2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
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_ENTITIES_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, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
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 (Sys_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 static 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 (Sys_CheckParm("-benchmark"))
527 // clear menu's connect error message
529 M_Update_Return_Reason("");
532 // make sure the client ports are open before attempting to connect
533 NetConn_UpdateSockets();
535 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
537 cls.connect_trying = true;
538 cls.connect_remainingtries = 3;
539 cls.connect_nextsendtime = 0;
541 // only NOW, set connect_userinfo
545 *cls.connect_userinfo = 0;
546 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
547 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
549 else if(firstarg < -1)
551 // -1: keep as is (reconnect)
553 *cls.connect_userinfo = 0;
557 M_Update_Return_Reason("Trying to connect...");
562 Con_Print("Unable to find a suitable network socket to connect to server.\n");
564 M_Update_Return_Reason("No network");
569 static void CL_EstablishConnection_Local(void)
571 if(cls.state == ca_disconnected)
572 CL_EstablishConnection("local:1", -2);
580 static void CL_PrintEntities_f(cmd_state_t *cmd)
585 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
587 const char* modelname;
589 if (!ent->state_current.active)
592 if (ent->render.model)
593 modelname = ent->render.model->name;
595 modelname = "--no model--";
596 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);
604 List information on all models in the client modelindex
607 static void CL_ModelIndexList_f(cmd_state_t *cmd)
613 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
615 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
617 model = CL_GetModelByIndex(i);
620 if(model->loaded || i == 1)
621 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
623 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
632 List all sounds in the client soundindex
635 static void CL_SoundIndexList_f(cmd_state_t *cmd)
639 while(cl.sound_precache[i] && i != MAX_SOUNDS)
641 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
648 CL_UpdateRenderEntity
650 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
653 void CL_UpdateRenderEntity(entity_render_t *ent)
657 dp_model_t *model = ent->model;
658 // update the inverse matrix for the renderer
659 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
660 // update the animation blend state
661 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
662 // we need the matrix origin to center the box
663 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
664 // update entity->render.scale because the renderer needs it
665 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
668 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
669 #ifdef MATRIX4x4_OPENGLORIENTATION
670 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
672 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
676 VectorMA(org, scale, model->rotatedmins, ent->mins);
677 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
679 #ifdef MATRIX4x4_OPENGLORIENTATION
680 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
682 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
686 VectorMA(org, scale, model->yawmins, ent->mins);
687 VectorMA(org, scale, model->yawmaxs, ent->maxs);
691 VectorMA(org, scale, model->normalmins, ent->mins);
692 VectorMA(org, scale, model->normalmaxs, ent->maxs);
697 ent->mins[0] = org[0] - 16;
698 ent->mins[1] = org[1] - 16;
699 ent->mins[2] = org[2] - 16;
700 ent->maxs[0] = org[0] + 16;
701 ent->maxs[1] = org[1] + 16;
702 ent->maxs[2] = org[2] + 16;
710 Determines the fraction between the last two messages that the objects
714 static float CL_LerpPoint(void)
718 if (cl_nettimesyncboundmode.integer == 1)
719 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
721 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
722 if (cl.mtime[0] <= cl.mtime[1])
724 cl.time = cl.mtime[0];
728 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
729 return bound(0, f, 1 + cl_lerpexcess.value);
732 void CL_ClearTempEntities (void)
734 r_refdef.scene.numtempentities = 0;
735 // grow tempentities buffer on request
736 if (r_refdef.scene.expandtempentities)
738 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
739 r_refdef.scene.maxtempentities *= 2;
740 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
741 r_refdef.scene.expandtempentities = false;
745 entity_render_t *CL_NewTempEntity(double shadertime)
747 entity_render_t *render;
749 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
751 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
753 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
756 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
757 memset (render, 0, sizeof(*render));
758 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
760 render->shadertime = shadertime;
762 VectorSet(render->colormod, 1, 1, 1);
763 VectorSet(render->glowmod, 1, 1, 1);
767 void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
771 if (!model) // sanity check
775 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
780 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
783 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
788 VectorCopy(org, e->origin);
790 e->starttime = cl.time;
791 e->startframe = startframe;
792 e->endframe = startframe + framecount;
793 e->framerate = framerate;
796 e->frame1time = cl.time;
797 e->frame2time = cl.time;
798 cl.num_effects = max(cl.num_effects, i + 1);
803 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)
808 // then look for anything else
810 for (i = 0;i < cl.max_dlights;i++, dl++)
814 // unable to find one
815 if (i == cl.max_dlights)
818 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
819 memset (dl, 0, sizeof(*dl));
820 cl.num_dlights = max(cl.num_dlights, i + 1);
821 Matrix4x4_Normalize(&dl->matrix, matrix);
823 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
824 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
825 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
828 dl->color[1] = green;
830 dl->initialradius = radius;
831 dl->initialcolor[0] = red;
832 dl->initialcolor[1] = green;
833 dl->initialcolor[2] = blue;
834 dl->decay = decay / radius; // changed decay to be a percentage decrease
835 dl->intensity = 1; // this is what gets decayed
837 dl->die = cl.time + lifetime;
840 dl->cubemapname[0] = 0;
841 if (cubemapname && cubemapname[0])
842 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
844 dl->shadow = shadowenable;
847 dl->coronasizescale = coronasizescale;
848 dl->ambientscale = ambientscale;
849 dl->diffusescale = diffusescale;
850 dl->specularscale = specularscale;
853 static void CL_DecayLightFlashes(void)
859 time = bound(0, cl.time - cl.oldtime, 0.1);
860 oldmax = cl.num_dlights;
862 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
866 dl->intensity -= time * dl->decay;
867 if (cl.time < dl->die && dl->intensity > 0)
869 if (cl_dlights_decayradius.integer)
870 dl->radius = dl->initialradius * dl->intensity;
872 dl->radius = dl->initialradius;
873 if (cl_dlights_decaybrightness.integer)
874 VectorScale(dl->initialcolor, dl->intensity, dl->color);
876 VectorCopy(dl->initialcolor, dl->color);
877 cl.num_dlights = i + 1;
885 // called before entity relinking
886 void CL_RelinkLightFlashes(void)
891 matrix4x4_t tempmatrix;
893 if (r_dynamic.integer)
895 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
899 tempmatrix = dl->matrix;
900 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
901 // we need the corona fading to be persistent
902 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);
903 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
910 for (j = 0;j < cl.max_lightstyle;j++)
912 r_refdef.scene.rtlightstylevalue[j] = 1;
913 r_refdef.scene.lightstylevalue[j] = 256;
919 // 'm' is normal light, 'a' is no light, 'z' is double bright
923 for (j = 0;j < cl.max_lightstyle;j++)
925 if (!cl.lightstyle[j].length)
927 r_refdef.scene.rtlightstylevalue[j] = 1;
928 r_refdef.scene.lightstylevalue[j] = 256;
931 // static lightstyle "=value"
