else if (cl.scores != NULL && e->state_current.colormap)
562 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
564 e->render.colormap = -1; // no special coloring
565 e->render.skinnum = e->state_current.skin;
566 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
567 if (e->render.flags & RENDER_VIEWMODEL)
569 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
572 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
573 matrix = &viewmodelmatrix;
574 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
576 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
577 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
582 // if the tag entity is currently impossible, skip it
583 if (e->state_current.tagentity >= cl_num_entities)
585 t = cl_entities + e->state_current.tagentity;
586 // if the tag entity is inactive, skip it
587 if (!t->state_current.active)
589 // note: this can link to world
590 CL_LinkNetworkEntity(t);
591 // make relative to the entity
592 matrix = &t->render.matrix;
593 // some properties of the tag entity carry over
594 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
595 // if a valid tagindex is used, make it relative to that tag instead
596 // FIXME: use a model function to get tag info (need to handle skeletal)
597 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
599 // blend the matrices
600 memset(&blendmatrix, 0, sizeof(blendmatrix));
601 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
603 matrix4x4_t tagmatrix;
604 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
605 d = t->render.frameblend[j].lerp;
606 for (l = 0;l < 4;l++)
607 for (k = 0;k < 4;k++)
608 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
610 // concat the tag matrices onto the entity matrix
611 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
612 // use the constructed tag matrix
613 matrix = &tempmatrix;
618 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
620 // interpolate the origin and angles
621 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
622 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
623 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
624 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
625 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
626 VectorMA(e->persistent.oldangles, lerp, delta, angles);
631 VectorCopy(e->persistent.neworigin, origin);
632 VectorCopy(e->persistent.newangles, angles);
635 // model setup and some modelflags
636 e->render.model = cl.model_precache[e->state_current.modelindex];
639 Mod_CheckLoaded(e->render.model);
640 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
641 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
642 angles[0] = -angles[0];
643 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
645 angles[1] = ANGLEMOD(100*cl.time);
646 if (cl_itembobheight.value)
647 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
649 // transfer certain model flags to effects
650 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
651 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
652 VectorScale(e->render.colormod, 2, e->render.colormod);
656 if (e->render.frame2 == e->state_current.frame)
658 // update frame lerp fraction
659 e->render.framelerp = 1;
660 if (e->render.frame2time > e->render.frame1time)
662 // make sure frame lerp won't last longer than 100ms
663 // (this mainly helps with models that use framegroups and
664 // switch between them infrequently)
665 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
666 e->render.framelerp = bound(0, e->render.framelerp, 1);
671 // begin a new frame lerp
672 e->render.frame1 = e->render.frame2;
673 e->render.frame1time = e->render.frame2time;
674 e->render.frame = e->render.frame2 = e->state_current.frame;
675 e->render.frame2time = cl.time;
676 e->render.framelerp = 0;
678 R_LerpAnimation(&e->render);
680 // set up the render matrix
681 // FIXME: e->render.scale should go away
682 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
683 // concat the matrices to make the entity relative to its tag
684 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
685 // make the other useful stuff
686 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
687 CL_BoundingBoxForEntity(&e->render);
689 // handle effects now that we know where this entity is in the world...
