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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
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)"};
46
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"};
49
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"};
53
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"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
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" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
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"};
72
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"};
75
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"};
80
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)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
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"};
87
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)"};
89
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"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
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"};
97
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", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
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"};
109
110 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
111 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
112
113
114 client_static_t cls;
115 client_state_t  cl;
116
117 /*
118 =====================
119 CL_ClearState
120
121 =====================
122 */
123 void CL_ClearState(void)
124 {
125         int i;
126         entity_t *ent;
127
128         CL_VM_ShutDown();
129
130 // wipe the entire cl structure
131         Mem_EmptyPool(cls.levelmempool);
132         memset (&cl, 0, sizeof(cl));
133
134         S_StopAllSounds();
135
136         // reset the view zoom interpolation
137         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
138         cl.sensitivityscale = 1.0f;
139
140         // enable rendering of the world and such
141         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
142         cl.csqc_vidvars.drawenginesbar = true;
143         cl.csqc_vidvars.drawcrosshair = true;
144
145         // set up the float version of the stats array for easier access to float stats
146         cl.statsf = (float *)cl.stats;
147
148         cl.num_entities = 0;
149         cl.num_static_entities = 0;
150         cl.num_brushmodel_entities = 0;
151
152         // tweak these if the game runs out
153         cl.max_csqcrenderentities = 0;
154         cl.max_entities = MAX_ENTITIES_INITIAL;
155         cl.max_static_entities = MAX_STATICENTITIES;
156         cl.max_effects = MAX_EFFECTS;
157         cl.max_beams = MAX_BEAMS;
158         cl.max_dlights = MAX_DLIGHTS;
159         cl.max_lightstyle = MAX_LIGHTSTYLES;
160         cl.max_brushmodel_entities = MAX_EDICTS;
161         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
162         cl.max_showlmps = 0;
163
164         cl.num_dlights = 0;
165         cl.num_effects = 0;
166         cl.num_beams = 0;
167
168         cl.csqcrenderentities = NULL;
169         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
170         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
171         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
172         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
173         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
174         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
175         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
176         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
177         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
178         cl.showlmps = NULL;
179
180         // LadyHavoc: have to set up the baseline info for alpha and other stuff
181         for (i = 0;i < cl.max_entities;i++)
182         {
183                 cl.entities[i].state_baseline = defaultstate;
184                 cl.entities[i].state_previous = defaultstate;
185                 cl.entities[i].state_current = defaultstate;
186         }
187
188         if (IS_NEXUIZ_DERIVED(gamemode))
189         {
190                 VectorSet(cl.playerstandmins, -16, -16, -24);
191                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
192                 VectorSet(cl.playercrouchmins, -16, -16, -24);
193                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
194         }
195         else
196         {
197                 VectorSet(cl.playerstandmins, -16, -16, -24);
198                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
199                 VectorSet(cl.playercrouchmins, -16, -16, -24);
200                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
201         }
202
203         // disable until we get textures for it
204         R_ResetSkyBox();
205
206         ent = &cl.entities[0];
207         // entire entity array was cleared, so just fill in a few fields
208         ent->state_current.active = true;
209         ent->render.model = cl.worldmodel = NULL; // no world model yet
210         ent->render.alpha = 1;
211         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
212         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
213         ent->render.allowdecals = true;
214         CL_UpdateRenderEntity(&ent->render);
215
216         // noclip is turned off at start
217         noclip_anglehack = false;
218
219         // mark all frames invalid for delta
220         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
221
222         // set bestweapon data back to Quake data
223         IN_BestWeapon_ResetData();
224
225         CL_Screen_NewMap();
226 }
227
228 extern cvar_t cl_topcolor;
229 extern cvar_t cl_bottomcolor;
230
231 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
232 {
233         int i;
234         qbool fail = false;
235         char vabuf[1024];
236         if (!allowstarkey && key[0] == '*')
237                 fail = true;
238         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
239                 fail = true;
240         for (i = 0;key[i];i++)
241                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
242                         fail = true;
243         for (i = 0;value[i];i++)
244                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
245                         fail = true;
246         if (fail)
247         {
248                 if (!quiet)
249                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
250                 return;
251         }
252         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
253         if (cls.state == ca_connected && cls.netcon)
254         {
255                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
256                 {
257                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
258                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
259                 }
260                 else if (!strcasecmp(key, "name"))
261                 {
262                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
263                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
264                 }
265                 else if (!strcasecmp(key, "playermodel"))
266                 {
267                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
269                 }
270                 else if (!strcasecmp(key, "playerskin"))
271                 {
272                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
273                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
274                 }
275                 else if (!strcasecmp(key, "topcolor"))
276                 {
277                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
278                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
279                 }
280                 else if (!strcasecmp(key, "bottomcolor"))
281                 {
282                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
283                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
284                 }
285                 else if (!strcasecmp(key, "rate"))
286                 {
287                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
288                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
289                 }
290                 else if (!strcasecmp(key, "rate_burstsize"))
291                 {
292                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
293                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
294                 }
295         }
296 }
297
298 void CL_ExpandEntities(int num)
299 {
300         int i, oldmaxentities;
301         entity_t *oldentities;
302         if (num >= cl.max_entities)
303         {
304                 if (!cl.entities)
305                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
306                 if (num >= MAX_EDICTS)
307                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
308                 oldmaxentities = cl.max_entities;
309                 oldentities = cl.entities;
310                 cl.max_entities = (num & ~255) + 256;
311                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
312                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
313                 Mem_Free(oldentities);
314                 for (i = oldmaxentities;i < cl.max_entities;i++)
315                 {
316                         cl.entities[i].state_baseline = defaultstate;
317                         cl.entities[i].state_previous = defaultstate;
318                         cl.entities[i].state_current = defaultstate;
319                 }
320         }
321 }
322
323 void CL_ExpandCSQCRenderEntities(int num)
324 {
325         int i;
326         int oldmaxcsqcrenderentities;
327         entity_render_t *oldcsqcrenderentities;
328         if (num >= cl.max_csqcrenderentities)
329         {
330                 if (num >= MAX_EDICTS)
331                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
332                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
333                 oldcsqcrenderentities = cl.csqcrenderentities;
334                 cl.max_csqcrenderentities = (num & ~255) + 256;
335                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
336                 if (oldcsqcrenderentities)
337                 {
338                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
339                         for (i = 0;i < r_refdef.scene.numentities;i++)
340                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
341                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
342                         Mem_Free(oldcsqcrenderentities);
343                 }
344         }
345 }
346
347 static void CL_ToggleMenu_Hook(void)
348 {
349 #ifdef CONFIG_MENU
350         // remove menu
351         if (key_dest == key_menu || key_dest == key_menu_grabbed)
352                 MR_ToggleMenu(0);
353 #endif
354         key_dest = key_game;
355 }
356
357 extern cvar_t rcon_secure;
358
359 /*
360 =====================
361 CL_Disconnect
362
363 Sends a disconnect message to the server
364 This is also called on Host_Error, so it shouldn't cause any errors
365 =====================
366 */
367
368 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
369 {
370         va_list argptr;
371         char reason[512];
372
373         if (cls.state == ca_dedicated)
374                 return;
375
376         if(fmt)
377         {
378                 va_start(argptr,fmt);
379                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
380                 va_end(argptr);
381         }
382         else
383         {
384                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
385         }
386
387         if (Sys_CheckParm("-profilegameonly"))
388                 Sys_AllowProfiling(false);
389
390         Curl_Clear_forthismap();
391
392         Con_DPrintf("CL_Disconnect\n");
393
394         Cvar_SetValueQuick(&csqc_progcrc, -1);
395         Cvar_SetValueQuick(&csqc_progsize, -1);
396         CL_VM_ShutDown();
397         // stop sounds (especially looping!)
