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 = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_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"};
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CVAR_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 r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 cvar_t qport = {CVAR_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)"};
90 cvar_t cl_prydoncursor = {CVAR_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"};
91 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
98 cvar_t cl_minfps = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CVAR_CLIENT | CVAR_SAVE, "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)"};
107 cvar_t cl_maxfps_alwayssleep = {CVAR_CLIENT | CVAR_SAVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CVAR_CLIENT | CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
114 =====================
117 =====================
119 void CL_ClearState(void)
126 // wipe the entire cl structure
127 Mem_EmptyPool(cls.levelmempool);
128 memset (&cl, 0, sizeof(cl));
132 // reset the view zoom interpolation
133 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134 cl.sensitivityscale = 1.0f;
136 // enable rendering of the world and such
137 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138 cl.csqc_vidvars.drawenginesbar = true;
139 cl.csqc_vidvars.drawcrosshair = true;
141 // set up the float version of the stats array for easier access to float stats
142 cl.statsf = (float *)cl.stats;
145 cl.num_static_entities = 0;
146 cl.num_brushmodel_entities = 0;
148 // tweak these if the game runs out
149 cl.max_csqcrenderentities = 0;
150 cl.max_entities = MAX_ENITIES_INITIAL;
151 cl.max_static_entities = MAX_STATICENTITIES;
152 cl.max_effects = MAX_EFFECTS;
153 cl.max_beams = MAX_BEAMS;
154 cl.max_dlights = MAX_DLIGHTS;
155 cl.max_lightstyle = MAX_LIGHTSTYLES;
156 cl.max_brushmodel_entities = MAX_EDICTS;
157 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
164 cl.csqcrenderentities = NULL;
165 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
176 // LadyHavoc: have to set up the baseline info for alpha and other stuff
177 for (i = 0;i < cl.max_entities;i++)
179 cl.entities[i].state_baseline = defaultstate;
180 cl.entities[i].state_previous = defaultstate;
181 cl.entities[i].state_current = defaultstate;
184 if (IS_NEXUIZ_DERIVED(gamemode))
186 VectorSet(cl.playerstandmins, -16, -16, -24);
187 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188 VectorSet(cl.playercrouchmins, -16, -16, -24);
189 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
193 VectorSet(cl.playerstandmins, -16, -16, -24);
194 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195 VectorSet(cl.playercrouchmins, -16, -16, -24);
196 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
199 // disable until we get textures for it
202 ent = &cl.entities[0];
203 // entire entity array was cleared, so just fill in a few fields
204 ent->state_current.active = true;
205 ent->render.model = cl.worldmodel = NULL; // no world model yet
206 ent->render.alpha = 1;
207 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209 ent->render.allowdecals = true;
210 CL_UpdateRenderEntity(&ent->render);
212 // noclip is turned off at start
213 noclip_anglehack = false;
215 // mark all frames invalid for delta
216 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
218 // set bestweapon data back to Quake data
219 IN_BestWeapon_ResetData();
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
227 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
230 qboolean fail = false;
232 if (!allowstarkey && key[0] == '*')
234 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
236 for (i = 0;key[i];i++)
237 if (ISWHITESPACE(key[i]) || key[i] == '\"')
239 for (i = 0;value[i];i++)
240 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
245 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
248 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249 if (cls.state == ca_connected && cls.netcon)
251 if (cls.protocol == PROTOCOL_QUAKEWORLD)
253 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
256 else if (!strcasecmp(key, "name"))
258 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
261 else if (!strcasecmp(key, "playermodel"))
263 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
266 else if (!strcasecmp(key, "playerskin"))
268 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
271 else if (!strcasecmp(key, "topcolor"))
273 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
276 else if (!strcasecmp(key, "bottomcolor"))
278 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
281 else if (!strcasecmp(key, "rate"))
283 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
286 else if (!strcasecmp(key, "rate_burstsize"))
288 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
294 void CL_ExpandEntities(int num)
296 int i, oldmaxentities;
297 entity_t *oldentities;
298 if (num >= cl.max_entities)
301 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302 if (num >= MAX_EDICTS)
303 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304 oldmaxentities = cl.max_entities;
305 oldentities = cl.entities;
306 cl.max_entities = (num & ~255) + 256;
307 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309 Mem_Free(oldentities);
310 for (i = oldmaxentities;i < cl.max_entities;i++)
312 cl.entities[i].state_baseline = defaultstate;
313 cl.entities[i].state_previous = defaultstate;
314 cl.entities[i].state_current = defaultstate;
319 void CL_ExpandCSQCRenderEntities(int num)
322 int oldmaxcsqcrenderentities;
323 entity_render_t *oldcsqcrenderentities;
324 if (num >= cl.max_csqcrenderentities)
326 if (num >= MAX_EDICTS)
327 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329 oldcsqcrenderentities = cl.csqcrenderentities;
330 cl.max_csqcrenderentities = (num & ~255) + 256;
331 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332 if (oldcsqcrenderentities)
334 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335 for (i = 0;i < r_refdef.scene.numentities;i++)
336 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338 Mem_Free(oldcsqcrenderentities);
343 extern cvar_t rcon_secure;
346 =====================
349 Sends a disconnect message to the server
350 This is also called on Host_Error, so it shouldn't cause any errors
351 =====================
353 void CL_Disconnect(void)
355 if (cls.state == ca_dedicated)
358 if (COM_CheckParm("-profilegameonly"))
359 Sys_AllowProfiling(false);
361 Curl_Clear_forthismap();
363 Con_DPrintf("CL_Disconnect\n");
365 Cvar_SetValueQuick(&csqc_progcrc, -1);
366 Cvar_SetValueQuick(&csqc_progsize, -1);
368 // stop sounds (especially looping!)
371 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
373 // clear contents blends
374 cl.cshifts[0].percent = 0;
375 cl.cshifts[1].percent = 0;
376 cl.cshifts[2].percent = 0;
377 cl.cshifts[3].percent = 0;
379 cl.worldmodel = NULL;
381 CL_Parse_ErrorCleanUp();
383 if (cls.demoplayback)
388 unsigned char bufdata[8];
389 if (cls.demorecording)
390 CL_Stop_f(&cmd_client);
392 // send disconnect message 3 times to improve chances of server
393 // receiving it (but it still fails sometimes)
394 memset(&buf, 0, sizeof(buf));
396 buf.maxsize = sizeof(bufdata);
397 if (cls.protocol == PROTOCOL_QUAKEWORLD)
399 Con_DPrint("Sending drop command\n");
400 MSG_WriteByte(&buf, qw_clc_stringcmd);
401 MSG_WriteString(&buf, "drop");
405 Con_DPrint("Sending clc_disconnect\n");
406 MSG_WriteByte(&buf, clc_disconnect);
408 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
409 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
410 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
411 NetConn_Close(cls.netcon);
413 Con_Printf("Disconnected\n");
415 cls.state = ca_disconnected;
416 cl.islocalgame = false;
418 cls.demoplayback = cls.timedemo = host.restless = false;
421 // If we're dropped mid-connection attempt, it won't clear otherwise.
422 SCR_ClearLoadingScreen(false);
429 This command causes the client to wait for the signon messages again.
430 This is sent just before a server changes levels
433 void CL_Reconnect_f(cmd_state_t *cmd)
436 // if not connected, reconnect to the most recent server
439 // if we have connected to a server recently, the userinfo
440 // will still contain its IP address, so get the address...