932 if (cl.lightstyle[j].map[0] == '=')
934 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
935 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
936 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
939 k = i % cl.lightstyle[j].length;
940 l = (i-1) % cl.lightstyle[j].length;
941 k = cl.lightstyle[j].map[k] - 'a';
942 l = cl.lightstyle[j].map[l] - 'a';
943 // rtlightstylevalue is always interpolated because it has no bad
944 // consequences for performance
945 // lightstylevalue is subject to a cvar for performance reasons;
946 // skipping lightmap updates on most rendered frames substantially
947 // improves framerates (but makes light fades look bad)
948 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
949 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
953 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
955 int frame = player->render.framegroupblend[0].frame;
957 entity_render_t *flagrender;
958 matrix4x4_t flagmatrix;
960 // this code taken from QuakeWorld
962 if (frame >= 29 && frame <= 40)
964 if (frame >= 29 && frame <= 34)
966 if (frame == 29) f = f + 2;
967 else if (frame == 30) f = f + 8;
968 else if (frame == 31) f = f + 12;
969 else if (frame == 32) f = f + 11;
970 else if (frame == 33) f = f + 10;
971 else if (frame == 34) f = f + 4;
973 else if (frame >= 35 && frame <= 40)
975 if (frame == 35) f = f + 2;
976 else if (frame == 36) f = f + 10;
977 else if (frame == 37) f = f + 10;
978 else if (frame == 38) f = f + 8;
979 else if (frame == 39) f = f + 4;
980 else if (frame == 40) f = f + 2;
983 else if (frame >= 103 && frame <= 118)
985 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
986 else if (frame >= 105 && frame <= 106) f = f + 6; //light
987 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
988 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
990 // end of code taken from QuakeWorld
992 flagrender = CL_NewTempEntity(player->render.shadertime);
996 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
997 flagrender->skinnum = skin;
998 flagrender->alpha = 1;
999 VectorSet(flagrender->colormod, 1, 1, 1);
1000 VectorSet(flagrender->glowmod, 1, 1, 1);
1001 // attach the flag to the player matrix
1002 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1003 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1004 CL_UpdateRenderEntity(flagrender);
1007 matrix4x4_t viewmodelmatrix_withbob;
1008 matrix4x4_t viewmodelmatrix_nobob;
1010 static const vec3_t muzzleflashorigin = {18, 0, 0};
1012 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1014 const unsigned char *cbcolor;
1017 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1018 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1019 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1020 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1024 VectorClear(ent->colormap_pantscolor);
1025 VectorClear(ent->colormap_shirtcolor);
1029 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1030 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1032 const matrix4x4_t *matrix;
1033 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1035 vec_t origin[3], angles[3], lerp;
1038 //entity_persistent_t *p = &e->persistent;
1039 //entity_render_t *r = &e->render;
1040 // skip inactive entities and world
1041 if (!e->state_current.active || e == cl.entities)
1043 if (recursionlimit < 1)
1045 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1046 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1047 e->render.flags = e->state_current.flags;
1048 e->render.effects = e->state_current.effects;
1049 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1050 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1051 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1052 e->render.entitynumber = e - cl.entities;
1054 e->render.entitynumber = 0;
1055 if (e->state_current.flags & RENDER_COLORMAPPED)
1056 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1057 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1058 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1060 CL_SetEntityColormapColors(&e->render, -1);
1061 e->render.skinnum = e->state_current.skin;
1062 if (e->state_current.tagentity)
1064 // attached entity (gun held in player model's hand, etc)
1065 // if the tag entity is currently impossible, skip it
1066 if (e->state_current.tagentity >= cl.num_entities)
1068 t = cl.entities + e->state_current.tagentity;
1069 // if the tag entity is inactive, skip it
1070 if (t->state_current.active)
1072 // update the parent first
1073 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1078 // it may still be a CSQC entity... trying to use its
1079 // info from last render frame (better than nothing)
1080 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1082 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1083 if(!r->entitynumber)
1084 return; // neither CSQC nor legacy entity... can't attach
1086 // make relative to the entity
1087 matrix = &r->matrix;
1088 // some properties of the tag entity carry over
1089 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1090 // if a valid tagindex is used, make it relative to that tag instead
1091 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1093 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1095 // concat the tag matrices onto the entity matrix
1096 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1097 // use the constructed tag matrix
1098 matrix = &tempmatrix;
1102 else if (e->render.flags & RENDER_VIEWMODEL)
1104 // view-relative entity (guns and such)
1105 if (e->render.effects & EF_NOGUNBOB)
1106 matrix = &viewmodelmatrix_nobob; // really attached to view
1108 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1112 // world-relative entity (the normal kind)
1113 matrix = &identitymatrix;
1117 // if it's the predicted player entity, update according to client movement
1118 // but don't lerp if going through a teleporter as it causes a bad lerp
1119 // also don't use the predicted location if fixangle was set on both of
1120 // the most recent server messages, as that cause means you are spectating
1121 // someone or watching a cutscene of some sort
1122 if (cl_nolerp.integer || cls.timedemo)
1123 interpolate = false;
1124 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1126 VectorCopy(cl.movement_origin, origin);
1127 VectorSet(angles, 0, cl.viewangles[1], 0);
1129 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1131 // interpolate the origin and angles
1132 lerp = max(0, lerp);
1133 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1135 // this fails at the singularity of euler angles
1136 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1137 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1138 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1139 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1140 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1143 vec3_t f0, u0, f1, u1;
1144 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1145 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1146 VectorMAM(1-lerp, f0, lerp, f1, f0);
1147 VectorMAM(1-lerp, u0, lerp, u1, u0);
1148 AnglesFromVectors(angles, f0, u0, false);
1155 VectorCopy(e->persistent.neworigin, origin);
1156 VectorCopy(e->persistent.newangles, angles);
1159 // model setup and some modelflags
1160 frame = e->state_current.frame;
1161 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1162 if (e->render.model)
1164 if (e->render.skinnum >= e->render.model->numskins)
1165 e->render.skinnum = 0;
1166 if (frame >= e->render.model->numframes)
1168 // models can set flags such as EF_ROCKET
1169 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1170 if (!(e->render.effects & 0xFF800000))
1171 e->render.effects |= e->render.model->effects;
1172 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1173 if (e->render.model->type == mod_alias)
1174 angles[0] = -angles[0];
1175 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1177 VectorScale(e->render.colormod, 2, e->render.colormod);
1178 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1181 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1182 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1183 angles[0] = -angles[0];
1184 // NOTE: this must be synced to SV_GetPitchSign!