398         S_StopAllSounds();
399         // prevent dlcache assets from this server from interfering with the next one
400         FS_UnloadPacks_dlcache();
401
402         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
403
404         // clear contents blends
405         cl.cshifts[0].percent = 0;
406         cl.cshifts[1].percent = 0;
407         cl.cshifts[2].percent = 0;
408         cl.cshifts[3].percent = 0;
409
410         cl.worldmodel = NULL;
411
412         CL_Parse_ErrorCleanUp();
413
414         if (cls.demoplayback)
415                 CL_StopPlayback();
416         else if (cls.netcon)
417         {
418                 sizebuf_t buf;
419                 unsigned char bufdata[520];
420                 if (cls.demorecording)
421                         CL_Stop_f(cmd_local);
422
423                 if(!kicked)
424                 {
425                         // send disconnect message 3 times to improve chances of server
426                         // receiving it (but it still fails sometimes)
427                         memset(&buf, 0, sizeof(buf));
428                         buf.data = bufdata;
429                         buf.maxsize = sizeof(bufdata);
430                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
431                         {
432                                 Con_DPrint("Sending drop command\n");
433                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
434                                 MSG_WriteString(&buf, "drop");
435                         }
436                         else
437                         {
438                                 Con_DPrint("Sending clc_disconnect\n");
439                                 MSG_WriteByte(&buf, clc_disconnect);
440                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
441                                         MSG_WriteString(&buf, reason);
442                                 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
443                                 // to send a disconnect message indicating we crashed
444                         }
445                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
446                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
447                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
448                 }
449
450                 NetConn_Close(cls.netcon);
451                 cls.netcon = NULL;
452
453                 // It's possible for a server to disconnect a player with an empty reason
454                 // which is checked here rather than above so we don't print "Disconnect by user".
455                 if(fmt && reason[0] != '\0')
456                         dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
457                 else
458                         dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
459                 Con_Printf("%s\n", cl_connect_status);
460         }
461         cls.state = ca_disconnected;
462         cl.islocalgame = false;
463         cls.signon = 0;
464         cls.demoplayback = cls.timedemo = host.restless = false;
465         Cvar_Callback(&vid_vsync); // might need to re-enable vsync
466
467         Cvar_Callback(&cl_netport);
468
469         // If we're dropped mid-connection attempt, it won't clear otherwise.
470         SCR_ClearLoadingScreen(false);
471
472         if(host.hook.SV_Shutdown)
473                 host.hook.SV_Shutdown();
474 }
475
476 void CL_Disconnect(void)
477 {
478         CL_DisconnectEx(false, NULL);
479 }
480
481 /*
482 ==================
483 CL_Reconnect_f
484
485 This command causes the client to wait for the signon messages again.
486 This is sent just before a server changes levels
487 ==================
488 */
489 static void CL_Reconnect_f(cmd_state_t *cmd)
490 {
491         char temp[128];
492         // if not connected, reconnect to the most recent server
493         if (!cls.netcon)
494         {
495                 // if we have connected to a server recently, the userinfo
496                 // will still contain its IP address, so get the address...
497                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
498                 if (temp[0])
499                         CL_EstablishConnection(temp, -1);
500                 else
501                         Con_Printf(CON_WARN "Reconnect to what server?  (you have not connected to a server yet)\n");
502                 return;
503         }
504         // if connected, do something based on protocol
505         if (cls.protocol == PROTOCOL_QUAKEWORLD)
506         {
507                 // quakeworld can just re-login
508                 if (cls.qw_downloadmemory)  // don't change when downloading
509                         return;
510
511                 S_StopAllSounds();
512
513                 if (cls.state == ca_connected)
514                 {
515                         Con_Printf("Server is changing level...\n");
516                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
517                         MSG_WriteString(&cls.netcon->message, "new");
518                 }
519         }
520         else
521         {
522                 // netquake uses reconnect on level changes (silly)
523                 if (Cmd_Argc(cmd) != 1)
524                 {
525                         Con_Print("reconnect : wait for signon messages again\n");
526                         return;
527                 }
528                 if (!cls.signon)
529                 {
530                         Con_Print("reconnect: no signon, ignoring reconnect\n");
531                         return;
532                 }
533                 cls.signon = 0;         // need new connection messages
534         }
535 }
536
537 /*
538 =====================
539 CL_Connect_f
540
541 User command to connect to server
542 =====================
543 */
544 static void CL_Connect_f(cmd_state_t *cmd)
545 {
546         if (Cmd_Argc(cmd) < 2)
547         {
548                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
549                 return;
550         }
551         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
552         if(rcon_secure.integer <= 0)
553                 Cvar_SetQuick(&rcon_password, "");
554         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
555 }
556
557 void CL_Disconnect_f(cmd_state_t *cmd)
558 {
559         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
560 }
561
562
563
564
565 /*
566 =====================
567 CL_EstablishConnection
568
569 Host should be either "local" or a net address
570 =====================
571 */
572 void CL_EstablishConnection(const char *address, int firstarg)
573 {
574         if (cls.state == ca_dedicated)
575                 return;
576
577         // don't connect to a server if we're benchmarking a demo
578         if (Sys_CheckParm("-benchmark"))
579                 return;
580
581         // make sure the client ports are open before attempting to connect
582         NetConn_UpdateSockets();
583
584         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
585         {
586                 cls.connect_trying = true;
587                 cls.connect_remainingtries = 10;
588                 cls.connect_nextsendtime = 0;
589
590                 // only NOW, set connect_userinfo
591                 if(firstarg >= 0)
592                 {
593                         int i;
594                         *cls.connect_userinfo = 0;
595                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
596                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
597                 }
598                 else if(firstarg < -1)
599                 {
600                         // -1: keep as is (reconnect)
601                         // -2: clear
602                         *cls.connect_userinfo = 0;
603                 }
604
605                 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
606                 SCR_BeginLoadingPlaque(false);
607         }
608         else
609         {
610                 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
611                 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
612         }
613 }
614
615 static void CL_EstablishConnection_Local(void)
616 {
617         if(cls.state == ca_disconnected)
618                 CL_EstablishConnection("local:1", -2);
619 }
620
621 static qbool CL_Intermission(void)
622 {
623         return cl.intermission;
624 }
625
626 /*
627 ==============
628 CL_PrintEntities_f
629 ==============
630 */
631 static void CL_PrintEntities_f(cmd_state_t *cmd)
632 {
633         entity_t *ent;
634         int i;
635
636         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
637         {
638                 const char* modelname;
639
640                 if (!ent->state_current.active)
641                         continue;
642
643                 if (ent->render.model)
644                         modelname = ent->render.model->name;
645                 else
646                         modelname = "--no model--";
647                 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);
648         }
649 }
650
651 /*
652 ===============
653 CL_ModelIndexList_f
654
655 List information on all models in the client modelindex
656 ===============
657 */
658 static void CL_ModelIndexList_f(cmd_state_t *cmd)
659 {
660         int i;
661         model_t *model;
662
663         // Print Header
664         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
665
666         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
667         {
668                 model = CL_GetModelByIndex(i);
669                 if (!model)
670                         continue;
671                 if(model->loaded || i == 1)
672                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