441 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
443 CL_EstablishConnection(temp, -1);
445 Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
448 // if connected, do something based on protocol
449 if (cls.protocol == PROTOCOL_QUAKEWORLD)
451 // quakeworld can just re-login
452 if (cls.qw_downloadmemory) // don't change when downloading
457 if (cls.state == ca_connected)
459 Con_Printf("Server is changing level...\n");
460 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
461 MSG_WriteString(&cls.netcon->message, "new");
466 // netquake uses reconnect on level changes (silly)
467 if (Cmd_Argc(cmd) != 1)
469 Con_Print("reconnect : wait for signon messages again\n");
474 Con_Print("reconnect: no signon, ignoring reconnect\n");
477 cls.signon = 0; // need new connection messages
482 =====================
485 User command to connect to server
486 =====================
488 static void CL_Connect_f(cmd_state_t *cmd)
490 if (Cmd_Argc(cmd) < 2)
492 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
495 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
496 if(rcon_secure.integer <= 0)
497 Cvar_SetQuick(&rcon_password, "");
498 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
501 void CL_Disconnect_f(cmd_state_t *cmd)
512 =====================
513 CL_EstablishConnection
515 Host should be either "local" or a net address
516 =====================
518 void CL_EstablishConnection(const char *address, int firstarg)
520 if (cls.state == ca_dedicated)
523 // don't connect to a server if we're benchmarking a demo
524 if (COM_CheckParm("-benchmark"))
527 // clear menu's connect error message
529 M_Update_Return_Reason("");
532 // Disconnect from the current server, or stop a running demo.
535 // make sure the client ports are open before attempting to connect
536 NetConn_UpdateSockets();
538 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
540 cls.connect_trying = true;
541 cls.connect_remainingtries = 3;
542 cls.connect_nextsendtime = 0;
544 // only NOW, set connect_userinfo
548 *cls.connect_userinfo = 0;
549 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
550 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
552 else if(firstarg < -1)
554 // -1: keep as is (reconnect)
556 *cls.connect_userinfo = 0;
560 M_Update_Return_Reason("Trying to connect...");
565 Con_Print("Unable to find a suitable network socket to connect to server.\n");
567 M_Update_Return_Reason("No network");
577 static void CL_PrintEntities_f(cmd_state_t *cmd)
582 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
584 const char* modelname;
586 if (!ent->state_current.active)
589 if (ent->render.model)
590 modelname = ent->render.model->name;
592 modelname = "--no model--";
593 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);
601 List information on all models in the client modelindex
604 static void CL_ModelIndexList_f(cmd_state_t *cmd)
610 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
612 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
614 model = CL_GetModelByIndex(i);
617 if(model->loaded || i == 1)
618 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
620 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
629 List all sounds in the client soundindex
632 static void CL_SoundIndexList_f(cmd_state_t *cmd)
636 while(cl.sound_precache[i] && i != MAX_SOUNDS)
638 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
645 CL_UpdateRenderEntity
647 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
650 void CL_UpdateRenderEntity(entity_render_t *ent)
654 dp_model_t *model = ent->model;
655 // update the inverse matrix for the renderer
656 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
657 // update the animation blend state
658 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
659 // we need the matrix origin to center the box
660 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
661 // update entity->render.scale because the renderer needs it
662 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
665 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
666 #ifdef MATRIX4x4_OPENGLORIENTATION
667 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
669 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
673 VectorMA(org, scale, model->rotatedmins, ent->mins);
674 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
676 #ifdef MATRIX4x4_OPENGLORIENTATION
677 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
679 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
683 VectorMA(org, scale, model->yawmins, ent->mins);
684 VectorMA(org, scale, model->yawmaxs, ent->maxs);
688 VectorMA(org, scale, model->normalmins, ent->mins);
689 VectorMA(org, scale, model->normalmaxs, ent->maxs);
694 ent->mins[0] = org[0] - 16;
695 ent->mins[1] = org[1] - 16;
696 ent->mins[2] = org[2] - 16;
697 ent->maxs[0] = org[0] + 16;
698 ent->maxs[1] = org[1] + 16;
699 ent->maxs[2] = org[2] + 16;
707 Determines the fraction between the last two messages that the objects
711 static float CL_LerpPoint(void)
715 if (cl_nettimesyncboundmode.integer == 1)
716 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
718 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
719 if (cl.mtime[0] <= cl.mtime[1])
721 cl.time = cl.mtime[0];
725 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
726 return bound(0, f, 1 + cl_lerpexcess.value);
729 void CL_ClearTempEntities (void)
731 r_refdef.scene.numtempentities = 0;
732 // grow tempentities buffer on request
733 if (r_refdef.scene.expandtempentities)
735 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
736 r_refdef.scene.maxtempentities *= 2;
737 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
738 r_refdef.scene.expandtempentities = false;
742 entity_render_t *CL_NewTempEntity(double shadertime)
744 entity_render_t *render;
746 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
748 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
750 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
753 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
754 memset (render, 0, sizeof(*render));
755 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
757 render->shadertime = shadertime;
759 VectorSet(render->colormod, 1, 1, 1);
760 VectorSet(render->glowmod, 1, 1, 1);
764 void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
768 if (!model) // sanity check
772 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
777 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
780 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
785 VectorCopy(org, e->origin);
787 e->starttime = cl.time;
788 e->startframe = startframe;
789 e->endframe = startframe + framecount;
790 e->framerate = framerate;
793 e->frame1time = cl.time;
794 e->frame2time = cl.time;
795 cl.num_effects = max(cl.num_effects, i + 1);
800 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)
805 // then look for anything else
807 for (i = 0;i < cl.max_dlights;i++, dl++)
811 // unable to find one
812 if (i == cl.max_dlights)
815 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
816 memset (dl, 0, sizeof(*dl));
817 cl.num_dlights = max(cl.num_dlights, i + 1);
818 Matrix4x4_Normalize(&dl->matrix, matrix);
820 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
821 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
822 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
825 dl->color[1] = green;
827 dl->initialradius = radius;
828 dl->initialcolor[0] = red;
829 dl->initialcolor[1] = green;
830 dl->initialcolor[2] = blue;
831 dl->decay = decay / radius; // changed decay to be a percentage decrease
832 dl->intensity = 1; // this is what gets decayed
834 dl->die = cl.time + lifetime;
837 dl->cubemapname[0] = 0;
838 if (cubemapname && cubemapname[0])
839 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
841 dl->shadow = shadowenable;
844 dl->coronasizescale = coronasizescale;
845 dl->ambientscale = ambientscale;
846 dl->diffusescale = diffusescale;
847 dl->specularscale = specularscale;
850 static void CL_DecayLightFlashes(void)
856 time = bound(0, cl.time - cl.oldtime, 0.1);
857 oldmax = cl.num_dlights;
859 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
863 dl->intensity -= time * dl->decay;
864 if (cl.time < dl->die && dl->intensity > 0)
866 if (cl_dlights_decayradius.integer)
867 dl->radius = dl->initialradius * dl->intensity;
869 dl->radius = dl->initialradius;
870 if (cl_dlights_decaybrightness.integer)
871 VectorScale(dl->initialcolor, dl->intensity, dl->color);
873 VectorCopy(dl->initialcolor, dl->color);
874 cl.num_dlights = i + 1;
882 // called before entity relinking
883 void CL_RelinkLightFlashes(void)
888 matrix4x4_t tempmatrix;
890 if (r_dynamic.integer)
892 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
896 tempmatrix = dl->matrix;
897 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
898 // we need the corona fading to be persistent
899 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);
900 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
907 for (j = 0;j < cl.max_lightstyle;j++)
909 r_refdef.scene.rtlightstylevalue[j] = 1;
910 r_refdef.scene.lightstylevalue[j] = 256;
916 // 'm' is normal light, 'a' is no light, 'z' is double bright
920 for (j = 0;j < cl.max_lightstyle;j++)
922 if (!cl.lightstyle[j].length)
924 r_refdef.scene.rtlightstylevalue[j] = 1;
925 r_refdef.scene.lightstylevalue[j] = 256;
928 // static lightstyle "=value"
929 if (cl.lightstyle[j].map[0] == '=')
931 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
932 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
933 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
936 k = i % cl.lightstyle[j].length;
937 l = (i-1) % cl.lightstyle[j].length;
938 k = cl.lightstyle[j].map[k] - 'a';
939 l = cl.lightstyle[j].map[l] - 'a';
940 // rtlightstylevalue is always interpolated because it has no bad
941 // consequences for performance
942 // lightstylevalue is subject to a cvar for performance reasons;
943 // skipping lightmap updates on most rendered frames substantially
944 // improves framerates (but makes light fades look bad)
945 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
946 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
950 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
952 int frame = player->render.framegroupblend[0].frame;
954 entity_render_t *flagrender;
955 matrix4x4_t flagmatrix;
957 // this code taken from QuakeWorld
959 if (frame >= 29 && frame <= 40)
961 if (frame >= 29 && frame <= 34)
963 if (frame == 29) f = f + 2;
964 else if (frame == 30) f = f + 8;
965 else if (frame == 31) f = f + 12;
966 else if (frame == 32) f = f + 11;
967 else if (frame == 33) f = f + 10;
968 else if (frame == 34) f = f + 4;
970 else if (frame >= 35 && frame <= 40)
972 if (frame == 35) f = f + 2;
973 else if (frame == 36) f = f + 10;
974 else if (frame == 37) f = f + 10;
975 else if (frame == 38) f = f + 8;
976 else if (frame == 39) f = f + 4;
977 else if (frame == 40) f = f + 2;
980 else if (frame >= 103 && frame <= 118)