690 origin[0] = e->render.matrix.m[0][3];
691 origin[1] = e->render.matrix.m[1][3];
692 origin[2] = e->render.matrix.m[2][3];
698 // LordHavoc: if the entity has no effects, don't check each
699 if (e->render.effects)
701 if (e->render.effects & EF_BRIGHTFIELD)
703 if (gamemode == GAME_NEXUIZ)
705 dlightradius = max(dlightradius, 200);
706 dlightcolor[0] += 0.75f;
707 dlightcolor[1] += 1.50f;
708 dlightcolor[2] += 3.00f;
712 CL_EntityParticles(e);
714 if (e->render.effects & EF_MUZZLEFLASH)
715 e->persistent.muzzleflash = 1.0f;
716 if (e->render.effects & EF_DIMLIGHT)
718 dlightradius = max(dlightradius, 200);
719 dlightcolor[0] += 1.50f;
720 dlightcolor[1] += 1.50f;
721 dlightcolor[2] += 1.50f;
723 if (e->render.effects & EF_BRIGHTLIGHT)
725 dlightradius = max(dlightradius, 400);
726 dlightcolor[0] += 3.00f;
727 dlightcolor[1] += 3.00f;
728 dlightcolor[2] += 3.00f;
730 // LordHavoc: more effects
731 if (e->render.effects & EF_RED) // red
733 dlightradius = max(dlightradius, 200);
734 dlightcolor[0] += 1.50f;
735 dlightcolor[1] += 0.15f;
736 dlightcolor[2] += 0.15f;
738 if (e->render.effects & EF_BLUE) // blue
740 dlightradius = max(dlightradius, 200);
741 dlightcolor[0] += 0.15f;
742 dlightcolor[1] += 0.15f;
743 dlightcolor[2] += 1.50f;
745 if (e->render.effects & EF_FLAME)
747 mins[0] = origin[0] - 16.0f;
748 mins[1] = origin[1] - 16.0f;
749 mins[2] = origin[2] - 16.0f;
750 maxs[0] = origin[0] + 16.0f;
751 maxs[1] = origin[1] + 16.0f;
752 maxs[2] = origin[2] + 16.0f;
753 // how many flames to make
754 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
755 CL_FlameCube(mins, maxs, temp);
756 d = lhrandom(0.75f, 1);
757 dlightradius = max(dlightradius, 200);
758 dlightcolor[0] += d * 2.0f;
759 dlightcolor[1] += d * 1.5f;
760 dlightcolor[2] += d * 0.5f;
762 if (e->render.effects & EF_STARDUST)
764 mins[0] = origin[0] - 16.0f;
765 mins[1] = origin[1] - 16.0f;
766 mins[2] = origin[2] - 16.0f;
767 maxs[0] = origin[0] + 16.0f;
768 maxs[1] = origin[1] + 16.0f;
769 maxs[2] = origin[2] + 16.0f;
770 // how many particles to make
771 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
772 CL_Stardust(mins, maxs, temp);
773 dlightradius = max(dlightradius, 200);
774 dlightcolor[0] += 1.0f;
775 dlightcolor[1] += 0.7f;
776 dlightcolor[2] += 0.3f;
779 // muzzleflash fades over time, and is offset a bit
780 if (e->persistent.muzzleflash > 0)
782 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
783 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
784 tempmatrix = e->render.matrix;
785 tempmatrix.m[0][3] = v[0];
786 tempmatrix.m[1][3] = v[1];
787 tempmatrix.m[2][3] = v[2];
788 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
789 e->persistent.muzzleflash -= cl.frametime * 10;
791 // LordHavoc: if the model has no flags, don't check each
792 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
794 if (e->render.model->flags & EF_GIB)
796 else if (e->render.model->flags & EF_ZOMGIB)
798 else if (e->render.model->flags & EF_TRACER)
801 dlightradius = max(dlightradius, 100);
802 dlightcolor[0] += 0.25f;
803 dlightcolor[1] += 1.00f;
804 dlightcolor[2] += 0.25f;
806 else if (e->render.model->flags & EF_TRACER2)
809 dlightradius = max(dlightradius, 100);
810 dlightcolor[0] += 1.00f;
811 dlightcolor[1] += 0.60f;
812 dlightcolor[2] += 0.20f;
814 else if (e->render.model->flags & EF_ROCKET)
817 dlightradius = max(dlightradius, 200);
818 dlightcolor[0] += 3.00f;
819 dlightcolor[1] += 1.50f;
820 dlightcolor[2] += 0.50f;
822 else if (e->render.model->flags & EF_GRENADE)
824 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
825 trailtype = e->render.alpha == -1 ? 7 : 1;
827 else if (e->render.model->flags & EF_TRACER3)
830 if (gamemode == GAME_PRYDON)
832 dlightradius = max(dlightradius, 100);
833 dlightcolor[0] += 0.30f;
834 dlightcolor[1] += 0.60f;
835 dlightcolor[2] += 1.20f;
839 dlightradius = max(dlightradius, 200);
840 dlightcolor[0] += 1.20f;
841 dlightcolor[1] += 0.50f;
842 dlightcolor[2] += 1.00f;
846 // LordHavoc: customizable glow
847 if (e->state_current.glowsize)
849 // * 4 for the expansion from 0-255 to 0-1023 range,
850 // / 255 to scale down byte colors
851 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
852 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
854 // make the glow dlight
855 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
857 //dlightmatrix = e->render.matrix;
858 // hack to make glowing player light shine on their gun
859 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
860 // dlightmatrix.m[2][3] += 30;
861 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
864 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
867 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
868 light[3] = e->state_current.light[3];