673                 else
674                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
675                 i++;
676         }
677 }
678
679 /*
680 ===============
681 CL_SoundIndexList_f
682
683 List all sounds in the client soundindex
684 ===============
685 */
686 static void CL_SoundIndexList_f(cmd_state_t *cmd)
687 {
688         int i = 1;
689
690         while(cl.sound_precache[i] && i != MAX_SOUNDS)
691         { // Valid Sound
692                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
693                 i++;
694         }
695 }
696
697 /*
698 ===============
699 CL_UpdateRenderEntity
700
701 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
702 ===============
703 */
704 void CL_UpdateRenderEntity(entity_render_t *ent)
705 {
706         vec3_t org;
707         vec_t scale;
708         model_t *model = ent->model;
709         // update the inverse matrix for the renderer
710         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
711         // update the animation blend state
712         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
713         // we need the matrix origin to center the box
714         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
715         // update entity->render.scale because the renderer needs it
716         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
717         if (model)
718         {
719                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
720 #ifdef MATRIX4x4_OPENGLORIENTATION
721                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
722 #else
723                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
724 #endif
725                 {
726                         // pitch or roll
727                         VectorMA(org, scale, model->rotatedmins, ent->mins);
728                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
729                 }
730 #ifdef MATRIX4x4_OPENGLORIENTATION
731                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
732 #else
733                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
734 #endif
735                 {
736                         // yaw
737                         VectorMA(org, scale, model->yawmins, ent->mins);
738                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
739                 }
740                 else
741                 {
742                         VectorMA(org, scale, model->normalmins, ent->mins);
743                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
744                 }
745         }
746         else
747         {
748                 ent->mins[0] = org[0] - 16;
749                 ent->mins[1] = org[1] - 16;
750                 ent->mins[2] = org[2] - 16;
751                 ent->maxs[0] = org[0] + 16;
752                 ent->maxs[1] = org[1] + 16;
753                 ent->maxs[2] = org[2] + 16;
754         }
755 }
756
757 /*
758 ===============
759 CL_LerpPoint
760
761 Determines the fraction between the last two messages that the objects
762 should be put at.
763 ===============
764 */
765 static float CL_LerpPoint(void)
766 {
767         float f;
768
769         if (cl_nettimesyncboundmode.integer == 1)
770                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
771
772         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
773         if (cl.mtime[0] <= cl.mtime[1])
774         {
775                 cl.time = cl.mtime[0];
776                 return 1;
777         }
778
779         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
780         return bound(0, f, 1 + cl_lerpexcess.value);
781 }
782
783 void CL_ClearTempEntities (void)
784 {
785         r_refdef.scene.numtempentities = 0;
786         // grow tempentities buffer on request
787         if (r_refdef.scene.expandtempentities)
788         {
789                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
790                 r_refdef.scene.maxtempentities *= 2;
791                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
792                 r_refdef.scene.expandtempentities = false;
793         }
794 }
795
796 entity_render_t *CL_NewTempEntity(double shadertime)
797 {
798         entity_render_t *render;
799
800         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
801                 return NULL;
802         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
803         {
804                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
805                 return NULL;
806         }
807         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
808         memset (render, 0, sizeof(*render));
809         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
810
811         render->shadertime = shadertime;
812         render->alpha = 1;
813         VectorSet(render->colormod, 1, 1, 1);
814         VectorSet(render->glowmod, 1, 1, 1);
815         return render;
816 }
817
818 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
819 {
820         int i;
821         cl_effect_t *e;
822         if (!model) // sanity check
823                 return;
824         if (framerate < 1)
825         {
826                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
827                 return;
828         }
829         if (framecount < 1)
830         {
831                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
832                 return;
833         }
834         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
835         {
836                 if (e->active)
837                         continue;
838                 e->active = true;
839                 VectorCopy(org, e->origin);
840                 e->model = model;
841                 e->starttime = cl.time;
842                 e->startframe = startframe;
843                 e->endframe = startframe + framecount;
844                 e->framerate = framerate;
845
846                 e->frame = 0;
847                 e->frame1time = cl.time;
848                 e->frame2time = cl.time;
849                 cl.num_effects = max(cl.num_effects, i + 1);
850                 break;
851         }
852 }
853
854 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)
855 {
856         int i;
857         dlight_t *dl;
858
859 // then look for anything else
860         dl = cl.dlights;
861         for (i = 0;i < cl.max_dlights;i++, dl++)
862                 if (!dl->radius)
863                         break;
864
865         // unable to find one
866         if (i == cl.max_dlights)
867                 return;
868
869         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
870         memset (dl, 0, sizeof(*dl));
871         cl.num_dlights = max(cl.num_dlights, i + 1);
872         Matrix4x4_Normalize(&dl->matrix, matrix);
873         dl->ent = ent;
874         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
875         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
876         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
877         dl->radius = radius;
878         dl->color[0] = red;
879         dl->color[1] = green;
880         dl->color[2] = blue;
881         dl->initialradius = radius;
882         dl->initialcolor[0] = red;
883         dl->initialcolor[1] = green;
884         dl->initialcolor[2] = blue;
885         dl->decay = decay / radius; // changed decay to be a percentage decrease
886         dl->intensity = 1; // this is what gets decayed
887         if (lifetime)
888                 dl->die = cl.time + lifetime;
889         else
890                 dl->die = 0;
891         dl->cubemapname[0] = 0;
892         if (cubemapname && cubemapname[0])
893                 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
894         dl->style = style;
895         dl->shadow = shadowenable;
896         dl->corona = corona;
897         dl->flags = flags;
898         dl->coronasizescale = coronasizescale;
899         dl->ambientscale = ambientscale;
900         dl->diffusescale = diffusescale;
901         dl->specularscale = specularscale;
902 }
903
904 static void CL_DecayLightFlashes(void)
905 {
906         int i, oldmax;
907         dlight_t *dl;
908         float time;
909
910         time = bound(0, cl.time - cl.oldtime, 0.1);
911         oldmax = cl.num_dlights;
912         cl.num_dlights = 0;
913         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
914         {
915                 if (dl->radius)
916                 {
917                         dl->intensity -= time * dl->decay;
918                         if (cl.time < dl->die && dl->intensity > 0)
919                         {
920                                 if (cl_dlights_decayradius.integer)
921                                         dl->radius = dl->initialradius * dl->intensity;
922                                 else
923                                         dl->radius = dl->initialradius;
924                                 if (cl_dlights_decaybrightness.integer)
925                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
926                                 else
927                                         VectorCopy(dl->initialcolor, dl->color);
928                                 cl.num_dlights = i + 1;
929                         }
930                         else
931                                 dl->radius = 0;
932                 }
933         }
934 }
935
936 // called before entity relinking
937 void CL_RelinkLightFlashes(void)
938 {
939         int i, j, k, l;
940         dlight_t *dl;
941         float frac, f;
942         matrix4x4_t tempmatrix;
943
944         if (r_dynamic.integer)
945         {
946                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
947                 {
948                         if (dl->radius)
949                         {