1186 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1188 angles[1] = ANGLEMOD(100*cl.time);
1189 if (cl_itembobheight.value)
1190 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1194 e->render.skeleton = NULL;
1195 if (e->render.flags & RENDER_COMPLEXANIMATION)
1197 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1198 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1199 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1200 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1201 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1202 e->render.skeleton = &e->state_current.skeletonobject;
1204 else if (e->render.framegroupblend[0].frame == frame)
1206 // update frame lerp fraction
1207 e->render.framegroupblend[0].lerp = 1;
1208 e->render.framegroupblend[1].lerp = 0;
1209 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1211 // make sure frame lerp won't last longer than 100ms
1212 // (this mainly helps with models that use framegroups and
1213 // switch between them infrequently)
1214 float maxdelta = cl_lerpanim_maxdelta_server.value;
1216 if(e->render.model->animscenes)
1217 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1218 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1219 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1220 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1221 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1222 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1227 // begin a new frame lerp
1228 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1229 e->render.framegroupblend[1].lerp = 1;
1230 e->render.framegroupblend[0].frame = frame;
1231 e->render.framegroupblend[0].start = cl.time;
1232 e->render.framegroupblend[0].lerp = 0;
1235 // set up the render matrix
1238 // attached entity, this requires a matrix multiply (concat)
1239 // FIXME: e->render.scale should go away
1240 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1241 // concat the matrices to make the entity relative to its tag
1242 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1243 // get the origin from the new matrix
1244 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1248 // unattached entities are faster to process
1249 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1252 // tenebrae's sprites are all additive mode (weird)
1253 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1254 e->render.flags |= RENDER_ADDITIVE;
1255 // player model is only shown with chase_active on
1256 if (e->state_current.number == cl.viewentity)
1257 e->render.flags |= RENDER_EXTERIORMODEL;
1258 // either fullbright or lit
1259 if(!r_fullbright.integer)
1261 if (!(e->render.effects & EF_FULLBRIGHT))
1262 e->render.flags |= RENDER_LIGHT;
1264 // hide player shadow during intermission or nehahra movie
1265 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1266 && (e->render.alpha >= 1)
1267 && !(e->render.flags & RENDER_VIEWMODEL)
1268 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1269 e->render.flags |= RENDER_SHADOW;
1270 if (e->render.flags & RENDER_VIEWMODEL)
1271 e->render.flags |= RENDER_NOSELFSHADOW;
1272 if (e->render.effects & EF_NOSELFSHADOW)
1273 e->render.flags |= RENDER_NOSELFSHADOW;
1274 if (e->render.effects & EF_NODEPTHTEST)
1275 e->render.flags |= RENDER_NODEPTHTEST;
1276 if (e->render.effects & EF_ADDITIVE)
1277 e->render.flags |= RENDER_ADDITIVE;
1278 if (e->render.effects & EF_DOUBLESIDED)
1279 e->render.flags |= RENDER_DOUBLESIDED;
1280 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1281 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1283 // make the other useful stuff
1284 e->render.allowdecals = true;
1285 CL_UpdateRenderEntity(&e->render);
1288 // creates light and trails from an entity
1289 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1291 effectnameindex_t trailtype;
1294 // bmodels are treated specially since their origin is usually '0 0 0' and
1295 // their actual geometry is far from '0 0 0'
1296 if (e->render.model && e->render.model->soundfromcenter)
1299 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1300 Matrix4x4_Transform(&e->render.matrix, o, origin);
1303 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1305 // handle particle trails and such effects now that we know where this
1306 // entity is in the world...
1307 trailtype = EFFECT_NONE;
1308 // LadyHavoc: if the entity has no effects, don't check each
1309 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1311 if (e->render.effects & EF_BRIGHTFIELD)
1313 if (IS_NEXUIZ_DERIVED(gamemode))
1314 trailtype = EFFECT_TR_NEXUIZPLASMA;
1316 CL_EntityParticles(e);
1318 if (e->render.effects & EF_FLAME)
1319 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);
1320 if (e->render.effects & EF_STARDUST)
1321 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);
1323 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1325 // these are only set on player entities
1326 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1328 // muzzleflash fades over time
1329 if (e->persistent.muzzleflash > 0)
1330 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1331 // LadyHavoc: if the entity has no effects, don't check each
1332 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1334 if (e->render.effects & EF_GIB)
1335 trailtype = EFFECT_TR_BLOOD;
1336 else if (e->render.effects & EF_ZOMGIB)
1337 trailtype = EFFECT_TR_SLIGHTBLOOD;
1338 else if (e->render.effects & EF_TRACER)
1339 trailtype = EFFECT_TR_WIZSPIKE;
1340 else if (e->render.effects & EF_TRACER2)
1341 trailtype = EFFECT_TR_KNIGHTSPIKE;
1342 else if (e->render.effects & EF_ROCKET)
1343 trailtype = EFFECT_TR_ROCKET;
1344 else if (e->render.effects & EF_GRENADE)
1346 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1347 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1349 else if (e->render.effects & EF_TRACER3)
1350 trailtype = EFFECT_TR_VORESPIKE;
1353 if (e->render.flags & RENDER_GLOWTRAIL)
1354 trailtype = EFFECT_TR_GLOWTRAIL;
1355 if (e->state_current.traileffectnum)
1356 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1357 // check if a trail is allowed (it is not after a teleport for example)
1358 if (trailtype && e->persistent.trail_allowed)
1362 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1363 len = e->state_current.time - e->state_previous.time;
1366 VectorScale(vel, len, vel);
1367 // 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
1368 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);
1370 // now that the entity has survived one trail update it is allowed to
1371 // leave a real trail on later frames
1372 e->persistent.trail_allowed = true;
1373 VectorCopy(origin, e->persistent.trail_origin);
1379 CL_UpdateViewEntities
1382 void CL_UpdateViewEntities(void)
1385 // update any RENDER_VIEWMODEL entities to use the new view matrix
1386 for (i = 1;i < cl.num_entities;i++)
1388 if (cl.entities_active[i])
1390 entity_t *ent = cl.entities + i;
1391 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1392 CL_UpdateNetworkEntity(ent, 32, true);
1395 // and of course the engine viewmodel needs updating as well
1396 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1401 CL_UpdateNetworkCollisionEntities
1404 static void CL_UpdateNetworkCollisionEntities(void)
1409 // start on the entity after the world
1410 cl.num_brushmodel_entities = 0;
1411 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1413 if (cl.entities_active[i])
1415 ent = cl.entities + i;
1416 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1418 // do not interpolate the bmodels for this
1419 CL_UpdateNetworkEntity(ent, 32, false);
1420 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1428 CL_UpdateNetworkEntities
1431 static void CL_UpdateNetworkEntities(void)
1436 // start on the entity after the world
1437 for (i = 1;i < cl.num_entities;i++)
1439 if (cl.entities_active[i])
1441 ent = cl.entities + i;
1442 if (ent->state_current.active)
1444 CL_UpdateNetworkEntity(ent, 32, true);
1445 // view models should never create light/trails
1446 if (!(ent->render.flags & RENDER_VIEWMODEL))
1447 CL_UpdateNetworkEntityTrail(ent);
1451 R_DecalSystem_Reset(&ent->render.decalsystem);
1452 cl.entities_active[i] = false;
1458 static void CL_UpdateViewModel(void)
1462 ent->state_previous = ent->state_current;
1463 ent->state_current = defaultstate;
1464 ent->state_current.time = cl.time;