982 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
983 else if (frame >= 105 && frame <= 106) f = f + 6; //light
984 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
985 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
987 // end of code taken from QuakeWorld
989 flagrender = CL_NewTempEntity(player->render.shadertime);
993 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
994 flagrender->skinnum = skin;
995 flagrender->alpha = 1;
996 VectorSet(flagrender->colormod, 1, 1, 1);
997 VectorSet(flagrender->glowmod, 1, 1, 1);
998 // attach the flag to the player matrix
999 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1000 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1001 CL_UpdateRenderEntity(flagrender);
1004 matrix4x4_t viewmodelmatrix_withbob;
1005 matrix4x4_t viewmodelmatrix_nobob;
1007 static const vec3_t muzzleflashorigin = {18, 0, 0};
1009 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1011 const unsigned char *cbcolor;
1014 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1015 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1016 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1017 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1021 VectorClear(ent->colormap_pantscolor);
1022 VectorClear(ent->colormap_shirtcolor);
1026 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1027 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
1029 const matrix4x4_t *matrix;
1030 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1032 vec_t origin[3], angles[3], lerp;
1035 //entity_persistent_t *p = &e->persistent;
1036 //entity_render_t *r = &e->render;
1037 // skip inactive entities and world
1038 if (!e->state_current.active || e == cl.entities)
1040 if (recursionlimit < 1)
1042 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1043 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1044 e->render.flags = e->state_current.flags;
1045 e->render.effects = e->state_current.effects;
1046 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1047 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1048 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1049 e->render.entitynumber = e - cl.entities;
1051 e->render.entitynumber = 0;
1052 if (e->state_current.flags & RENDER_COLORMAPPED)
1053 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1054 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1055 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1057 CL_SetEntityColormapColors(&e->render, -1);
1058 e->render.skinnum = e->state_current.skin;
1059 if (e->state_current.tagentity)
1061 // attached entity (gun held in player model's hand, etc)
1062 // if the tag entity is currently impossible, skip it
1063 if (e->state_current.tagentity >= cl.num_entities)
1065 t = cl.entities + e->state_current.tagentity;
1066 // if the tag entity is inactive, skip it
1067 if (t->state_current.active)
1069 // update the parent first
1070 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1075 // it may still be a CSQC entity... trying to use its
1076 // info from last render frame (better than nothing)
1077 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1079 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1080 if(!r->entitynumber)
1081 return; // neither CSQC nor legacy entity... can't attach
1083 // make relative to the entity
1084 matrix = &r->matrix;
1085 // some properties of the tag entity carry over
1086 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1087 // if a valid tagindex is used, make it relative to that tag instead
1088 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1090 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1092 // concat the tag matrices onto the entity matrix
1093 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1094 // use the constructed tag matrix
1095 matrix = &tempmatrix;
1099 else if (e->render.flags & RENDER_VIEWMODEL)
1101 // view-relative entity (guns and such)
1102 if (e->render.effects & EF_NOGUNBOB)
1103 matrix = &viewmodelmatrix_nobob; // really attached to view
1105 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1109 // world-relative entity (the normal kind)
1110 matrix = &identitymatrix;
1114 // if it's the predicted player entity, update according to client movement
1115 // but don't lerp if going through a teleporter as it causes a bad lerp
1116 // also don't use the predicted location if fixangle was set on both of
1117 // the most recent server messages, as that cause means you are spectating
1118 // someone or watching a cutscene of some sort
1119 if (cl_nolerp.integer || cls.timedemo)
1120 interpolate = false;
1121 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1123 VectorCopy(cl.movement_origin, origin);
1124 VectorSet(angles, 0, cl.viewangles[1], 0);
1126 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1128 // interpolate the origin and angles
1129 lerp = max(0, lerp);
1130 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1132 // this fails at the singularity of euler angles
1133 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1134 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1135 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1136 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1137 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1140 vec3_t f0, u0, f1, u1;
1141 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1142 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1143 VectorMAM(1-lerp, f0, lerp, f1, f0);
1144 VectorMAM(1-lerp, u0, lerp, u1, u0);
1145 AnglesFromVectors(angles, f0, u0, false);
1152 VectorCopy(e->persistent.neworigin, origin);
1153 VectorCopy(e->persistent.newangles, angles);
1156 // model setup and some modelflags
1157 frame = e->state_current.frame;
1158 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1159 if (e->render.model)
1161 if (e->render.skinnum >= e->render.model->numskins)
1162 e->render.skinnum = 0;
1163 if (frame >= e->render.model->numframes)
1165 // models can set flags such as EF_ROCKET
1166 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1167 if (!(e->render.effects & 0xFF800000))
1168 e->render.effects |= e->render.model->effects;
1169 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1170 if (e->render.model->type == mod_alias)
1171 angles[0] = -angles[0];
1172 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1174 VectorScale(e->render.colormod, 2, e->render.colormod);
1175 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1178 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1179 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1180 angles[0] = -angles[0];
1181 // NOTE: this must be synced to SV_GetPitchSign!
1183 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1185 angles[1] = ANGLEMOD(100*cl.time);
1186 if (cl_itembobheight.value)
1187 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1191 e->render.skeleton = NULL;
1192 if (e->render.flags & RENDER_COMPLEXANIMATION)
1194 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1195 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1196 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1197 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1198 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1199 e->render.skeleton = &e->state_current.skeletonobject;
1201 else if (e->render.framegroupblend[0].frame == frame)
1203 // update frame lerp fraction
1204 e->render.framegroupblend[0].lerp = 1;
1205 e->render.framegroupblend[1].lerp = 0;
1206 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1208 // make sure frame lerp won't last longer than 100ms
1209 // (this mainly helps with models that use framegroups and
1210 // switch between them infrequently)
1211 float maxdelta = cl_lerpanim_maxdelta_server.value;
1213 if(e->render.model->animscenes)
1214 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1215 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1216 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1217 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1218 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1219 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1224 // begin a new frame lerp
1225 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1226 e->render.framegroupblend[1].lerp = 1;
1227 e->render.framegroupblend[0].frame = frame;
1228 e->render.framegroupblend[0].start = cl.time;
1229 e->render.framegroupblend[0].lerp = 0;
1232 // set up the render matrix
1235 // attached entity, this requires a matrix multiply (concat)
1236 // FIXME: e->render.scale should go away
1237 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1238 // concat the matrices to make the entity relative to its tag
1239 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1240 // get the origin from the new matrix
1241 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1245 // unattached entities are faster to process
1246 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1249 // tenebrae's sprites are all additive mode (weird)
1250 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1251 e->render.flags |= RENDER_ADDITIVE;
1252 // player model is only shown with chase_active on
1253 if (e->state_current.number == cl.viewentity)
1254 e->render.flags |= RENDER_EXTERIORMODEL;
1255 // either fullbright or lit
1256 if(!r_fullbright.integer)
1258 if (!(e->render.effects & EF_FULLBRIGHT))
1259 e->render.flags |= RENDER_LIGHT;
1261 // hide player shadow during intermission or nehahra movie
1262 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1263 && (e->render.alpha >= 1)
1264 && !(e->render.flags & RENDER_VIEWMODEL)
1265 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1266 e->render.flags |= RENDER_SHADOW;
1267 if (e->render.flags & RENDER_VIEWMODEL)
1268 e->render.flags |= RENDER_NOSELFSHADOW;
1269 if (e->render.effects & EF_NOSELFSHADOW)
1270 e->render.flags |= RENDER_NOSELFSHADOW;
1271 if (e->render.effects & EF_NODEPTHTEST)
1272 e->render.flags |= RENDER_NODEPTHTEST;
1273 if (e->render.effects & EF_ADDITIVE)
1274 e->render.flags |= RENDER_ADDITIVE;
1275 if (e->render.effects & EF_DOUBLESIDED)
1276 e->render.flags |= RENDER_DOUBLESIDED;
1277 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1278 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1280 // make the other useful stuff
1281 e->render.allowdecals = true;
1282 CL_UpdateRenderEntity(&e->render);
1285 // creates light and trails from an entity
1286 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1288 effectnameindex_t trailtype;
1291 // bmodels are treated specially since their origin is usually '0 0 0' and
1292 // their actual geometry is far from '0 0 0'
1293 if (e->render.model && e->render.model->soundfromcenter)
1296 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1297 Matrix4x4_Transform(&e->render.matrix, o, origin);
1300 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1302 // handle particle trails and such effects now that we know where this
1303 // entity is in the world...