950                                 tempmatrix = dl->matrix;
951                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
952                                 // we need the corona fading to be persistent
953                                 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);
954                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
955                         }
956                 }
957         }
958
959         if (!cl.lightstyle)
960         {
961                 for (j = 0;j < cl.max_lightstyle;j++)
962                 {
963                         r_refdef.scene.rtlightstylevalue[j] = 1;
964                         r_refdef.scene.lightstylevalue[j] = 256;
965                 }
966                 return;
967         }
968
969 // light animations
970 // 'm' is normal light, 'a' is no light, 'z' is double bright
971         f = cl.time * 10;
972         i = (int)floor(f);
973         frac = f - i;
974         for (j = 0;j < cl.max_lightstyle;j++)
975         {
976                 if (!cl.lightstyle[j].length)
977                 {
978                         r_refdef.scene.rtlightstylevalue[j] = 1;
979                         r_refdef.scene.lightstylevalue[j] = 256;
980                         continue;
981                 }
982                 // static lightstyle "=value"
983                 if (cl.lightstyle[j].map[0] == '=')
984                 {
985                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
986                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
987                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
988                         continue;
989                 }
990                 k = i % cl.lightstyle[j].length;
991                 l = (i-1) % cl.lightstyle[j].length;
992                 k = cl.lightstyle[j].map[k] - 'a';
993                 l = cl.lightstyle[j].map[l] - 'a';
994                 // rtlightstylevalue is always interpolated because it has no bad
995                 // consequences for performance
996                 // lightstylevalue is subject to a cvar for performance reasons;
997                 // skipping lightmap updates on most rendered frames substantially
998                 // improves framerates (but makes light fades look bad)
999                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1000                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1001         }
1002 }
1003
1004 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1005 {
1006         int frame = player->render.framegroupblend[0].frame;
1007         float f;
1008         entity_render_t *flagrender;
1009         matrix4x4_t flagmatrix;
1010
1011         // this code taken from QuakeWorld
1012         f = 14;
1013         if (frame >= 29 && frame <= 40)
1014         {
1015                 if (frame >= 29 && frame <= 34)
1016                 { //axpain
1017                         if      (frame == 29) f = f + 2;
1018                         else if (frame == 30) f = f + 8;
1019                         else if (frame == 31) f = f + 12;
1020                         else if (frame == 32) f = f + 11;
1021                         else if (frame == 33) f = f + 10;
1022                         else if (frame == 34) f = f + 4;
1023                 }
1024                 else if (frame >= 35 && frame <= 40)
1025                 { // pain
1026                         if      (frame == 35) f = f + 2;
1027                         else if (frame == 36) f = f + 10;
1028                         else if (frame == 37) f = f + 10;
1029                         else if (frame == 38) f = f + 8;
1030                         else if (frame == 39) f = f + 4;
1031                         else if (frame == 40) f = f + 2;
1032                 }
1033         }
1034         else if (frame >= 103 && frame <= 118)
1035         {
1036                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1037                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1038                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1039                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1040         }
1041         // end of code taken from QuakeWorld
1042
1043         flagrender = CL_NewTempEntity(player->render.shadertime);
1044         if (!flagrender)
1045                 return;
1046
1047         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1048         flagrender->skinnum = skin;
1049         flagrender->alpha = 1;
1050         VectorSet(flagrender->colormod, 1, 1, 1);
1051         VectorSet(flagrender->glowmod, 1, 1, 1);
1052         // attach the flag to the player matrix
1053         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1054         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1055         CL_UpdateRenderEntity(flagrender);
1056 }
1057
1058 matrix4x4_t viewmodelmatrix_withbob;
1059 matrix4x4_t viewmodelmatrix_nobob;
1060
1061 static const vec3_t muzzleflashorigin = {18, 0, 0};
1062
1063 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1064 {
1065         const unsigned char *cbcolor;
1066         if (colormap >= 0)
1067         {
1068                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1069                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1070                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1071                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1072         }
1073         else
1074         {
1075                 VectorClear(ent->colormap_pantscolor);
1076                 VectorClear(ent->colormap_shirtcolor);
1077         }
1078 }
1079
1080 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1081 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1082 {
1083         const matrix4x4_t *matrix;
1084         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1085         int frame;
1086         vec_t origin[3], angles[3], lerp;
1087         entity_t *t;
1088         entity_render_t *r;
1089         //entity_persistent_t *p = &e->persistent;
1090         //entity_render_t *r = &e->render;
1091         // skip inactive entities and world
1092         if (!e->state_current.active || e == cl.entities)
1093                 return;
1094         if (recursionlimit < 1)
1095                 return;
1096         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1097         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1098         e->render.flags = e->state_current.flags;
1099         e->render.effects = e->state_current.effects;
1100         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1101         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1102         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1103                 e->render.entitynumber = e - cl.entities;
1104         else
1105                 e->render.entitynumber = 0;
1106         if (e->state_current.flags & RENDER_COLORMAPPED)
1107                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1108         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1109                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1110         else
1111                 CL_SetEntityColormapColors(&e->render, -1);
1112         e->render.skinnum = e->state_current.skin;
1113         if (e->state_current.tagentity)
1114         {
1115                 // attached entity (gun held in player model's hand, etc)
1116                 // if the tag entity is currently impossible, skip it
1117                 if (e->state_current.tagentity >= cl.num_entities)
1118                         return;
1119                 t = cl.entities + e->state_current.tagentity;
1120                 // if the tag entity is inactive, skip it
1121                 if (t->state_current.active)
1122                 {
1123                         // update the parent first
1124                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1125                         r = &t->render;
1126                 }
1127                 else
1128                 {
1129                         // it may still be a CSQC entity... trying to use its
1130                         // info from last render frame (better than nothing)
1131                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1132                                 return;
1133                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1134                         if(!r->entitynumber)
1135                                 return; // neither CSQC nor legacy entity... can't attach
1136                 }
1137                 // make relative to the entity
1138                 matrix = &r->matrix;
1139                 // some properties of the tag entity carry over
1140                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1141                 // if a valid tagindex is used, make it relative to that tag instead
1142                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1143                 {
1144                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1145                         {
1146                                 // concat the tag matrices onto the entity matrix
1147                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1148                                 // use the constructed tag matrix
1149                                 matrix = &tempmatrix;
1150                         }
1151                 }
1152         }
1153         else if (e->render.flags & RENDER_VIEWMODEL)
1154         {
1155                 // view-relative entity (guns and such)
1156                 if (e->render.effects & EF_NOGUNBOB)
1157                         matrix = &viewmodelmatrix_nobob; // really attached to view
1158                 else