869 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
870 VectorSet(light, 1, 1, 1);
873 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
874 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
877 if (e->render.flags & RENDER_GLOWTRAIL)
880 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
881 VectorCopy(origin, e->persistent.trail_origin);
882 // tenebrae's sprites are all additive mode (weird)
883 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
884 e->render.effects |= EF_ADDITIVE;
885 // player model is only shown with chase_active on
886 if (e - cl_entities == cl.viewentity)
887 e->render.flags |= RENDER_EXTERIORMODEL;
888 // transparent stuff can't be lit during the opaque stage
889 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
890 e->render.flags |= RENDER_TRANSPARENT;
891 // either fullbright or lit
892 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
893 e->render.flags |= RENDER_LIGHT;
894 // hide player shadow during intermission or nehahra movie
895 if (!(e->render.effects & EF_NOSHADOW)
896 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
897 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
898 e->render.flags |= RENDER_SHADOW;
899 // as soon as player is known we can call V_CalcRefDef
900 if ((e - cl_entities) == cl.viewentity)
902 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
903 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
904 // don't show entities with no modelindex (note: this still shows
905 // entities which have a modelindex that resolved to a NULL model)
906 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
907 r_refdef.entities[r_refdef.numentities++] = &e->render;
908 //if (cl.viewentity && e - cl_entities == cl.viewentity)
909 // Matrix4x4_Print(&e->render.matrix);
913 void CL_RelinkWorld(void)
915 entity_t *ent = &cl_entities[0];
916 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
917 // FIXME: this should be done at load
918 Matrix4x4_CreateIdentity(&ent->render.matrix);
919 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
920 R_LerpAnimation(&ent->render);
921 CL_BoundingBoxForEntity(&ent->render);
922 ent->render.flags = RENDER_SHADOW;
923 if (!r_fullbright.integer)
924 ent->render.flags |= RENDER_LIGHT;
925 VectorSet(ent->render.colormod, 1, 1, 1);
926 r_refdef.worldentity = &ent->render;
927 r_refdef.worldmodel = cl.worldmodel;
930 static void CL_RelinkStaticEntities(void)
934 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
936 Mod_CheckLoaded(e->render.model);
938 // transparent stuff can't be lit during the opaque stage
939 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
940 e->render.flags |= RENDER_TRANSPARENT;
941 // either fullbright or lit
942 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
943 e->render.flags |= RENDER_LIGHT;
944 // hide player shadow during intermission or nehahra movie
945 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
946 e->render.flags |= RENDER_SHADOW;
947 VectorSet(e->render.colormod, 1, 1, 1);
948 R_LerpAnimation(&e->render);
949 r_refdef.entities[r_refdef.numentities++] = &e->render;
958 static void CL_RelinkNetworkEntities(void)
964 ent->state_previous = ent->state_current;
965 ent->state_current = defaultstate;
966 ent->state_current.time = cl.time;
967 ent->state_current.number = -1;
968 ent->state_current.active = true;
969 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
970 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
971 ent->state_current.flags = RENDER_VIEWMODEL;
972 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
973 ent->state_current.modelindex = 0;
974 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
976 if (gamemode == GAME_TRANSFUSION)
977 ent->state_current.alpha = 128;
979 ent->state_current.modelindex = 0;
982 // reset animation interpolation on weaponmodel if model changed
983 if (ent->state_previous.modelindex != ent->state_current.modelindex)
985 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
986 ent->render.frame1time = ent->render.frame2time = cl.time;
987 ent->render.framelerp = 1;
990 // start on the entity after the world
991 entitylinkframenumber++;
992 for (i = 1;i < cl_num_entities;i++)
994 if (cl_entities_active[i])
996 ent = cl_entities + i;
997 if (ent->state_current.active)
998 CL_LinkNetworkEntity(ent);
1000 cl_entities_active[i] = false;
1003 CL_LinkNetworkEntity(&cl.viewent);
1006 static void CL_RelinkEffects(void)
1013 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1017 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1019 if (intframe < 0 || intframe >= e->endframe)
1021 memset(e, 0, sizeof(*e));
1025 if (intframe != e->frame)
1027 e->frame = intframe;
1028 e->frame1time = e->frame2time;
1029 e->frame2time = cl.time;