1304 trailtype = EFFECT_NONE;
1305 // LadyHavoc: if the entity has no effects, don't check each
1306 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1308 if (e->render.effects & EF_BRIGHTFIELD)
1310 if (IS_NEXUIZ_DERIVED(gamemode))
1311 trailtype = EFFECT_TR_NEXUIZPLASMA;
1313 CL_EntityParticles(e);
1315 if (e->render.effects & EF_FLAME)
1316 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);
1317 if (e->render.effects & EF_STARDUST)
1318 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);
1320 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1322 // these are only set on player entities
1323 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1325 // muzzleflash fades over time
1326 if (e->persistent.muzzleflash > 0)
1327 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1328 // LadyHavoc: if the entity has no effects, don't check each
1329 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1331 if (e->render.effects & EF_GIB)
1332 trailtype = EFFECT_TR_BLOOD;
1333 else if (e->render.effects & EF_ZOMGIB)
1334 trailtype = EFFECT_TR_SLIGHTBLOOD;
1335 else if (e->render.effects & EF_TRACER)
1336 trailtype = EFFECT_TR_WIZSPIKE;
1337 else if (e->render.effects & EF_TRACER2)
1338 trailtype = EFFECT_TR_KNIGHTSPIKE;
1339 else if (e->render.effects & EF_ROCKET)
1340 trailtype = EFFECT_TR_ROCKET;
1341 else if (e->render.effects & EF_GRENADE)
1343 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1344 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1346 else if (e->render.effects & EF_TRACER3)
1347 trailtype = EFFECT_TR_VORESPIKE;
1350 if (e->render.flags & RENDER_GLOWTRAIL)
1351 trailtype = EFFECT_TR_GLOWTRAIL;
1352 if (e->state_current.traileffectnum)
1353 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1354 // check if a trail is allowed (it is not after a teleport for example)
1355 if (trailtype && e->persistent.trail_allowed)
1359 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1360 len = e->state_current.time - e->state_previous.time;
1363 VectorScale(vel, len, vel);
1364 // 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
1365 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);
1367 // now that the entity has survived one trail update it is allowed to
1368 // leave a real trail on later frames
1369 e->persistent.trail_allowed = true;
1370 VectorCopy(origin, e->persistent.trail_origin);
1376 CL_UpdateViewEntities
1379 void CL_UpdateViewEntities(void)
1382 // update any RENDER_VIEWMODEL entities to use the new view matrix
1383 for (i = 1;i < cl.num_entities;i++)
1385 if (cl.entities_active[i])
1387 entity_t *ent = cl.entities + i;
1388 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1389 CL_UpdateNetworkEntity(ent, 32, true);
1392 // and of course the engine viewmodel needs updating as well
1393 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1398 CL_UpdateNetworkCollisionEntities
1401 static void CL_UpdateNetworkCollisionEntities(void)
1406 // start on the entity after the world
1407 cl.num_brushmodel_entities = 0;
1408 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1410 if (cl.entities_active[i])
1412 ent = cl.entities + i;
1413 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1415 // do not interpolate the bmodels for this
1416 CL_UpdateNetworkEntity(ent, 32, false);
1417 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1425 CL_UpdateNetworkEntities
1428 static void CL_UpdateNetworkEntities(void)
1433 // start on the entity after the world
1434 for (i = 1;i < cl.num_entities;i++)
1436 if (cl.entities_active[i])
1438 ent = cl.entities + i;
1439 if (ent->state_current.active)
1441 CL_UpdateNetworkEntity(ent, 32, true);
1442 // view models should never create light/trails
1443 if (!(ent->render.flags & RENDER_VIEWMODEL))
1444 CL_UpdateNetworkEntityTrail(ent);
1448 R_DecalSystem_Reset(&ent->render.decalsystem);
1449 cl.entities_active[i] = false;
1455 static void CL_UpdateViewModel(void)
1459 ent->state_previous = ent->state_current;
1460 ent->state_current = defaultstate;
1461 ent->state_current.time = cl.time;
1462 ent->state_current.number = (unsigned short)-1;
1463 ent->state_current.active = true;
1464 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1465 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1466 ent->state_current.flags = RENDER_VIEWMODEL;
1467 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1468 ent->state_current.modelindex = 0;
1469 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1471 if (gamemode == GAME_TRANSFUSION)
1472 ent->state_current.alpha = 128;
1474 ent->state_current.modelindex = 0;
1476 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1477 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1479 // reset animation interpolation on weaponmodel if model changed
1480 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1482 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1483 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1484 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1486 CL_UpdateNetworkEntity(ent, 32, true);
1489 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1490 static void CL_LinkNetworkEntity(entity_t *e)
1492 effectnameindex_t trailtype;
1498 // skip inactive entities and world
1499 if (!e->state_current.active || e == cl.entities)
1501 if (e->state_current.tagentity)
1503 // if the tag entity is currently impossible, skip it
1504 if (e->state_current.tagentity >= cl.num_entities)
1506 // if the tag entity is inactive, skip it
1507 if (!cl.entities[e->state_current.tagentity].state_current.active)
1509 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1511 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1513 // if we get here, it's properly csqc networked and attached
1517 // create entity dlights associated with this entity
1518 if (e->render.model && e->render.model->soundfromcenter)
1520 // bmodels are treated specially since their origin is usually '0 0 0'
1522 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1523 Matrix4x4_Transform(&e->render.matrix, o, origin);
1526 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1527 trailtype = EFFECT_NONE;
1532 // LadyHavoc: if the entity has no effects, don't check each
1533 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1535 if (e->render.effects & EF_BRIGHTFIELD)
1537 if (IS_NEXUIZ_DERIVED(gamemode))
1538 trailtype = EFFECT_TR_NEXUIZPLASMA;
1540 if (e->render.effects & EF_DIMLIGHT)
1542 dlightradius = max(dlightradius, 200);
1543 dlightcolor[0] += 1.50f;
1544 dlightcolor[1] += 1.50f;
1545 dlightcolor[2] += 1.50f;
1547 if (e->render.effects & EF_BRIGHTLIGHT)
1549 dlightradius = max(dlightradius, 400);
1550 dlightcolor[0] += 3.00f;
1551 dlightcolor[1] += 3.00f;
1552 dlightcolor[2] += 3.00f;
1554 // LadyHavoc: more effects
1555 if (e->render.effects & EF_RED) // red
1557 dlightradius = max(dlightradius, 200);
1558 dlightcolor[0] += 1.50f;
1559 dlightcolor[1] += 0.15f;
1560 dlightcolor[2] += 0.15f;
1562 if (e->render.effects & EF_BLUE) // blue
1564 dlightradius = max(dlightradius, 200);
1565 dlightcolor[0] += 0.15f;
1566 dlightcolor[1] += 0.15f;
1567 dlightcolor[2] += 1.50f;
1569 if (e->render.effects & EF_FLAME)
1570 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1571 if (e->render.effects & EF_STARDUST)
1572 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1574 // muzzleflash fades over time, and is offset a bit
1575 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1580 matrix4x4_t tempmatrix;
1581 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1582 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1583 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1584 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1585 Matrix4x4_Scale(&tempmatrix, 150, 1);
1586 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1587 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);
1588 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1590 // LadyHavoc: if the model has no flags, don't check each
1591 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1593 if (e->render.effects & EF_GIB)
1594 trailtype = EFFECT_TR_BLOOD;
1595 else if (e->render.effects & EF_ZOMGIB)
1596 trailtype = EFFECT_TR_SLIGHTBLOOD;
1597 else if (e->render.effects & EF_TRACER)
1598 trailtype = EFFECT_TR_WIZSPIKE;
1599 else if (e->render.effects & EF_TRACER2)
1600 trailtype = EFFECT_TR_KNIGHTSPIKE;
1601 else if (e->render.effects & EF_ROCKET)
1602 trailtype = EFFECT_TR_ROCKET;
1603 else if (e->render.effects & EF_GRENADE)
1605 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1606 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1608 else if (e->render.effects & EF_TRACER3)
1609 trailtype = EFFECT_TR_VORESPIKE;
1611 // LadyHavoc: customizable glow
1612 if (e->state_current.glowsize)
1614 // * 4 for the expansion from 0-255 to 0-1023 range,
1615 // / 255 to scale down byte colors
1616 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1617 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1620 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1622 matrix4x4_t dlightmatrix;
1624 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1625 light[3] = e->state_current.light[3];