1159                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1160         }
1161         else
1162         {
1163                 // world-relative entity (the normal kind)
1164                 matrix = &identitymatrix;
1165         }
1166
1167         // movement lerp
1168         // if it's the predicted player entity, update according to client movement
1169         // but don't lerp if going through a teleporter as it causes a bad lerp
1170         // also don't use the predicted location if fixangle was set on both of
1171         // the most recent server messages, as that cause means you are spectating
1172         // someone or watching a cutscene of some sort
1173         if (cl_nolerp.integer || cls.timedemo)
1174                 interpolate = false;
1175
1176         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1177         {
1178                 VectorCopy(cl.movement_origin, origin);
1179                 VectorSet(angles, 0, cl.viewangles[1], 0);
1180         }
1181         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1182         {
1183                 // interpolate the origin and angles
1184                 lerp = max(0, lerp);
1185                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1186 #if 0
1187                 // this fails at the singularity of euler angles
1188                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1189                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1190                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1191                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1192                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1193 #else
1194                 {
1195                         vec3_t f0, u0, f1, u1;
1196                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1197                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1198                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1199                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1200                         AnglesFromVectors(angles, f0, u0, false);
1201                 }
1202 #endif
1203         }
1204         else
1205         {
1206                 // no interpolation
1207                 VectorCopy(e->persistent.neworigin, origin);
1208                 VectorCopy(e->persistent.newangles, angles);
1209         }
1210
1211         // model setup and some modelflags
1212         frame = e->state_current.frame;
1213         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1214         if (e->render.model)
1215         {
1216                 if (e->render.skinnum >= e->render.model->numskins)
1217                         e->render.skinnum = 0;
1218                 if (frame >= e->render.model->numframes)
1219                         frame = 0;
1220                 // models can set flags such as EF_ROCKET
1221                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1222                 if (!(e->render.effects & 0xFF800000))
1223                         e->render.effects |= e->render.model->effects;
1224                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1225                 if (e->render.model->type == mod_alias)
1226                         angles[0] = -angles[0];
1227                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1228                 {
1229                         VectorScale(e->render.colormod, 2, e->render.colormod);
1230                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1231                 }
1232         }
1233         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1234         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1235                 angles[0] = -angles[0];
1236                 // NOTE: this must be synced to SV_GetPitchSign!
1237
1238         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1239         {
1240                 angles[1] = ANGLEMOD(100*cl.time);
1241                 if (cl_itembobheight.value)
1242                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1243         }
1244
1245         // animation lerp
1246         e->render.skeleton = NULL;
1247         if (e->render.flags & RENDER_COMPLEXANIMATION)
1248         {
1249                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1250                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1251                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1252                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1253                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1254                         e->render.skeleton = &e->state_current.skeletonobject;
1255         }
1256         else if (e->render.framegroupblend[0].frame == frame)
1257         {
1258                 // update frame lerp fraction
1259                 e->render.framegroupblend[0].lerp = 1;
1260                 e->render.framegroupblend[1].lerp = 0;
1261                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1262                 {
1263                         // make sure frame lerp won't last longer than 100ms
1264                         // (this mainly helps with models that use framegroups and
1265                         // switch between them infrequently)
1266                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1267                         if(e->render.model)
1268                         if(e->render.model->animscenes)
1269                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1270                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1271                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1272                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1273                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1274                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1275                 }
1276         }
1277         else
1278         {
1279                 // begin a new frame lerp
1280                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1281                 e->render.framegroupblend[1].lerp = 1;
1282                 e->render.framegroupblend[0].frame = frame;
1283                 e->render.framegroupblend[0].start = cl.time;
1284                 e->render.framegroupblend[0].lerp = 0;
1285         }
1286
1287         // set up the render matrix
1288         if (matrix)
1289         {
1290                 // attached entity, this requires a matrix multiply (concat)
1291                 // FIXME: e->render.scale should go away
1292                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1293                 // concat the matrices to make the entity relative to its tag
1294                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1295                 // get the origin from the new matrix
1296                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1297         }
1298         else
1299         {
1300                 // unattached entities are faster to process
1301                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1302         }
1303
1304         // tenebrae's sprites are all additive mode (weird)
1305         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1306                 e->render.flags |= RENDER_ADDITIVE;
1307         // player model is only shown with chase_active on
1308         if (e->state_current.number == cl.viewentity)
1309                 e->render.flags |= RENDER_EXTERIORMODEL;
1310         // either fullbright or lit
1311         if(!r_fullbright.integer)
1312         {
1313                 if (!(e->render.effects & EF_FULLBRIGHT))
1314                         e->render.flags |= RENDER_LIGHT;
1315         }
1316         // hide player shadow during intermission or nehahra movie
1317         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1318          && (e->render.alpha >= 1)
1319          && !(e->render.flags & RENDER_VIEWMODEL)
1320          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1321                 e->render.flags |= RENDER_SHADOW;
1322         if (e->render.flags & RENDER_VIEWMODEL)
1323                 e->render.flags |= RENDER_NOSELFSHADOW;
1324         if (e->render.effects & EF_NOSELFSHADOW)
1325                 e->render.flags |= RENDER_NOSELFSHADOW;
1326         if (e->render.effects & EF_NODEPTHTEST)
1327                 e->render.flags |= RENDER_NODEPTHTEST;
1328         if (e->render.effects & EF_ADDITIVE)
1329                 e->render.flags |= RENDER_ADDITIVE;
1330         if (e->render.effects & EF_DOUBLESIDED)
1331                 e->render.flags |= RENDER_DOUBLESIDED;
1332         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1333                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1334
1335         // make the other useful stuff
1336         e->render.allowdecals = true;
1337         CL_UpdateRenderEntity(&e->render);
1338 }
1339
1340 // creates light and trails from an entity
1341 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1342 {
1343         effectnameindex_t trailtype;
1344         vec3_t origin;
1345
1346         // bmodels are treated specially since their origin is usually '0 0 0' and
1347         // their actual geometry is far from '0 0 0'
1348         if (e->render.model && e->render.model->soundfromcenter)
1349         {
1350                 vec3_t o;
1351                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1352                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1353         }
1354         else
1355                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1356
1357         // handle particle trails and such effects now that we know where this
1358         // entity is in the world...