1465 ent->state_current.number = (unsigned short)-1;
1466 ent->state_current.active = true;
1467 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1468 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1469 ent->state_current.flags = RENDER_VIEWMODEL;
1470 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1471 ent->state_current.modelindex = 0;
1472 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1474 if (gamemode == GAME_TRANSFUSION)
1475 ent->state_current.alpha = 128;
1477 ent->state_current.modelindex = 0;
1479 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1480 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1482 // reset animation interpolation on weaponmodel if model changed
1483 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1485 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1486 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1487 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1489 CL_UpdateNetworkEntity(ent, 32, true);
1492 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1493 static void CL_LinkNetworkEntity(entity_t *e)
1495 effectnameindex_t trailtype;
1501 // skip inactive entities and world
1502 if (!e->state_current.active || e == cl.entities)
1504 if (e->state_current.tagentity)
1506 // if the tag entity is currently impossible, skip it
1507 if (e->state_current.tagentity >= cl.num_entities)
1509 // if the tag entity is inactive, skip it
1510 if (!cl.entities[e->state_current.tagentity].state_current.active)
1512 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1514 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1516 // if we get here, it's properly csqc networked and attached
1520 // create entity dlights associated with this entity
1521 if (e->render.model && e->render.model->soundfromcenter)
1523 // bmodels are treated specially since their origin is usually '0 0 0'
1525 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1526 Matrix4x4_Transform(&e->render.matrix, o, origin);
1529 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1530 trailtype = EFFECT_NONE;
1535 // LadyHavoc: if the entity has no effects, don't check each
1536 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1538 if (e->render.effects & EF_BRIGHTFIELD)
1540 if (IS_NEXUIZ_DERIVED(gamemode))
1541 trailtype = EFFECT_TR_NEXUIZPLASMA;
1543 if (e->render.effects & EF_DIMLIGHT)
1545 dlightradius = max(dlightradius, 200);
1546 dlightcolor[0] += 1.50f;
1547 dlightcolor[1] += 1.50f;
1548 dlightcolor[2] += 1.50f;
1550 if (e->render.effects & EF_BRIGHTLIGHT)
1552 dlightradius = max(dlightradius, 400);
1553 dlightcolor[0] += 3.00f;
1554 dlightcolor[1] += 3.00f;
1555 dlightcolor[2] += 3.00f;
1557 // LadyHavoc: more effects
1558 if (e->render.effects & EF_RED) // red
1560 dlightradius = max(dlightradius, 200);
1561 dlightcolor[0] += 1.50f;
1562 dlightcolor[1] += 0.15f;
1563 dlightcolor[2] += 0.15f;
1565 if (e->render.effects & EF_BLUE) // blue
1567 dlightradius = max(dlightradius, 200);
1568 dlightcolor[0] += 0.15f;
1569 dlightcolor[1] += 0.15f;
1570 dlightcolor[2] += 1.50f;
1572 if (e->render.effects & EF_FLAME)
1573 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1574 if (e->render.effects & EF_STARDUST)
1575 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1577 // muzzleflash fades over time, and is offset a bit
1578 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1583 matrix4x4_t tempmatrix;
1584 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1585 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1586 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1587 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1588 Matrix4x4_Scale(&tempmatrix, 150, 1);
1589 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1590 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);
1591 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1593 // LadyHavoc: if the model has no flags, don't check each
1594 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1596 if (e->render.effects & EF_GIB)
1597 trailtype = EFFECT_TR_BLOOD;
1598 else if (e->render.effects & EF_ZOMGIB)
1599 trailtype = EFFECT_TR_SLIGHTBLOOD;
1600 else if (e->render.effects & EF_TRACER)
1601 trailtype = EFFECT_TR_WIZSPIKE;
1602 else if (e->render.effects & EF_TRACER2)
1603 trailtype = EFFECT_TR_KNIGHTSPIKE;
1604 else if (e->render.effects & EF_ROCKET)
1605 trailtype = EFFECT_TR_ROCKET;
1606 else if (e->render.effects & EF_GRENADE)
1608 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1609 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1611 else if (e->render.effects & EF_TRACER3)
1612 trailtype = EFFECT_TR_VORESPIKE;
1614 // LadyHavoc: customizable glow
1615 if (e->state_current.glowsize)
1617 // * 4 for the expansion from 0-255 to 0-1023 range,
1618 // / 255 to scale down byte colors
1619 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1620 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1623 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1625 matrix4x4_t dlightmatrix;
1627 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1628 light[3] = e->state_current.light[3];
1629 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1630 VectorSet(light, 1, 1, 1);
1633 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1634 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1635 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1636 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);
1637 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1639 // make the glow dlight
1640 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1642 matrix4x4_t dlightmatrix;
1643 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1644 // hack to make glowing player light shine on their gun
1645 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1646 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1647 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1648 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);
1649 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1652 if (e->render.flags & RENDER_GLOWTRAIL)
1653 trailtype = EFFECT_TR_GLOWTRAIL;
1654 if (e->state_current.traileffectnum)
1655 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1657 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1659 // don't show entities with no modelindex (note: this still shows
1660 // entities which have a modelindex that resolved to a NULL model)
1661 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1662 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1663 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1664 // Matrix4x4_Print(&e->render.matrix);
1667 static void CL_RelinkWorld(void)
1669 entity_t *ent = &cl.entities[0];
1670 // FIXME: this should be done at load
1671 ent->render.matrix = identitymatrix;
1672 ent->render.flags = RENDER_SHADOW;
1673 if (!r_fullbright.integer)
1674 ent->render.flags |= RENDER_LIGHT;
1675 VectorSet(ent->render.colormod, 1, 1, 1);
1676 VectorSet(ent->render.glowmod, 1, 1, 1);
1677 ent->render.allowdecals = true;
1678 CL_UpdateRenderEntity(&ent->render);
1679 r_refdef.scene.worldentity = &ent->render;
1680 r_refdef.scene.worldmodel = cl.worldmodel;
1682 // if the world is q2bsp, animate the textures
1683 if (ent->render.model && ent->render.model->brush.isq2bsp)
1684 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1687 static void CL_RelinkStaticEntities(void)
1691 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1693 e->render.flags = 0;
1694 // if the model was not loaded when the static entity was created we
1695 // need to re-fetch the model pointer
1696 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1697 // either fullbright or lit
1698 if(!r_fullbright.integer)
1700 if (!(e->render.effects & EF_FULLBRIGHT))
1701 e->render.flags |= RENDER_LIGHT;
1703 // hide player shadow during intermission or nehahra movie
1704 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1705 e->render.flags |= RENDER_SHADOW;
1706 VectorSet(e->render.colormod, 1, 1, 1);
1707 VectorSet(e->render.glowmod, 1, 1, 1);
1708 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1709 e->render.allowdecals = true;
1710 CL_UpdateRenderEntity(&e->render);
1711 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1720 static void CL_RelinkNetworkEntities(void)
1725 // start on the entity after the world
1726 for (i = 1;i < cl.num_entities;i++)