1626 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1627 VectorSet(light, 1, 1, 1);
1630 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1631 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1632 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1633 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);
1634 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1636 // make the glow dlight
1637 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1639 matrix4x4_t dlightmatrix;
1640 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1641 // hack to make glowing player light shine on their gun
1642 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1643 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1644 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1645 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);
1646 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1649 if (e->render.flags & RENDER_GLOWTRAIL)
1650 trailtype = EFFECT_TR_GLOWTRAIL;
1651 if (e->state_current.traileffectnum)
1652 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1654 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1656 // don't show entities with no modelindex (note: this still shows
1657 // entities which have a modelindex that resolved to a NULL model)
1658 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1659 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1660 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1661 // Matrix4x4_Print(&e->render.matrix);
1664 static void CL_RelinkWorld(void)
1666 entity_t *ent = &cl.entities[0];
1667 // FIXME: this should be done at load
1668 ent->render.matrix = identitymatrix;
1669 ent->render.flags = RENDER_SHADOW;
1670 if (!r_fullbright.integer)
1671 ent->render.flags |= RENDER_LIGHT;
1672 VectorSet(ent->render.colormod, 1, 1, 1);
1673 VectorSet(ent->render.glowmod, 1, 1, 1);
1674 ent->render.allowdecals = true;
1675 CL_UpdateRenderEntity(&ent->render);
1676 r_refdef.scene.worldentity = &ent->render;
1677 r_refdef.scene.worldmodel = cl.worldmodel;
1679 // if the world is q2bsp, animate the textures
1680 if (ent->render.model && ent->render.model->brush.isq2bsp)
1681 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1684 static void CL_RelinkStaticEntities(void)
1688 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1690 e->render.flags = 0;
1691 // if the model was not loaded when the static entity was created we
1692 // need to re-fetch the model pointer
1693 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1694 // either fullbright or lit
1695 if(!r_fullbright.integer)
1697 if (!(e->render.effects & EF_FULLBRIGHT))
1698 e->render.flags |= RENDER_LIGHT;
1700 // hide player shadow during intermission or nehahra movie
1701 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1702 e->render.flags |= RENDER_SHADOW;
1703 VectorSet(e->render.colormod, 1, 1, 1);
1704 VectorSet(e->render.glowmod, 1, 1, 1);
1705 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1706 e->render.allowdecals = true;
1707 CL_UpdateRenderEntity(&e->render);
1708 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1717 static void CL_RelinkNetworkEntities(void)
1722 // start on the entity after the world
1723 for (i = 1;i < cl.num_entities;i++)
1725 if (cl.entities_active[i])
1727 ent = cl.entities + i;
1728 if (ent->state_current.active)
1729 CL_LinkNetworkEntity(ent);
1731 cl.entities_active[i] = false;
1736 static void CL_RelinkEffects(void)
1740 entity_render_t *entrender;
1743 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1747 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1748 intframe = (int)frame;
1749 if (intframe < 0 || intframe >= e->endframe)
1751 memset(e, 0, sizeof(*e));
1752 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1757 if (intframe != e->frame)
1759 e->frame = intframe;
1760 e->frame1time = e->frame2time;
1761 e->frame2time = cl.time;
1764 // if we're drawing effects, get a new temp entity
1765 // (NewTempEntity adds it to the render entities list for us)
1766 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1768 // interpolation stuff
1769 entrender->framegroupblend[0].frame = intframe;
1770 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1771 entrender->framegroupblend[0].start = e->frame1time;
1772 if (intframe + 1 >= e->endframe)
1774 entrender->framegroupblend[1].frame = 0; // disappear
1775 entrender->framegroupblend[1].lerp = 0;
1776 entrender->framegroupblend[1].start = 0;
1780 entrender->framegroupblend[1].frame = intframe + 1;
1781 entrender->framegroupblend[1].lerp = frame - intframe;
1782 entrender->framegroupblend[1].start = e->frame2time;
1786 entrender->model = e->model;
1787 entrender->alpha = 1;
1788 VectorSet(entrender->colormod, 1, 1, 1);
1789 VectorSet(entrender->glowmod, 1, 1, 1);
1791 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1792 CL_UpdateRenderEntity(entrender);
1798 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1800 VectorCopy(b->start, start);
1801 VectorCopy(b->end, end);
1803 // if coming from the player, update the start position
1804 if (b->entity == cl.viewentity)
1806 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1808 // LadyHavoc: this is a stupid hack from Quake that makes your
1809 // lightning appear to come from your waist and cover less of your
1811 // in Quake this hack was applied to all players (causing the
1812 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1813 // only applies to your own lightning, and only in first person
1814 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1816 if (cl_beams_instantaimhack.integer)
1818 vec3_t dir, localend;
1820 // LadyHavoc: this updates the beam direction to match your
1822 VectorSubtract(end, start, dir);
1823 len = VectorLength(dir);
1824 VectorNormalize(dir);
1825 VectorSet(localend, len, 0, 0);
1826 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1831 void CL_RelinkBeams(void)
1835 vec3_t dist, org, start, end;
1837 entity_render_t *entrender;
1840 matrix4x4_t tempmatrix;
1842 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1846 if (b->endtime < cl.time)
1852 CL_Beam_CalculatePositions(b, start, end);
1856 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1858 // FIXME: create a matrix from the beam start/end orientation
1860 VectorSet(dlightcolor, 0.3, 0.7, 1);
1861 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1862 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);
1863 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1865 if (cl_beams_polygons.integer)
1867 CL_Beam_AddPolygons(b);
1872 // calculate pitch and yaw
1873 // (this is similar to the QuakeC builtin function vectoangles)
1874 VectorSubtract(end, start, dist);
1875 if (dist[1] == 0 && dist[0] == 0)
1885 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1889 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1890 pitch = atan2(dist[2], forward) * 180 / M_PI;
1895 // add new entities for the lightning
1896 VectorCopy (start, org);
1897 d = VectorNormalizeLength(dist);
1900 entrender = CL_NewTempEntity (0);
1903 entrender->model = b->model;
1904 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1905 CL_UpdateRenderEntity(entrender);
1906 VectorMA(org, 30, dist, org);
1911 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1915 static void CL_RelinkQWNails(void)
1919 entity_render_t *entrender;
1921 for (i = 0;i < cl.qw_num_nails;i++)
1925 // if we're drawing effects, get a new temp entity
1926 // (NewTempEntity adds it to the render entities list for us)
1927 if (!(entrender = CL_NewTempEntity(0)))
1931 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1932 entrender->alpha = 1;
1933 VectorSet(entrender->colormod, 1, 1, 1);
1934 VectorSet(entrender->glowmod, 1, 1, 1);
1936 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1937 CL_UpdateRenderEntity(entrender);
1941 static void CL_LerpPlayer(float frac)
1945 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1946 for (i = 0;i < 3;i++)
1948 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1949 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1950 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1953 // interpolate the angles if playing a demo or spectating someone
1954 if (cls.demoplayback || cl.fixangle[0])
1956 for (i = 0;i < 3;i++)
1958 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1963 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1968 void CSQC_RelinkAllEntities (int drawmask)
1972 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1973 CL_MeshEntities_Scene_AddRenderEntity();
1974 CL_RelinkStaticEntities();
1977 CL_RelinkLightFlashes();
1980 if (drawmask & ENTMASK_ENGINE)
1982 CL_RelinkNetworkEntities();
1983 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1984 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1988 // update view blend
1996 Update client game world for a new frame
1999 void CL_UpdateWorld(void)
2001 r_refdef.scene.extraupdate = !r_speeds.integer;
2002 r_refdef.scene.numentities = 0;
2003 r_refdef.scene.numlights = 0;
2004 r_refdef.view.matrix = identitymatrix;
2005 r_refdef.view.quality = 1;
2007 cl.num_brushmodel_entities = 0;
2009 if (cls.state == ca_connected && cls.signon == SIGNONS)
2011 // prepare for a new frame