1359         trailtype = EFFECT_NONE;
1360         // LadyHavoc: if the entity has no effects, don't check each
1361         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1362         {
1363                 if (e->render.effects & EF_BRIGHTFIELD)
1364                 {
1365                         if (IS_NEXUIZ_DERIVED(gamemode))
1366                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1367                         else
1368                                 CL_EntityParticles(e);
1369                 }
1370                 if (e->render.effects & EF_FLAME)
1371                         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);
1372                 if (e->render.effects & EF_STARDUST)
1373                         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);
1374         }
1375         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1376         {
1377                 // these are only set on player entities
1378                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1379         }
1380         // muzzleflash fades over time
1381         if (e->persistent.muzzleflash > 0)
1382                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1383         // LadyHavoc: if the entity has no effects, don't check each
1384         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1385         {
1386                 if (e->render.effects & EF_GIB)
1387                         trailtype = EFFECT_TR_BLOOD;
1388                 else if (e->render.effects & EF_ZOMGIB)
1389                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1390                 else if (e->render.effects & EF_TRACER)
1391                         trailtype = EFFECT_TR_WIZSPIKE;
1392                 else if (e->render.effects & EF_TRACER2)
1393                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1394                 else if (e->render.effects & EF_ROCKET)
1395                         trailtype = EFFECT_TR_ROCKET;
1396                 else if (e->render.effects & EF_GRENADE)
1397                 {
1398                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1399                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1400                 }
1401                 else if (e->render.effects & EF_TRACER3)
1402                         trailtype = EFFECT_TR_VORESPIKE;
1403         }
1404         // do trails
1405         if (e->render.flags & RENDER_GLOWTRAIL)
1406                 trailtype = EFFECT_TR_GLOWTRAIL;
1407         if (e->state_current.traileffectnum)
1408                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1409         // check if a trail is allowed (it is not after a teleport for example)
1410         if (trailtype && e->persistent.trail_allowed)
1411         {
1412                 float len;
1413                 vec3_t vel;
1414                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1415                 len = e->state_current.time - e->state_previous.time;
1416                 if (len > 0)
1417                         len = 1.0f / len;
1418                 VectorScale(vel, len, vel);
1419                 // 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
1420                 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);
1421         }
1422         // now that the entity has survived one trail update it is allowed to
1423         // leave a real trail on later frames
1424         e->persistent.trail_allowed = true;
1425         VectorCopy(origin, e->persistent.trail_origin);
1426 }
1427
1428
1429 /*
1430 ===============
1431 CL_UpdateViewEntities
1432 ===============
1433 */
1434 void CL_UpdateViewEntities(void)
1435 {
1436         int i;
1437         // update any RENDER_VIEWMODEL entities to use the new view matrix
1438         for (i = 1;i < cl.num_entities;i++)
1439         {
1440                 if (cl.entities_active[i])
1441                 {
1442                         entity_t *ent = cl.entities + i;
1443                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1444                                 CL_UpdateNetworkEntity(ent, 32, true);
1445                 }
1446         }
1447         // and of course the engine viewmodel needs updating as well
1448         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1449 }
1450
1451 /*
1452 ===============
1453 CL_UpdateNetworkCollisionEntities
1454 ===============
1455 */
1456 static void CL_UpdateNetworkCollisionEntities(void)
1457 {
1458         entity_t *ent;
1459         int i;
1460
1461         // start on the entity after the world
1462         cl.num_brushmodel_entities = 0;
1463         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1464         {
1465                 if (cl.entities_active[i])
1466                 {
1467                         ent = cl.entities + i;
1468                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1469                         {
1470                                 // do not interpolate the bmodels for this
1471                                 CL_UpdateNetworkEntity(ent, 32, false);
1472                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1473                         }
1474                 }
1475         }
1476 }
1477
1478 /*
1479 ===============
1480 CL_UpdateNetworkEntities
1481 ===============
1482 */
1483 static void CL_UpdateNetworkEntities(void)
1484 {
1485         entity_t *ent;
1486         int i;
1487
1488         // start on the entity after the world
1489         for (i = 1;i < cl.num_entities;i++)
1490         {
1491                 if (cl.entities_active[i])
1492                 {
1493                         ent = cl.entities + i;
1494                         if (ent->state_current.active)
1495                         {
1496                                 CL_UpdateNetworkEntity(ent, 32, true);
1497                                 // view models should never create light/trails
1498                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1499                                         CL_UpdateNetworkEntityTrail(ent);
1500                         }
1501                         else
1502                         {
1503                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1504                                 cl.entities_active[i] = false;
1505                         }
1506                 }
1507         }
1508 }
1509
1510 static void CL_UpdateViewModel(void)
1511 {
1512         entity_t *ent;
1513         ent = &cl.viewent;
1514         ent->state_previous = ent->state_current;
1515         ent->state_current = defaultstate;
1516         ent->state_current.time = cl.time;
1517         ent->state_current.number = (unsigned short)-1;
1518         ent->state_current.active = true;
1519         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1520         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1521         ent->state_current.flags = RENDER_VIEWMODEL;
1522         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1523                 ent->state_current.modelindex = 0;
1524         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1525         {
1526                 if (gamemode == GAME_TRANSFUSION)
1527                         ent->state_current.alpha = 128;
1528                 else
1529                         ent->state_current.modelindex = 0;
1530         }
1531         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1532         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1533
1534         // reset animation interpolation on weaponmodel if model changed
1535         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1536         {
1537                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1538                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1539                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1540         }
1541         CL_UpdateNetworkEntity(ent, 32, true);
1542 }
1543
1544 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1545 static void CL_LinkNetworkEntity(entity_t *e)
1546 {
1547         effectnameindex_t trailtype;
1548         vec3_t origin;
1549         vec3_t dlightcolor;
1550         vec_t dlightradius;
1551         char vabuf[1024];
1552
1553         // skip inactive entities and world
1554         if (!e->state_current.active || e == cl.entities)
1555                 return;
1556         if (e->state_current.tagentity)
1557         {
1558                 // if the tag entity is currently impossible, skip it
1559                 if (e->state_current.tagentity >= cl.num_entities)
1560                         return;
1561                 // if the tag entity is inactive, skip it
1562                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1563                 {
1564                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1565                                 return;
1566                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1567                                 return;
1568                         // if we get here, it's properly csqc networked and attached
1569                 }
1570         }
1571
1572         // create entity dlights associated with this entity
1573         if (e->render.model && e->render.model->soundfromcenter)
1574         {
1575                 // bmodels are treated specially since their origin is usually '0 0 0'
1576                 vec3_t o;
1577                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1578                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1579         }
1580         else
1581                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1582         trailtype = EFFECT_NONE;
1583         dlightradius = 0;
1584         dlightcolor[0] = 0;
1585         dlightcolor[1] = 0;
1586         dlightcolor[2] = 0;
1587         // LadyHavoc: if the entity has no effects, don't check each
1588         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1589         {
1590                 if (e->render.effects & EF_BRIGHTFIELD)
1591                 {
1592                         if (IS_NEXUIZ_DERIVED(gamemode))
1593                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1594                 }
1595                 if (e->render.effects & EF_DIMLIGHT)
1596                 {
1597                         dlightradius = max(dlightradius, 200);
1598                         dlightcolor[0] += 1.50f;
1599                         dlightcolor[1] += 1.50f;