1728 if (cl.entities_active[i])
1730 ent = cl.entities + i;
1731 if (ent->state_current.active)
1732 CL_LinkNetworkEntity(ent);
1734 cl.entities_active[i] = false;
1739 static void CL_RelinkEffects(void)
1743 entity_render_t *entrender;
1746 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1750 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1751 intframe = (int)frame;
1752 if (intframe < 0 || intframe >= e->endframe)
1754 memset(e, 0, sizeof(*e));
1755 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1760 if (intframe != e->frame)
1762 e->frame = intframe;
1763 e->frame1time = e->frame2time;
1764 e->frame2time = cl.time;
1767 // if we're drawing effects, get a new temp entity
1768 // (NewTempEntity adds it to the render entities list for us)
1769 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1771 // interpolation stuff
1772 entrender->framegroupblend[0].frame = intframe;
1773 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1774 entrender->framegroupblend[0].start = e->frame1time;
1775 if (intframe + 1 >= e->endframe)
1777 entrender->framegroupblend[1].frame = 0; // disappear
1778 entrender->framegroupblend[1].lerp = 0;
1779 entrender->framegroupblend[1].start = 0;
1783 entrender->framegroupblend[1].frame = intframe + 1;
1784 entrender->framegroupblend[1].lerp = frame - intframe;
1785 entrender->framegroupblend[1].start = e->frame2time;
1789 entrender->model = e->model;
1790 entrender->alpha = 1;
1791 VectorSet(entrender->colormod, 1, 1, 1);
1792 VectorSet(entrender->glowmod, 1, 1, 1);
1794 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1795 CL_UpdateRenderEntity(entrender);
1801 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1803 VectorCopy(b->start, start);
1804 VectorCopy(b->end, end);
1806 // if coming from the player, update the start position
1807 if (b->entity == cl.viewentity)
1809 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1811 // LadyHavoc: this is a stupid hack from Quake that makes your
1812 // lightning appear to come from your waist and cover less of your
1814 // in Quake this hack was applied to all players (causing the
1815 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1816 // only applies to your own lightning, and only in first person
1817 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1819 if (cl_beams_instantaimhack.integer)
1821 vec3_t dir, localend;
1823 // LadyHavoc: this updates the beam direction to match your
1825 VectorSubtract(end, start, dir);
1826 len = VectorLength(dir);
1827 VectorNormalize(dir);
1828 VectorSet(localend, len, 0, 0);
1829 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1834 void CL_RelinkBeams(void)
1838 vec3_t dist, org, start, end;
1840 entity_render_t *entrender;
1843 matrix4x4_t tempmatrix;
1845 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1849 if (b->endtime < cl.time)
1855 CL_Beam_CalculatePositions(b, start, end);
1859 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1861 // FIXME: create a matrix from the beam start/end orientation
1863 VectorSet(dlightcolor, 0.3, 0.7, 1);
1864 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1865 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);
1866 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1868 if (cl_beams_polygons.integer)
1870 CL_Beam_AddPolygons(b);
1875 // calculate pitch and yaw
1876 // (this is similar to the QuakeC builtin function vectoangles)
1877 VectorSubtract(end, start, dist);
1878 if (dist[1] == 0 && dist[0] == 0)
1888 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1892 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1893 pitch = atan2(dist[2], forward) * 180 / M_PI;
1898 // add new entities for the lightning
1899 VectorCopy (start, org);
1900 d = VectorNormalizeLength(dist);
1903 entrender = CL_NewTempEntity (0);
1906 entrender->model = b->model;
1907 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1908 CL_UpdateRenderEntity(entrender);
1909 VectorMA(org, 30, dist, org);
1914 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1918 static void CL_RelinkQWNails(void)
1922 entity_render_t *entrender;
1924 for (i = 0;i < cl.qw_num_nails;i++)
1928 // if we're drawing effects, get a new temp entity
1929 // (NewTempEntity adds it to the render entities list for us)
1930 if (!(entrender = CL_NewTempEntity(0)))
1934 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1935 entrender->alpha = 1;
1936 VectorSet(entrender->colormod, 1, 1, 1);
1937 VectorSet(entrender->glowmod, 1, 1, 1);
1939 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1940 CL_UpdateRenderEntity(entrender);
1944 static void CL_LerpPlayer(float frac)
1948 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1949 for (i = 0;i < 3;i++)
1951 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1952 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1953 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1956 // interpolate the angles if playing a demo or spectating someone
1957 if (cls.demoplayback || cl.fixangle[0])
1959 for (i = 0;i < 3;i++)
1961 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1966 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1971 void CSQC_RelinkAllEntities (int drawmask)
1975 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1976 CL_MeshEntities_Scene_AddRenderEntity();
1977 CL_RelinkStaticEntities();
1980 CL_RelinkLightFlashes();
1983 if (drawmask & ENTMASK_ENGINE)
1985 CL_RelinkNetworkEntities();
1986 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1987 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1991 // update view blend
1999 Update client game world for a new frame
2002 void CL_UpdateWorld(void)
2004 r_refdef.scene.extraupdate = !r_speeds.integer;
2005 r_refdef.scene.numentities = 0;
2006 r_refdef.scene.numlights = 0;
2007 r_refdef.view.matrix = identitymatrix;
2008 r_refdef.view.quality = 1;
2010 cl.num_brushmodel_entities = 0;
2012 if (cls.state == ca_connected && cls.signon == SIGNONS)
2014 // prepare for a new frame
2015 CL_LerpPlayer(CL_LerpPoint());
2016 CL_DecayLightFlashes();
2017 CL_ClearTempEntities();
2021 // if prediction is enabled we have to update all the collidable
2022 // network entities before the prediction code can be run
2023 CL_UpdateNetworkCollisionEntities();
2025 // now update the player prediction
2026 CL_ClientMovement_Replay();
2028 // update the player entity (which may be predicted)
2029 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2031 // now update the view (which depends on that player entity)
2034 // now update all the network entities and create particle trails
2035 // (some entities may depend on the view)
2036 CL_UpdateNetworkEntities();
2038 // update the engine-based viewmodel
2039 CL_UpdateViewModel();
2041 // when csqc is loaded, it will call this in CSQC_UpdateView
2042 if (!cl.csqc_loaded)
2044 // clear the CL_Mesh_Scene() used for some engine effects
2045 CL_MeshEntities_Scene_Clear();
2046 // add engine entities and effects
2047 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2050 // decals, particles, and explosions will be updated during rneder
2053 r_refdef.scene.time = cl.time;
2057 ======================
2059 ======================
2061 static void CL_Fog_f(cmd_state_t *cmd)
2063 if (Cmd_Argc (cmd) == 1)
2065 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);
2068 FOG_clear(); // so missing values get good defaults
2069 if(Cmd_Argc(cmd) > 1)
2070 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2071 if(Cmd_Argc(cmd) > 2)
2072 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2073 if(Cmd_Argc(cmd) > 3)
2074 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2075 if(Cmd_Argc(cmd) > 4)
2076 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2077 if(Cmd_Argc(cmd) > 5)
2078 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2079 if(Cmd_Argc(cmd) > 6)
2080 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2081 if(Cmd_Argc(cmd) > 7)
2082 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2083 if(Cmd_Argc(cmd) > 8)
2084 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2085 if(Cmd_Argc(cmd) > 9)
2086 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2090 ======================
2091 CL_FogHeightTexture_f
2092 ======================
2094 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2096 if (Cmd_Argc (cmd) < 11)
2098 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);