2012 CL_LerpPlayer(CL_LerpPoint());
2013 CL_DecayLightFlashes();
2014 CL_ClearTempEntities();
2018 // if prediction is enabled we have to update all the collidable
2019 // network entities before the prediction code can be run
2020 CL_UpdateNetworkCollisionEntities();
2022 // now update the player prediction
2023 CL_ClientMovement_Replay();
2025 // update the player entity (which may be predicted)
2026 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2028 // now update the view (which depends on that player entity)
2031 // now update all the network entities and create particle trails
2032 // (some entities may depend on the view)
2033 CL_UpdateNetworkEntities();
2035 // update the engine-based viewmodel
2036 CL_UpdateViewModel();
2038 // when csqc is loaded, it will call this in CSQC_UpdateView
2039 if (!cl.csqc_loaded)
2041 // clear the CL_Mesh_Scene() used for some engine effects
2042 CL_MeshEntities_Scene_Clear();
2043 // add engine entities and effects
2044 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2047 // decals, particles, and explosions will be updated during rneder
2050 r_refdef.scene.time = cl.time;
2054 ======================
2056 ======================
2058 static void CL_Fog_f(cmd_state_t *cmd)
2060 if (Cmd_Argc (cmd) == 1)
2062 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);
2065 FOG_clear(); // so missing values get good defaults
2066 if(Cmd_Argc(cmd) > 1)
2067 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2068 if(Cmd_Argc(cmd) > 2)
2069 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2070 if(Cmd_Argc(cmd) > 3)
2071 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2072 if(Cmd_Argc(cmd) > 4)
2073 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2074 if(Cmd_Argc(cmd) > 5)
2075 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2076 if(Cmd_Argc(cmd) > 6)
2077 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2078 if(Cmd_Argc(cmd) > 7)
2079 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2080 if(Cmd_Argc(cmd) > 8)
2081 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2082 if(Cmd_Argc(cmd) > 9)
2083 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2087 ======================
2088 CL_FogHeightTexture_f
2089 ======================
2091 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2093 if (Cmd_Argc (cmd) < 11)
2095 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);
2098 FOG_clear(); // so missing values get good defaults
2099 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2100 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2101 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2102 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2103 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2104 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2105 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2106 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2107 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2108 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2113 ====================
2116 For program optimization
2117 ====================
2119 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2122 double timestart, timedelta;
2124 r_refdef.scene.extraupdate = false;
2126 timestart = Sys_DirtyTime();
2127 for (i = 0;i < 128;i++)
2129 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);
2130 r_refdef.view.quality = 1;
2133 timedelta = Sys_DirtyTime() - timestart;
2135 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2138 static void CL_AreaStats_f(cmd_state_t *cmd)
2140 World_PrintAreaStats(&cl.world, "client");
2143 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2148 vec3_t nearestpoint;
2149 vec_t dist, bestdist;
2152 for (loc = cl.locnodes;loc;loc = loc->next)
2154 for (i = 0;i < 3;i++)
2155 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2156 dist = VectorDistance2(nearestpoint, point);
2157 if (bestdist > dist || !best)
2168 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2171 loc = CL_Locs_FindNearest(point);
2173 strlcpy(buffer, loc->name, buffersize);
2175 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2178 static void CL_Locs_FreeNode(cl_locnode_t *node)
2180 cl_locnode_t **pointer, **next;
2181 for (pointer = &cl.locnodes;*pointer;pointer = next)
2183 next = &(*pointer)->next;
2184 if (*pointer == node)
2186 *pointer = node->next;
2191 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2194 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2196 cl_locnode_t *node, **pointer;
2200 namelen = (int)strlen(name);
2201 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2202 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2203 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2204 node->name = (char *)(node + 1);
2205 memcpy(node->name, name, namelen);
2206 node->name[namelen] = 0;
2207 // link it into the tail of the list to preserve the order
2208 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2213 static void CL_Locs_Add_f(cmd_state_t *cmd)
2216 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2218 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2221 mins[0] = atof(Cmd_Argv(cmd, 1));
2222 mins[1] = atof(Cmd_Argv(cmd, 2));
2223 mins[2] = atof(Cmd_Argv(cmd, 3));
2224 if (Cmd_Argc(cmd) == 8)
2226 maxs[0] = atof(Cmd_Argv(cmd, 4));
2227 maxs[1] = atof(Cmd_Argv(cmd, 5));
2228 maxs[2] = atof(Cmd_Argv(cmd, 6));
2229 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2232 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2235 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2238 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2240 CL_Locs_FreeNode(loc);
2242 Con_Printf("no loc point or box found for your location\n");
2245 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2248 CL_Locs_FreeNode(cl.locnodes);
2251 static void CL_Locs_Save_f(cmd_state_t *cmd)
2255 char locfilename[MAX_QPATH];
2258 Con_Printf("No loc points/boxes exist!\n");
2261 if (cls.state != ca_connected || !cl.worldmodel)
2263 Con_Printf("No level loaded!\n");
2266 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2268 outfile = FS_OpenRealFile(locfilename, "w", false);
2271 // if any boxes are used then this is a proquake-format loc file, which
2272 // allows comments, so add some relevant information at the start
2273 for (loc = cl.locnodes;loc;loc = loc->next)
2274 if (!VectorCompare(loc->mins, loc->maxs))
2278 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);
2279 for (loc = cl.locnodes;loc;loc = loc->next)
2280 if (VectorCompare(loc->mins, loc->maxs))
2283 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");
2285 for (loc = cl.locnodes;loc;loc = loc->next)
2287 if (VectorCompare(loc->mins, loc->maxs))
2291 const char *in = loc->name;
2292 char name[MAX_INPUTLINE];
2293 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2295 if (*in == ' ') {s = "$loc_name_separator";in++;}
2296 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2297 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2298 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2299 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2300 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2301 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2302 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2303 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2304 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2305 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2309 while (len < (int)sizeof(name) - 1 && *s)
2313 name[len++] = *in++;
2316 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2319 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);
2324 void CL_Locs_Reload_f(cmd_state_t *cmd)
2326 int i, linenumber, limit, len;
2328 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2329 fs_offset_t filesize;
2331 char locfilename[MAX_QPATH];
2332 char name[MAX_INPUTLINE];
2334 if (cls.state != ca_connected || !cl.worldmodel)
2336 Con_Printf("No level loaded!\n");
2340 CL_Locs_Clear_f(cmd);
2342 // try maps/something.loc first (LadyHavoc: where I think they should be)
2343 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2344 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2347 // try proquake name as well (LadyHavoc: I hate path mangling)
2348 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2349 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2354 textend = filedata + filesize;
2355 for (linenumber = 1;text < textend;linenumber++)
2358 for (;text < textend && *text != '\r' && *text != '\n';text++)
2361 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2365 // trim trailing whitespace
2366 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2368 // trim leading whitespace
2369 while (linestart < lineend && ISWHITESPACE(*linestart))
2371 // check if this is a comment
2372 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2374 linetext = linestart;
2376 for (i = 0;i < limit;i++)
2378 if (linetext >= lineend)
2380 // note: a missing number is interpreted as 0
2382 mins[i] = atof(linetext);
2384 maxs[i - 3] = atof(linetext);
2385 // now advance past the number
2386 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2388 // advance through whitespace