1600                         dlightcolor[2] += 1.50f;
1601                 }
1602                 if (e->render.effects & EF_BRIGHTLIGHT)
1603                 {
1604                         dlightradius = max(dlightradius, 400);
1605                         dlightcolor[0] += 3.00f;
1606                         dlightcolor[1] += 3.00f;
1607                         dlightcolor[2] += 3.00f;
1608                 }
1609                 // LadyHavoc: more effects
1610                 if (e->render.effects & EF_RED) // red
1611                 {
1612                         dlightradius = max(dlightradius, 200);
1613                         dlightcolor[0] += 1.50f;
1614                         dlightcolor[1] += 0.15f;
1615                         dlightcolor[2] += 0.15f;
1616                 }
1617                 if (e->render.effects & EF_BLUE) // blue
1618                 {
1619                         dlightradius = max(dlightradius, 200);
1620                         dlightcolor[0] += 0.15f;
1621                         dlightcolor[1] += 0.15f;
1622                         dlightcolor[2] += 1.50f;
1623                 }
1624                 if (e->render.effects & EF_FLAME)
1625                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1626                 if (e->render.effects & EF_STARDUST)
1627                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1628         }
1629         // muzzleflash fades over time, and is offset a bit
1630         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1631         {
1632                 vec3_t v2;
1633                 vec3_t color;
1634                 trace_t trace;
1635                 matrix4x4_t tempmatrix;
1636                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1637                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1638                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1639                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1640                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1641                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1642                 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);
1643                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1644         }
1645         // LadyHavoc: if the model has no flags, don't check each
1646         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1647         {
1648                 if (e->render.effects & EF_GIB)
1649                         trailtype = EFFECT_TR_BLOOD;
1650                 else if (e->render.effects & EF_ZOMGIB)
1651                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1652                 else if (e->render.effects & EF_TRACER)
1653                         trailtype = EFFECT_TR_WIZSPIKE;
1654                 else if (e->render.effects & EF_TRACER2)
1655                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1656                 else if (e->render.effects & EF_ROCKET)
1657                         trailtype = EFFECT_TR_ROCKET;
1658                 else if (e->render.effects & EF_GRENADE)
1659                 {
1660                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1661                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1662                 }
1663                 else if (e->render.effects & EF_TRACER3)
1664                         trailtype = EFFECT_TR_VORESPIKE;
1665         }
1666         // LadyHavoc: customizable glow
1667         if (e->state_current.glowsize)
1668         {
1669                 // * 4 for the expansion from 0-255 to 0-1023 range,
1670                 // / 255 to scale down byte colors
1671                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1672                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1673         }
1674         // custom rtlight
1675         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1676         {
1677                 matrix4x4_t dlightmatrix;
1678                 vec4_t light;
1679                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1680                 light[3] = e->state_current.light[3];
1681                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1682                         VectorSet(light, 1, 1, 1);
1683                 if (light[3] == 0)
1684                         light[3] = 350;
1685                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1686                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1687                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1688                 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);
1689                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1690         }
1691         // make the glow dlight
1692         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1693         {
1694                 matrix4x4_t dlightmatrix;
1695                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1696                 // hack to make glowing player light shine on their gun
1697                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1698                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1699                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1700                 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);
1701                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1702         }
1703         // do trail light
1704         if (e->render.flags & RENDER_GLOWTRAIL)
1705                 trailtype = EFFECT_TR_GLOWTRAIL;
1706         if (e->state_current.traileffectnum)
1707                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1708         if (trailtype)
1709                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1710
1711         // don't show entities with no modelindex (note: this still shows
1712         // entities which have a modelindex that resolved to a NULL model)
1713         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1714                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1715         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1716         //      Matrix4x4_Print(&e->render.matrix);
1717 }
1718
1719 static void CL_RelinkWorld(void)
1720 {
1721         entity_t *ent = &cl.entities[0];
1722         // FIXME: this should be done at load
1723         ent->render.matrix = identitymatrix;
1724         ent->render.flags = RENDER_SHADOW;
1725         if (!r_fullbright.integer)
1726                 ent->render.flags |= RENDER_LIGHT;
1727         VectorSet(ent->render.colormod, 1, 1, 1);
1728         VectorSet(ent->render.glowmod, 1, 1, 1);
1729         ent->render.allowdecals = true;
1730         CL_UpdateRenderEntity(&ent->render);
1731         r_refdef.scene.worldentity = &ent->render;
1732         r_refdef.scene.worldmodel = cl.worldmodel;
1733
1734         // if the world is q2bsp, animate the textures
1735         if (ent->render.model && ent->render.model->brush.isq2bsp)
1736                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1737 }
1738
1739 static void CL_RelinkStaticEntities(void)
1740 {
1741         int i;
1742         entity_t *e;
1743         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1744         {
1745                 e->render.flags = 0;
1746                 // if the model was not loaded when the static entity was created we
1747                 // need to re-fetch the model pointer
1748                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1749                 // either fullbright or lit
1750                 if(!r_fullbright.integer)
1751                 {
1752                         if (!(e->render.effects & EF_FULLBRIGHT))
1753                                 e->render.flags |= RENDER_LIGHT;
1754                 }
1755                 // hide player shadow during intermission or nehahra movie
1756                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1757                         e->render.flags |= RENDER_SHADOW;
1758                 VectorSet(e->render.colormod, 1, 1, 1);
1759                 VectorSet(e->render.glowmod, 1, 1, 1);
1760                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1761                 e->render.allowdecals = true;
1762                 CL_UpdateRenderEntity(&e->render);
1763                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1764         }
1765 }
1766
1767 /*
1768 ===============
1769 CL_RelinkEntities
1770 ===============
1771 */
1772 static void CL_RelinkNetworkEntities(void)
1773 {
1774         entity_t *ent;
1775         int i;
1776
1777         // start on the entity after the world
1778         for (i = 1;i < cl.num_entities;i++)
1779         {
1780                 if (cl.entities_active[i])
1781                 {
1782                         ent = cl.entities + i;
1783                         if (ent->state_current.active)
1784                                 CL_LinkNetworkEntity(ent);
1785                         else
1786                                 cl.entities_active[i] = false;
1787                 }
1788         }
1789 }
1790
1791 static void CL_RelinkEffects(void)
1792 {
1793         int i, intframe;
1794         cl_effect_t *e;
1795         entity_render_t *entrender;
1796         float frame;
1797
1798         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1799         {
1800                 if (e->active)
1801                 {
1802                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1803                         intframe = (int)frame;
1804                         if (intframe < 0 || intframe >= e->endframe)
1805                         {
1806                                 memset(e, 0, sizeof(*e));
1807                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1808                                         cl.num_effects--;
1809                                 continue;
1810                         }
1811
1812                         if (intframe != e->frame)
1813                         {
1814                                 e->frame = intframe;
1815                                 e->frame1time = e->frame2time;
1816                                 e->frame2time = cl.time;
1817                         }
1818
1819                         // if we're drawing effects, get a new temp entity
1820                         // (NewTempEntity adds it to the render entities list for us)