2101 FOG_clear(); // so missing values get good defaults
2102 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2103 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2104 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2105 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2106 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2107 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2108 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2109 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2110 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2111 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2116 ====================
2119 For program optimization
2120 ====================
2122 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2125 double timestart, timedelta;
2127 r_refdef.scene.extraupdate = false;
2129 timestart = Sys_DirtyTime();
2130 for (i = 0;i < 128;i++)
2132 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);
2133 r_refdef.view.quality = 1;
2136 timedelta = Sys_DirtyTime() - timestart;
2138 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2141 static void CL_AreaStats_f(cmd_state_t *cmd)
2143 World_PrintAreaStats(&cl.world, "client");
2146 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2151 vec3_t nearestpoint;
2152 vec_t dist, bestdist;
2155 for (loc = cl.locnodes;loc;loc = loc->next)
2157 for (i = 0;i < 3;i++)
2158 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2159 dist = VectorDistance2(nearestpoint, point);
2160 if (bestdist > dist || !best)
2171 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2174 loc = CL_Locs_FindNearest(point);
2176 strlcpy(buffer, loc->name, buffersize);
2178 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2181 static void CL_Locs_FreeNode(cl_locnode_t *node)
2183 cl_locnode_t **pointer, **next;
2184 for (pointer = &cl.locnodes;*pointer;pointer = next)
2186 next = &(*pointer)->next;
2187 if (*pointer == node)
2189 *pointer = node->next;
2194 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2197 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2199 cl_locnode_t *node, **pointer;
2203 namelen = (int)strlen(name);
2204 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2205 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2206 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2207 node->name = (char *)(node + 1);
2208 memcpy(node->name, name, namelen);
2209 node->name[namelen] = 0;
2210 // link it into the tail of the list to preserve the order
2211 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2216 static void CL_Locs_Add_f(cmd_state_t *cmd)
2219 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2221 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2224 mins[0] = atof(Cmd_Argv(cmd, 1));
2225 mins[1] = atof(Cmd_Argv(cmd, 2));
2226 mins[2] = atof(Cmd_Argv(cmd, 3));
2227 if (Cmd_Argc(cmd) == 8)
2229 maxs[0] = atof(Cmd_Argv(cmd, 4));
2230 maxs[1] = atof(Cmd_Argv(cmd, 5));
2231 maxs[2] = atof(Cmd_Argv(cmd, 6));
2232 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2235 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2238 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2241 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2243 CL_Locs_FreeNode(loc);
2245 Con_Printf("no loc point or box found for your location\n");
2248 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2251 CL_Locs_FreeNode(cl.locnodes);
2254 static void CL_Locs_Save_f(cmd_state_t *cmd)
2258 char locfilename[MAX_QPATH];
2261 Con_Printf("No loc points/boxes exist!\n");
2264 if (cls.state != ca_connected || !cl.worldmodel)
2266 Con_Printf("No level loaded!\n");
2269 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2271 outfile = FS_OpenRealFile(locfilename, "w", false);
2274 // if any boxes are used then this is a proquake-format loc file, which
2275 // allows comments, so add some relevant information at the start
2276 for (loc = cl.locnodes;loc;loc = loc->next)
2277 if (!VectorCompare(loc->mins, loc->maxs))
2281 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);
2282 for (loc = cl.locnodes;loc;loc = loc->next)
2283 if (VectorCompare(loc->mins, loc->maxs))
2286 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");
2288 for (loc = cl.locnodes;loc;loc = loc->next)
2290 if (VectorCompare(loc->mins, loc->maxs))
2294 const char *in = loc->name;
2295 char name[MAX_INPUTLINE];
2296 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2298 if (*in == ' ') {s = "$loc_name_separator";in++;}
2299 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2300 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2301 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2302 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2303 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2304 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2305 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2306 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2307 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2308 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2312 while (len < (int)sizeof(name) - 1 && *s)
2316 name[len++] = *in++;
2319 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2322 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);
2327 void CL_Locs_Reload_f(cmd_state_t *cmd)
2329 int i, linenumber, limit, len;
2331 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2332 fs_offset_t filesize;
2334 char locfilename[MAX_QPATH];
2335 char name[MAX_INPUTLINE];
2337 if (cls.state != ca_connected || !cl.worldmodel)
2339 Con_Printf("No level loaded!\n");
2343 CL_Locs_Clear_f(cmd);
2345 // try maps/something.loc first (LadyHavoc: where I think they should be)
2346 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2347 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2350 // try proquake name as well (LadyHavoc: I hate path mangling)
2351 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2352 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2357 textend = filedata + filesize;
2358 for (linenumber = 1;text < textend;linenumber++)
2361 for (;text < textend && *text != '\r' && *text != '\n';text++)
2364 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2368 // trim trailing whitespace
2369 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2371 // trim leading whitespace
2372 while (linestart < lineend && ISWHITESPACE(*linestart))
2374 // check if this is a comment
2375 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2377 linetext = linestart;
2379 for (i = 0;i < limit;i++)
2381 if (linetext >= lineend)
2383 // note: a missing number is interpreted as 0
2385 mins[i] = atof(linetext);
2387 maxs[i - 3] = atof(linetext);
2388 // now advance past the number
2389 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2391 // advance through whitespace
2392 if (linetext < lineend)
2394 if (*linetext == ',')
2398 // note: comma can be followed by whitespace
2400 if (ISWHITESPACE(*linetext))
2403 while (linetext < lineend && ISWHITESPACE(*linetext))
2408 // if this is a quoted name, remove the quotes
2411 if (linetext >= lineend || *linetext != '"')
2412 continue; // proquake location names are always quoted
2415 len = min(lineend - linetext, (int)sizeof(name) - 1);
2416 memcpy(name, linetext, len);
2418 // add the box to the list
2419 CL_Locs_AddNode(mins, maxs, name);
2421 // if a point was parsed, it needs to be scaled down by 8 (since
2422 // point-based loc files were invented by a proxy which dealt
2423 // directly with quake protocol coordinates, which are *8), turn
2427 // interpret silly fuhquake macros
2428 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2430 if (*linetext == '$')
2432 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2433 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2434 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2435 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2436 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2437 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2438 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2439 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2440 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2441 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2442 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2446 while (len < (int)sizeof(name) - 1 && *s)
2451 name[len++] = *linetext++;