1032 // if we're drawing effects, get a new temp entity
1033 // (NewTempEntity adds it to the render entities list for us)
1034 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1036 // interpolation stuff
1037 ent->render.frame1 = intframe;
1038 ent->render.frame2 = intframe + 1;
1039 if (ent->render.frame2 >= e->endframe)
1040 ent->render.frame2 = -1; // disappear
1041 ent->render.framelerp = frame - intframe;
1042 ent->render.frame1time = e->frame1time;
1043 ent->render.frame2time = e->frame2time;
1046 ent->render.model = cl.model_precache[e->modelindex];
1047 ent->render.frame = ent->render.frame2;
1048 ent->render.colormap = -1; // no special coloring
1049 ent->render.alpha = 1;
1050 VectorSet(ent->render.colormod, 1, 1, 1);
1052 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1053 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1054 R_LerpAnimation(&ent->render);
1055 CL_BoundingBoxForEntity(&ent->render);
1061 void CL_RelinkBeams(void)
1070 matrix4x4_t tempmatrix;
1072 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1074 if (!b->model || b->endtime < cl.time)
1077 // if coming from the player, update the start position
1078 //if (b->entity == cl.viewentity)
1079 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1080 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1082 entity_state_t *p = &cl_entities[b->entity].state_previous;
1083 //entity_state_t *c = &cl_entities[b->entity].state_current;
1084 entity_render_t *r = &cl_entities[b->entity].render;
1085 matrix4x4_t matrix, imatrix;
1086 if (b->relativestartvalid == 2)
1088 // not really valid yet, we need to get the orientation now
1089 // (ParseBeam flagged this because it is received before
1090 // entities are received, by now they have been received)
1091 // note: because players create lightning in their think
1092 // function (which occurs before movement), they actually
1093 // have some lag in it's location, so compare to the
1094 // previous player state, not the latest
1095 if (b->entity == cl.viewentity)
1096 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1098 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1099 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1100 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1101 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1102 b->relativestartvalid = 1;
1106 if (b->entity == cl.viewentity)
1107 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1109 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1110 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1111 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1117 if (cl_beams_lightatend.integer)
1119 // FIXME: create a matrix from the beam start/end orientation
1120 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1121 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1123 if (cl_beams_polygons.integer)
1127 // calculate pitch and yaw
1128 VectorSubtract (b->end, b->start, dist);
1130 if (dist[1] == 0 && dist[0] == 0)
1140 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1144 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1145 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1150 // add new entities for the lightning
1151 VectorCopy (b->start, org);
1152 d = VectorNormalizeLength(dist);
1155 ent = CL_NewTempEntity ();
1158 //VectorCopy (org, ent->render.origin);
1159 ent->render.model = b->model;
1160 //ent->render.effects = EF_FULLBRIGHT;
1161 //ent->render.angles[0] = pitch;
1162 //ent->render.angles[1] = yaw;
1163 //ent->render.angles[2] = rand()%360;
1164 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1165 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1166 R_LerpAnimation(&ent->render);
1167 CL_BoundingBoxForEntity(&ent->render);
1168 VectorMA(org, 30, dist, org);
1174 void CL_LerpPlayer(float frac)
1179 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1180 for (i = 0;i < 3;i++)
1182 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1183 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1184 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1187 if (cls.demoplayback)
1189 // interpolate the angles
1190 for (i = 0;i < 3;i++)
1192 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1197 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1206 Read all incoming data from the server
1209 int CL_ReadFromServer(void)
1211 CL_ReadDemoMessage();
1213 r_refdef.time = cl.time;
1214 r_refdef.extraupdate = !r_speeds.integer;
1215 r_refdef.numentities = 0;
1216 cl_num_brushmodel_entities = 0;
1218 if (cls.state == ca_connected && cls.signon == SIGNONS)
1220 // prepare for a new frame
1221 CL_LerpPlayer(CL_LerpPoint());
1223 CL_ClearTempEntities();
1227 // relink network entities (note: this sets up the view!)