2389 if (linetext < lineend)
2391 if (*linetext == ',')
2395 // note: comma can be followed by whitespace
2397 if (ISWHITESPACE(*linetext))
2400 while (linetext < lineend && ISWHITESPACE(*linetext))
2405 // if this is a quoted name, remove the quotes
2408 if (linetext >= lineend || *linetext != '"')
2409 continue; // proquake location names are always quoted
2412 len = min(lineend - linetext, (int)sizeof(name) - 1);
2413 memcpy(name, linetext, len);
2415 // add the box to the list
2416 CL_Locs_AddNode(mins, maxs, name);
2418 // if a point was parsed, it needs to be scaled down by 8 (since
2419 // point-based loc files were invented by a proxy which dealt
2420 // directly with quake protocol coordinates, which are *8), turn
2424 // interpret silly fuhquake macros
2425 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2427 if (*linetext == '$')
2429 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2430 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2431 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2432 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2433 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2434 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2435 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2436 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2437 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2438 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2439 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2443 while (len < (int)sizeof(name) - 1 && *s)
2448 name[len++] = *linetext++;
2451 // add the point to the list
2452 VectorScale(mins, (1.0 / 8.0), mins);
2453 CL_Locs_AddNode(mins, mins, name);
2460 entity_t cl_meshentities[NUM_MESHENTITIES];
2461 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2462 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2468 static void CL_MeshEntities_Restart(void)
2472 for (i = 0; i < NUM_MESHENTITIES; i++)
2474 ent = cl_meshentities + i;
2475 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2479 static void CL_MeshEntities_Init(void)
2483 for (i = 0; i < NUM_MESHENTITIES; i++)
2485 ent = cl_meshentities + i;
2486 ent->state_current.active = true;
2487 ent->render.model = cl_meshentitymodels + i;
2488 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2489 ent->render.alpha = 1;
2490 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2491 ent->render.framegroupblend[0].lerp = 1;
2492 ent->render.frameblend[0].lerp = 1;
2493 VectorSet(ent->render.colormod, 1, 1, 1);
2494 VectorSet(ent->render.glowmod, 1, 1, 1);
2495 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2496 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2497 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2498 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2499 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2500 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2501 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2502 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2503 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2504 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2505 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2506 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2507 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2508 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2509 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2511 Matrix4x4_CreateIdentity(&ent->render.matrix);
2512 CL_UpdateRenderEntity(&ent->render);
2514 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2515 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2518 void CL_MeshEntities_Scene_Clear(void)
2520 Mod_Mesh_Reset(CL_Mesh_Scene());
2523 void CL_MeshEntities_Scene_AddRenderEntity(void)
2525 entity_t* ent = &cl_meshentities[MESH_SCENE];
2526 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2529 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2531 entity_t *ent = &cl_meshentities[MESH_SCENE];
2532 Mod_Mesh_Finalize(ent->render.model);
2533 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2534 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2537 static void CL_MeshEntities_Shutdown(void)
2541 extern cvar_t r_overheadsprites_pushback;
2542 extern cvar_t r_fullbright_directed_pitch_relative;
2543 extern cvar_t r_fullbright_directed_pitch;
2544 extern cvar_t r_fullbright_directed_ambient;
2545 extern cvar_t r_fullbright_directed_diffuse;
2546 extern cvar_t r_fullbright_directed;
2547 extern cvar_t r_hdr_glowintensity;
2549 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2553 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2554 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2556 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2557 // same for all stereo views, and to better handle pitches outside
2558 // [-90, 90] (in_pitch_* cvars allow that).
2559 VectorCopy(cl.viewangles, angles);
2560 if (r_fullbright_directed_pitch_relative.integer) {
2561 angles[PITCH] += r_fullbright_directed_pitch.value;
2564 angles[PITCH] = r_fullbright_directed_pitch.value;
2566 AngleVectors(angles, worldspacenormal, NULL, NULL);
2567 VectorNegate(worldspacenormal, worldspacenormal);
2570 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2572 float shadingorigin[3], a[3], c[3], dir[3];
2575 for (q = 0; q < 3; q++)
2576 a[q] = c[q] = dir[q] = 0;
2578 ent->render_lightgrid = false;
2579 ent->render_modellight_forced = false;
2580 ent->render_rtlight_disabled = false;
2582 // pick an appropriate value for render_modellight_origin - if this is an
2583 // attachment we want to use the parent's render_modellight_origin so that
2584 // shading is the same (also important for r_shadows to cast shadows in the
2586 if (VectorLength2(ent->custommodellight_origin))
2588 // CSQC entities always provide this (via CL_GetTagMatrix)
2589 for (q = 0; q < 3; q++)
2590 shadingorigin[q] = ent->custommodellight_origin[q];
2592 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2594 // network entity - follow attachment chain back to a root entity,
2595 int entnum = ent->entitynumber, recursion;
2596 for (recursion = 32; recursion > 0; --recursion)
2598 int parentnum = cl.entities[entnum].state_current.tagentity;
2599 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2603 // grab the root entity's origin
2604 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2608 // not a CSQC entity (which sets custommodellight_origin), not a network
2609 // entity - so it's probably not attached to anything
2610 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2613 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2615 // intentionally EF_FULLBRIGHT entity
2616 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2617 // CSQC can still provide its own customized modellight values
2618 ent->render_rtlight_disabled = true;
2619 ent->render_modellight_forced = true;
2620 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2622 // custom colors provided by CSQC
2623 for (q = 0; q < 3; q++)
2625 a[q] = ent->custommodellight_ambient[q];
2626 c[q] = ent->custommodellight_diffuse[q];
2627 dir[q] = ent->custommodellight_lightdir[q];
2630 else if (r_fullbright_directed.integer)
2631 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2633 for (q = 0; q < 3; q++)
2638 // fetch the lighting from the worldmodel data
2640 // CSQC can provide its own customized modellight values
2641 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2643 ent->render_modellight_forced = true;
2644 for (q = 0; q < 3; q++)
2646 a[q] = ent->custommodellight_ambient[q];
2647 c[q] = ent->custommodellight_diffuse[q];
2648 dir[q] = ent->custommodellight_lightdir[q];
2651 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2653 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2654 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2655 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2656 ent->render_modellight_forced = true;
2657 ent->render_rtlight_disabled = true;
2659 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))
2660 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2662 ent->render_lightgrid = true;
2663 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2665 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2666 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2667 else if (r_fullbright_directed.integer)
2668 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2670 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2673 for (q = 0; q < 3; q++)
2675 ent->render_fullbright[q] = ent->colormod[q];
2676 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2677 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2678 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2679 ent->render_modellight_specular[q] = c[q];
2680 ent->render_modellight_lightdir_world[q] = dir[q];
2681 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2682 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2683 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2684 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2685 ent->render_rtlight_specular[q] = 1;
2688 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2689 if (ent->render_modellight_forced)