2454 // add the point to the list
2455 VectorScale(mins, (1.0 / 8.0), mins);
2456 CL_Locs_AddNode(mins, mins, name);
2463 entity_t cl_meshentities[NUM_MESHENTITIES];
2464 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2465 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2471 static void CL_MeshEntities_Restart(void)
2475 for (i = 0; i < NUM_MESHENTITIES; i++)
2477 ent = cl_meshentities + i;
2478 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2482 static void CL_MeshEntities_Init(void)
2486 for (i = 0; i < NUM_MESHENTITIES; i++)
2488 ent = cl_meshentities + i;
2489 ent->state_current.active = true;
2490 ent->render.model = cl_meshentitymodels + i;
2491 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2492 ent->render.alpha = 1;
2493 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2494 ent->render.framegroupblend[0].lerp = 1;
2495 ent->render.frameblend[0].lerp = 1;
2496 VectorSet(ent->render.colormod, 1, 1, 1);
2497 VectorSet(ent->render.glowmod, 1, 1, 1);
2498 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2499 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2500 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2501 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2502 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2503 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2504 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2505 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2506 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2507 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2508 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2509 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2510 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2511 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2512 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2514 Matrix4x4_CreateIdentity(&ent->render.matrix);
2515 CL_UpdateRenderEntity(&ent->render);
2517 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2518 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2521 void CL_MeshEntities_Scene_Clear(void)
2523 Mod_Mesh_Reset(CL_Mesh_Scene());
2526 void CL_MeshEntities_Scene_AddRenderEntity(void)
2528 entity_t* ent = &cl_meshentities[MESH_SCENE];
2529 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2532 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2534 entity_t *ent = &cl_meshentities[MESH_SCENE];
2535 Mod_Mesh_Finalize(ent->render.model);
2536 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2537 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2540 static void CL_MeshEntities_Shutdown(void)
2544 extern cvar_t r_overheadsprites_pushback;
2545 extern cvar_t r_fullbright_directed_pitch_relative;
2546 extern cvar_t r_fullbright_directed_pitch;
2547 extern cvar_t r_fullbright_directed_ambient;
2548 extern cvar_t r_fullbright_directed_diffuse;
2549 extern cvar_t r_fullbright_directed;
2550 extern cvar_t r_hdr_glowintensity;
2552 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2556 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2557 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2559 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2560 // same for all stereo views, and to better handle pitches outside
2561 // [-90, 90] (in_pitch_* cvars allow that).
2562 VectorCopy(cl.viewangles, angles);
2563 if (r_fullbright_directed_pitch_relative.integer) {
2564 angles[PITCH] += r_fullbright_directed_pitch.value;
2567 angles[PITCH] = r_fullbright_directed_pitch.value;
2569 AngleVectors(angles, worldspacenormal, NULL, NULL);
2570 VectorNegate(worldspacenormal, worldspacenormal);
2573 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2575 float shadingorigin[3], a[3], c[3], dir[3];
2578 for (q = 0; q < 3; q++)
2579 a[q] = c[q] = dir[q] = 0;
2581 ent->render_lightgrid = false;
2582 ent->render_modellight_forced = false;
2583 ent->render_rtlight_disabled = false;
2585 // pick an appropriate value for render_modellight_origin - if this is an
2586 // attachment we want to use the parent's render_modellight_origin so that
2587 // shading is the same (also important for r_shadows to cast shadows in the
2589 if (VectorLength2(ent->custommodellight_origin))
2591 // CSQC entities always provide this (via CL_GetTagMatrix)
2592 for (q = 0; q < 3; q++)
2593 shadingorigin[q] = ent->custommodellight_origin[q];
2595 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2597 // network entity - follow attachment chain back to a root entity,
2598 int entnum = ent->entitynumber, recursion;
2599 for (recursion = 32; recursion > 0; --recursion)
2601 int parentnum = cl.entities[entnum].state_current.tagentity;
2602 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2606 // grab the root entity's origin
2607 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2611 // not a CSQC entity (which sets custommodellight_origin), not a network
2612 // entity - so it's probably not attached to anything
2613 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2616 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2618 // intentionally EF_FULLBRIGHT entity
2619 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2620 // CSQC can still provide its own customized modellight values
2621 ent->render_rtlight_disabled = true;
2622 ent->render_modellight_forced = true;
2623 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2625 // custom colors provided by CSQC
2626 for (q = 0; q < 3; q++)
2628 a[q] = ent->custommodellight_ambient[q];
2629 c[q] = ent->custommodellight_diffuse[q];
2630 dir[q] = ent->custommodellight_lightdir[q];
2633 else if (r_fullbright_directed.integer)
2634 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2636 for (q = 0; q < 3; q++)
2641 // fetch the lighting from the worldmodel data
2643 // CSQC can provide its own customized modellight values
2644 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2646 ent->render_modellight_forced = true;
2647 for (q = 0; q < 3; q++)
2649 a[q] = ent->custommodellight_ambient[q];
2650 c[q] = ent->custommodellight_diffuse[q];
2651 dir[q] = ent->custommodellight_lightdir[q];
2654 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2656 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2657 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2658 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2659 ent->render_modellight_forced = true;
2660 ent->render_rtlight_disabled = true;
2662 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))
2663 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2665 ent->render_lightgrid = true;
2666 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2668 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2669 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2670 else if (r_fullbright_directed.integer)
2671 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2673 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2676 for (q = 0; q < 3; q++)
2678 ent->render_fullbright[q] = ent->colormod[q];
2679 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2680 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2681 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2682 ent->render_modellight_specular[q] = c[q];
2683 ent->render_modellight_lightdir_world[q] = dir[q];
2684 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2685 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2686 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2687 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2688 ent->render_rtlight_specular[q] = 1;
2691 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2692 if (ent->render_modellight_forced)
2693 for (q = 0; q < 3; q++)
2694 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2695 if (ent->render_rtlight_disabled)
2696 for (q = 0; q < 3; q++)
2697 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2699 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2700 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2701 VectorNormalize(ent->render_modellight_lightdir_world);
2702 // transform into local space for the entity as well
2703 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2704 VectorNormalize(ent->render_modellight_lightdir_local);
2708 void CL_UpdateEntityShading(void)
2711 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2712 for (i = 0; i < r_refdef.scene.numentities; i++)