1228 CL_RelinkNetworkEntities();
1236 CL_RelinkStaticEntities();
1240 // run cgame code (which can add more entities)
1243 // update view blend
1255 void CL_SendCmd(void)
1257 if (cls.signon == SIGNONS)
1260 if (cls.demoplayback)
1262 SZ_Clear(&cls.message);
1266 // send the reliable message (forwarded commands) if there is one
1267 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1269 if (developer.integer)
1271 Con_Print("CL_SendCmd: sending reliable message:\n");
1272 SZ_HexDumpToConsole(&cls.message);
1274 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1275 Host_Error("CL_WriteToServer: lost server connection");
1276 SZ_Clear(&cls.message);
1280 // LordHavoc: pausedemo command
1281 static void CL_PauseDemo_f (void)
1283 cls.demopaused = !cls.demopaused;
1285 Con_Print("Demo paused\n");
1287 Con_Print("Demo unpaused\n");
1291 ======================
1293 ======================
1295 static void CL_Fog_f (void)
1297 if (Cmd_Argc () == 1)
1299 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1302 fog_density = atof(Cmd_Argv(1));
1303 fog_red = atof(Cmd_Argv(2));
1304 fog_green = atof(Cmd_Argv(3));
1305 fog_blue = atof(Cmd_Argv(4));
1309 ====================
1312 For program optimization
1313 ====================
1315 static void CL_TimeRefresh_f (void)
1318 float timestart, timedelta, oldangles[3];
1320 r_refdef.extraupdate = false;
1321 VectorCopy(cl.viewangles, oldangles);
1322 VectorClear(cl.viewangles);
1324 timestart = Sys_DoubleTime();
1325 for (i = 0;i < 128;i++)
1327 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1330 timedelta = Sys_DoubleTime() - timestart;
1332 VectorCopy(oldangles, cl.viewangles);
1333 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1341 void CL_Shutdown (void)
1344 CL_Particles_Shutdown();
1345 CL_Parse_Shutdown();
1347 Mem_FreePool (&cl_mempool);
1357 cl_mempool = Mem_AllocPool("client", 0, NULL);
1359 memset(&r_refdef, 0, sizeof(r_refdef));
1360 // max entities sent to renderer per frame
1361 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1362 r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1363 // 256k drawqueue buffer
1364 r_refdef.maxdrawqueuesize = 256 * 1024;
1365 r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1367 cls.message.data = cls.message_buf;
1368 cls.message.maxsize = sizeof(cls.message_buf);
1369 cls.message.cursize = 0;
1374 // register our commands
1376 Cvar_RegisterVariable (&cl_upspeed);
1377 Cvar_RegisterVariable (&cl_forwardspeed);
1378 Cvar_RegisterVariable (&cl_backspeed);
1379 Cvar_RegisterVariable (&cl_sidespeed);
1380 Cvar_RegisterVariable (&cl_movespeedkey);
1381 Cvar_RegisterVariable (&cl_yawspeed);
1382 Cvar_RegisterVariable (&cl_pitchspeed);
1383 Cvar_RegisterVariable (&cl_anglespeedkey);
1384 Cvar_RegisterVariable (&cl_shownet);
1385 Cvar_RegisterVariable (&cl_nolerp);
1386 Cvar_RegisterVariable (&lookspring);
1387 Cvar_RegisterVariable (&lookstrafe);
1388 Cvar_RegisterVariable (&sensitivity);
1389 Cvar_RegisterVariable (&freelook);
1391 Cvar_RegisterVariable (&m_pitch);
1392 Cvar_RegisterVariable (&m_yaw);
1393 Cvar_RegisterVariable (&m_forward);
1394 Cvar_RegisterVariable (&m_side);
1396 Cvar_RegisterVariable (&cl_itembobspeed);
1397 Cvar_RegisterVariable (&cl_itembobheight);
1399 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1400 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1401 Cmd_AddCommand ("record", CL_Record_f);
1402 Cmd_AddCommand ("stop", CL_Stop_f);
1403 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1404 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1406 Cmd_AddCommand ("fog", CL_Fog_f);
1408 // LordHavoc: added pausedemo
1409 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1411 Cvar_RegisterVariable(&r_draweffects);
1412 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1413 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1414 Cvar_RegisterVariable(&cl_explosions_size_start);
1415 Cvar_RegisterVariable(&cl_explosions_size_end);
1416 Cvar_RegisterVariable(&cl_explosions_lifetime);
1417 Cvar_RegisterVariable(&cl_stainmaps);
1418 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1419 Cvar_RegisterVariable(&cl_beams_polygons);
1420 Cvar_RegisterVariable(&cl_beams_relative);
1421 Cvar_RegisterVariable(&cl_beams_lightatend);
1422 Cvar_RegisterVariable(&cl_noplayershadow);
1424 Cvar_RegisterVariable(&cl_prydoncursor);
1426 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1429 CL_Particles_Init();