2690 for (q = 0; q < 3; q++)
2691 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2692 if (ent->render_rtlight_disabled)
2693 for (q = 0; q < 3; q++)
2694 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2696 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2697 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2698 VectorNormalize(ent->render_modellight_lightdir_world);
2699 // transform into local space for the entity as well
2700 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2701 VectorNormalize(ent->render_modellight_lightdir_local);
2705 void CL_UpdateEntityShading(void)
2708 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2709 for (i = 0; i < r_refdef.scene.numentities; i++)
2710 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2713 extern cvar_t host_framerate;
2714 extern cvar_t host_speeds;
2716 double CL_Frame (double time)
2718 static double clframetime;
2719 static double cl_timer = 0;
2720 static double time1 = 0, time2 = 0, time3 = 0;
2722 int pass1, pass2, pass3;
2724 CL_VM_PreventInformationLeaks();
2726 // get new key events
2727 Key_EventQueue_Unblock();
2728 SndSys_SendKeyEvents();
2729 Sys_SendKeyEvents();
2731 if((cl_timer += time) < 0)
2734 // limit the frametime steps to no more than 100ms each
2738 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2740 R_TimeReport("---");
2741 Collision_Cache_NewFrame();
2742 R_TimeReport("photoncache");
2743 #ifdef CONFIG_VIDEO_CAPTURE
2744 // decide the simulation time
2745 if (cls.capturevideo.active)
2748 if (cls.capturevideo.realtime)
2749 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2752 clframetime = 1.0 / cls.capturevideo.framerate;
2753 cl.realframetime = max(time, clframetime);
2756 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2759 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2762 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2763 // when running slow, we need to sleep to keep input responsive
2764 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
2766 Sys_Sleep((int)wait);
2768 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2769 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2771 clframetime = cl.realframetime = cl_timer;
2773 // apply slowmo scaling
2774 clframetime *= cl.movevars_timescale;
2775 // scale playback speed of demos by slowmo cvar
2776 if (cls.demoplayback)
2778 clframetime *= host_timescale.value;
2779 // if demo playback is paused, don't advance time at all
2785 // host_framerate overrides all else
2786 if (host_framerate.value)
2787 clframetime = host_framerate.value;
2789 if (cl.paused || host.paused)
2794 clframetime = cl.realframetime = cl_timer;
2796 // deduct the frame time from the accumulator
2797 cl_timer -= cl.realframetime;
2799 cl.oldtime = cl.time;
2800 cl.time += clframetime;
2803 if (host_speeds.integer)
2804 time1 = Sys_DirtyTime();
2805 R_TimeReport("pre-input");
2807 // Collect input into cmd
2810 R_TimeReport("input");
2812 // check for new packets
2813 NetConn_ClientFrame();
2815 // read a new frame from a demo if needed
2816 CL_ReadDemoMessage();
2817 R_TimeReport("clientnetwork");
2819 // now that packets have been read, send input to server
2821 R_TimeReport("sendmove");
2823 // update client world (interpolate entities, create trails, etc)
2825 R_TimeReport("lerpworld");
2829 R_TimeReport("client");
2832 R_TimeReport("render");
2834 if (host_speeds.integer)
2835 time2 = Sys_DirtyTime();
2838 if(cl.csqc_usecsqclistener)
2840 S_Update(&cl.csqc_listenermatrix);
2841 cl.csqc_usecsqclistener = false;
2844 S_Update(&r_refdef.view.matrix);
2847 R_TimeReport("audio");
2849 // reset gathering of mouse input
2850 in_mouse_x = in_mouse_y = 0;
2852 if (host_speeds.integer)
2854 pass1 = (int)((time1 - time3)*1000000);
2855 time3 = Sys_DirtyTime();
2856 pass2 = (int)((time2 - time1)*1000000);
2857 pass3 = (int)((time3 - time2)*1000000);
2858 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2859 pass1+pass2+pass3, pass1, pass2, pass3);
2862 // if there is some time remaining from this frame, reset the timer
2863 return cl_timer >= 0 ? 0 : cl_timer;
2871 void CL_Shutdown (void)
2873 // be quiet while shutting down
2876 // disconnect client from server if active
2879 CL_Video_Shutdown();
2887 CDAudio_Shutdown ();
2890 R_Modules_Shutdown();
2893 CL_Screen_Shutdown();
2894 CL_Particles_Shutdown();
2895 CL_Parse_Shutdown();
2896 CL_MeshEntities_Shutdown();
2901 Mem_FreePool (&cls.permanentmempool);
2902 Mem_FreePool (&cls.levelmempool);
2912 if (cls.state == ca_dedicated)
2914 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2918 Con_Printf("Initializing client\n");
2933 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2934 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2936 memset(&r_refdef, 0, sizeof(r_refdef));
2937 // max entities sent to renderer per frame
2938 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2939 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2941 // max temp entities
2942 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2943 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2948 // register our commands
2952 Cvar_RegisterVariable (&cl_upspeed);
2953 Cvar_RegisterVariable (&cl_forwardspeed);
2954 Cvar_RegisterVariable (&cl_backspeed);
2955 Cvar_RegisterVariable (&cl_sidespeed);
2956 Cvar_RegisterVariable (&cl_movespeedkey);
2957 Cvar_RegisterVariable (&cl_yawspeed);
2958 Cvar_RegisterVariable (&cl_pitchspeed);
2959 Cvar_RegisterVariable (&cl_anglespeedkey);
2960 Cvar_RegisterVariable (&cl_shownet);
2961 Cvar_RegisterVariable (&cl_nolerp);
2962 Cvar_RegisterVariable (&cl_lerpexcess);
2963 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2964 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2965 Cvar_RegisterVariable (&cl_deathfade);
2966 Cvar_RegisterVariable (&lookspring);
2967 Cvar_RegisterVariable (&lookstrafe);
2968 Cvar_RegisterVariable (&sensitivity);
2969 Cvar_RegisterVariable (&freelook);
2971 Cvar_RegisterVariable (&m_pitch);
2972 Cvar_RegisterVariable (&m_yaw);
2973 Cvar_RegisterVariable (&m_forward);
2974 Cvar_RegisterVariable (&m_side);
2976 Cvar_RegisterVariable (&cl_itembobspeed);
2977 Cvar_RegisterVariable (&cl_itembobheight);
2981 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2982 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2983 Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2984 Cmd_AddCommand(CMD_CLIENT | CMD_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)");
2986 // Support Client-side Model Index List
2987 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2988 // Support Client-side Sound Index List
2989 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2991 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2992 Cmd_AddCommand(CMD_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2994 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2996 Cvar_RegisterVariable(&r_draweffects);
2997 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2998 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2999 Cvar_RegisterVariable(&cl_explosions_size_start);
3000 Cvar_RegisterVariable(&cl_explosions_size_end);
3001 Cvar_RegisterVariable(&cl_explosions_lifetime);
3002 Cvar_RegisterVariable(&cl_stainmaps);
3003 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3004 Cvar_RegisterVariable(&cl_beams_polygons);
3005 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3006 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3007 Cvar_RegisterVariable(&cl_beams_lightatend);
3008 Cvar_RegisterVariable(&cl_noplayershadow);
3009 Cvar_RegisterVariable(&cl_dlights_decayradius);
3010 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3012 Cvar_RegisterVariable(&cl_prydoncursor);
3013 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3015 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3017 // for QW connections
3018 Cvar_RegisterVariable(&qport);
3019 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3021 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3023 Cvar_RegisterVariable(&cl_locs_enable);
3024 Cvar_RegisterVariable(&cl_locs_show);
3025 Cmd_AddCommand(CMD_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)");
3026 Cmd_AddCommand(CMD_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)");
3027 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3028 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3029 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3031 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3033 Cvar_RegisterVariable (&cl_minfps);
3034 Cvar_RegisterVariable (&cl_minfps_fade);
3035 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3036 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3037 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3038 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3039 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3040 Cvar_RegisterVariable (&cl_minfps_force);
3041 Cvar_RegisterVariable (&cl_maxfps);
3042 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3043 Cvar_RegisterVariable (&cl_maxidlefps);
3046 CL_Particles_Init();
3048 CL_MeshEntities_Init();
3053 Cbuf_InsertText(&cmd_client,"menu_start\n");