2713 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2716 extern cvar_t host_framerate;
2717 extern cvar_t host_speeds;
2719 double CL_Frame (double time)
2721 static double clframetime;
2722 static double cl_timer = 0;
2723 static double time1 = 0, time2 = 0, time3 = 0;
2725 int pass1, pass2, pass3;
2727 CL_VM_PreventInformationLeaks();
2729 // get new key events
2730 Key_EventQueue_Unblock();
2731 SndSys_SendKeyEvents();
2732 Sys_SendKeyEvents();
2734 if((cl_timer += time) < 0)
2737 // limit the frametime steps to no more than 100ms each
2741 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2743 R_TimeReport("---");
2744 Collision_Cache_NewFrame();
2745 R_TimeReport("photoncache");
2746 #ifdef CONFIG_VIDEO_CAPTURE
2747 // decide the simulation time
2748 if (cls.capturevideo.active)
2751 if (cls.capturevideo.realtime)
2752 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2755 clframetime = 1.0 / cls.capturevideo.framerate;
2756 cl.realframetime = max(time, clframetime);
2759 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2762 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2765 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2766 // when running slow, we need to sleep to keep input responsive
2767 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
2769 Sys_Sleep((int)wait);
2771 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2772 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2774 clframetime = cl.realframetime = cl_timer;
2776 // apply slowmo scaling
2777 clframetime *= cl.movevars_timescale;
2778 // scale playback speed of demos by slowmo cvar
2779 if (cls.demoplayback)
2781 clframetime *= host_timescale.value;
2782 // if demo playback is paused, don't advance time at all
2788 // host_framerate overrides all else
2789 if (host_framerate.value)
2790 clframetime = host_framerate.value;
2792 if (cl.paused || host.paused)
2797 clframetime = cl.realframetime = cl_timer;
2799 // deduct the frame time from the accumulator
2800 cl_timer -= cl.realframetime;
2802 cl.oldtime = cl.time;
2803 cl.time += clframetime;
2806 if (host_speeds.integer)
2807 time1 = Sys_DirtyTime();
2808 R_TimeReport("pre-input");
2810 // Collect input into cmd
2813 R_TimeReport("input");
2815 // check for new packets
2816 NetConn_ClientFrame();
2818 // read a new frame from a demo if needed
2819 CL_ReadDemoMessage();
2820 R_TimeReport("clientnetwork");
2822 // now that packets have been read, send input to server
2824 R_TimeReport("sendmove");
2826 // update client world (interpolate entities, create trails, etc)
2828 R_TimeReport("lerpworld");
2832 R_TimeReport("client");
2835 R_TimeReport("render");
2837 if (host_speeds.integer)
2838 time2 = Sys_DirtyTime();
2841 if(cl.csqc_usecsqclistener)
2843 S_Update(&cl.csqc_listenermatrix);
2844 cl.csqc_usecsqclistener = false;
2847 S_Update(&r_refdef.view.matrix);
2850 R_TimeReport("audio");
2852 // reset gathering of mouse input
2853 in_mouse_x = in_mouse_y = 0;
2855 if (host_speeds.integer)
2857 pass1 = (int)((time1 - time3)*1000000);
2858 time3 = Sys_DirtyTime();
2859 pass2 = (int)((time2 - time1)*1000000);
2860 pass3 = (int)((time3 - time2)*1000000);
2861 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2862 pass1+pass2+pass3, pass1, pass2, pass3);
2865 // if there is some time remaining from this frame, reset the timer
2866 return cl_timer >= 0 ? 0 : cl_timer;
2874 void CL_Shutdown (void)
2876 // be quiet while shutting down
2879 // disconnect client from server if active
2882 CL_Video_Shutdown();
2890 CDAudio_Shutdown ();
2893 R_Modules_Shutdown();
2896 CL_Screen_Shutdown();
2897 CL_Particles_Shutdown();
2898 CL_Parse_Shutdown();
2899 CL_MeshEntities_Shutdown();
2904 Mem_FreePool (&cls.permanentmempool);
2905 Mem_FreePool (&cls.levelmempool);
2915 if (cls.state == ca_dedicated)
2917 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2921 Con_Printf("Initializing client\n");
2923 Cvar_SetValueQuick(&host_isclient, 1);
2938 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2939 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2941 memset(&r_refdef, 0, sizeof(r_refdef));
2942 // max entities sent to renderer per frame
2943 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2944 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2946 // max temp entities
2947 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2948 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2953 // register our commands
2957 Cvar_RegisterVariable (&cl_upspeed);
2958 Cvar_RegisterVariable (&cl_forwardspeed);
2959 Cvar_RegisterVariable (&cl_backspeed);
2960 Cvar_RegisterVariable (&cl_sidespeed);
2961 Cvar_RegisterVariable (&cl_movespeedkey);
2962 Cvar_RegisterVariable (&cl_yawspeed);
2963 Cvar_RegisterVariable (&cl_pitchspeed);
2964 Cvar_RegisterVariable (&cl_anglespeedkey);
2965 Cvar_RegisterVariable (&cl_shownet);
2966 Cvar_RegisterVariable (&cl_nolerp);
2967 Cvar_RegisterVariable (&cl_lerpexcess);
2968 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2969 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2970 Cvar_RegisterVariable (&cl_deathfade);
2971 Cvar_RegisterVariable (&lookspring);
2972 Cvar_RegisterVariable (&lookstrafe);
2973 Cvar_RegisterVariable (&sensitivity);
2974 Cvar_RegisterVariable (&freelook);
2976 Cvar_RegisterVariable (&m_pitch);
2977 Cvar_RegisterVariable (&m_yaw);
2978 Cvar_RegisterVariable (&m_forward);
2979 Cvar_RegisterVariable (&m_side);
2981 Cvar_RegisterVariable (&cl_itembobspeed);
2982 Cvar_RegisterVariable (&cl_itembobheight);
2986 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2987 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2988 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2989 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2991 // Support Client-side Model Index List
2992 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2993 // Support Client-side Sound Index List
2994 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2996 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2997 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2999 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3001 Cvar_RegisterVariable(&r_draweffects);
3002 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3003 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3004 Cvar_RegisterVariable(&cl_explosions_size_start);
3005 Cvar_RegisterVariable(&cl_explosions_size_end);
3006 Cvar_RegisterVariable(&cl_explosions_lifetime);
3007 Cvar_RegisterVariable(&cl_stainmaps);
3008 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3009 Cvar_RegisterVariable(&cl_beams_polygons);
3010 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3011 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3012 Cvar_RegisterVariable(&cl_beams_lightatend);
3013 Cvar_RegisterVariable(&cl_noplayershadow);
3014 Cvar_RegisterVariable(&cl_dlights_decayradius);
3015 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3017 Cvar_RegisterVariable(&cl_prydoncursor);
3018 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3020 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3022 // for QW connections
3023 Cvar_RegisterVariable(&qport);
3024 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3026 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3028 Cvar_RegisterVariable(&cl_locs_enable);
3029 Cvar_RegisterVariable(&cl_locs_show);
3030 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3031 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3032 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3033 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3034 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3036 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3038 Cvar_RegisterVariable (&cl_minfps);
3039 Cvar_RegisterVariable (&cl_minfps_fade);
3040 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3041 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3042 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3043 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3044 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3045 Cvar_RegisterVariable (&cl_minfps_force);
3046 Cvar_RegisterVariable (&cl_maxfps);
3047 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3048 Cvar_RegisterVariable (&cl_maxidlefps);
3051 CL_Particles_Init();
3053 CL_MeshEntities_Init();
3057 host.hook.ConnectLocal = CL_EstablishConnection_Local;