1821                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1822                         {
1823                                 // interpolation stuff
1824                                 entrender->framegroupblend[0].frame = intframe;
1825                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1826                                 entrender->framegroupblend[0].start = e->frame1time;
1827                                 if (intframe + 1 >= e->endframe)
1828                                 {
1829                                         entrender->framegroupblend[1].frame = 0; // disappear
1830                                         entrender->framegroupblend[1].lerp = 0;
1831                                         entrender->framegroupblend[1].start = 0;
1832                                 }
1833                                 else
1834                                 {
1835                                         entrender->framegroupblend[1].frame = intframe + 1;
1836                                         entrender->framegroupblend[1].lerp = frame - intframe;
1837                                         entrender->framegroupblend[1].start = e->frame2time;
1838                                 }
1839
1840                                 // normal stuff
1841                                 entrender->model = e->model;
1842                                 entrender->alpha = 1;
1843                                 VectorSet(entrender->colormod, 1, 1, 1);
1844                                 VectorSet(entrender->glowmod, 1, 1, 1);
1845
1846                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1847                                 CL_UpdateRenderEntity(entrender);
1848                         }
1849                 }
1850         }
1851 }
1852
1853 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1854 {
1855         VectorCopy(b->start, start);
1856         VectorCopy(b->end, end);
1857
1858         // if coming from the player, update the start position
1859         if (b->entity == cl.viewentity)
1860         {
1861                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1862                 {
1863                         // LadyHavoc: this is a stupid hack from Quake that makes your
1864                         // lightning appear to come from your waist and cover less of your
1865                         // view
1866                         // in Quake this hack was applied to all players (causing the
1867                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1868                         // only applies to your own lightning, and only in first person
1869                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1870                 }
1871                 if (cl_beams_instantaimhack.integer)
1872                 {
1873                         vec3_t dir, localend;
1874                         vec_t len;
1875                         // LadyHavoc: this updates the beam direction to match your
1876                         // viewangles
1877                         VectorSubtract(end, start, dir);
1878                         len = VectorLength(dir);
1879                         VectorNormalize(dir);
1880                         VectorSet(localend, len, 0, 0);
1881                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1882                 }
1883         }
1884 }
1885
1886 void CL_RelinkBeams(void)
1887 {
1888         int i;
1889         beam_t *b;
1890         vec3_t dist, org, start, end;
1891         float d;
1892         entity_render_t *entrender;
1893         double yaw, pitch;
1894         float forward;
1895         matrix4x4_t tempmatrix;
1896
1897         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1898         {
1899                 if (!b->model)
1900                         continue;
1901                 if (b->endtime < cl.time)
1902                 {
1903                         b->model = NULL;
1904                         continue;
1905                 }
1906
1907                 CL_Beam_CalculatePositions(b, start, end);
1908
1909                 if (b->lightning)
1910                 {
1911                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1912                         {
1913                                 // FIXME: create a matrix from the beam start/end orientation
1914                                 vec3_t dlightcolor;
1915                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1916                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1917                                 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);
1918                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1919                         }
1920                         if (cl_beams_polygons.integer)
1921                         {
1922                                 CL_Beam_AddPolygons(b);
1923                                 continue;
1924                         }
1925                 }
1926
1927                 // calculate pitch and yaw
1928                 // (this is similar to the QuakeC builtin function vectoangles)
1929                 VectorSubtract(end, start, dist);
1930                 if (dist[1] == 0 && dist[0] == 0)
1931                 {
1932                         yaw = 0;
1933                         if (dist[2] > 0)
1934                                 pitch = 90;
1935                         else
1936                                 pitch = 270;
1937                 }
1938                 else
1939                 {
1940                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1941                         if (yaw < 0)
1942                                 yaw += 360;
1943
1944                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1945                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1946                         if (pitch < 0)
1947                                 pitch += 360;
1948                 }
1949
1950                 // add new entities for the lightning
1951                 VectorCopy (start, org);
1952                 d = VectorNormalizeLength(dist);
1953                 while (d > 0)
1954                 {
1955                         entrender = CL_NewTempEntity (0);
1956                         if (!entrender)
1957                                 return;
1958                         entrender->model = b->model;
1959                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1960                         CL_UpdateRenderEntity(entrender);
1961                         VectorMA(org, 30, dist, org);
1962                         d -= 30;
1963                 }
1964         }
1965
1966         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1967                 cl.num_beams--;
1968 }
1969
1970 static void CL_RelinkQWNails(void)
1971 {
1972         int i;
1973         vec_t *v;
1974         entity_render_t *entrender;
1975
1976         for (i = 0;i < cl.qw_num_nails;i++)
1977         {
1978                 v = cl.qw_nails[i];
1979
1980                 // if we're drawing effects, get a new temp entity
1981                 // (NewTempEntity adds it to the render entities list for us)
1982                 if (!(entrender = CL_NewTempEntity(0)))
1983                         continue;
1984
1985                 // normal stuff
1986                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1987                 entrender->alpha = 1;
1988                 VectorSet(entrender->colormod, 1, 1, 1);
1989                 VectorSet(entrender->glowmod, 1, 1, 1);
1990
1991                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1992                 CL_UpdateRenderEntity(entrender);
1993         }
1994 }
1995
1996 static void CL_LerpPlayer(float frac)
1997 {
1998         int i;
1999
2000         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2001         for (i = 0;i < 3;i++)
2002         {
2003                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2004                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2005                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2006         }
2007
2008         // interpolate the angles if playing a demo or spectating someone
2009         if (cls.demoplayback || cl.fixangle[0])
2010         {
2011                 for (i = 0;i < 3;i++)
2012                 {
2013                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2014                         if (d > 180)
2015                                 d -= 360;
2016                         else if (d < -180)
2017                                 d += 360;
2018                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2019                 }
2020         }
2021 }
2022
2023 void CSQC_RelinkAllEntities (int drawmask)
2024 {
2025         // link stuff
2026         CL_RelinkWorld();
2027         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2028         CL_MeshEntities_Scene_AddRenderEntity();
2029         CL_RelinkStaticEntities();
2030         CL_RelinkBeams();
2031         CL_RelinkEffects();
2032         CL_RelinkLightFlashes();
2033
2034         // link stuff
2035         if (drawmask & ENTMASK_ENGINE)
2036         {
2037                 CL_RelinkNetworkEntities();
2038                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2039                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2040                 CL_RelinkQWNails();
2041         }
2042
2043         // update view blend
2044         V_CalcViewBlend();
2045 }
2046
2047 /*
2048 ===============
2049 CL_UpdateWorld
2050
2051 Update client game world for a new frame
2052 ===============
2053 */
2054 void CL_UpdateWorld(void)
2055 {
2056         r_refdef.scene.extraupdate = !r_speeds.integer;
2057         r_refdef.scene.numentities = 0;
2058         r_refdef.scene.numlights = 0;
2059         r_refdef.view.matrix = identitymatrix;
2060         r_refdef.view.quality = 1;
2061                 
2062         cl.num_brushmodel_entities = 0;
2063
2064         if (cls.state == ca_connected && cls.signon == SIGNONS)
2065         {
2066                 // prepare for a new frame
2067                 CL_LerpPlayer(CL_LerpPoint());
2068                 CL_DecayLightFlashes();
2069                 CL_ClearTempEntities();
2070                 V_DriftPitch();
2071                 V_FadeViewFlashs();
2072
2073                 // if prediction is enabled we have to update all the collidable
2074                 // network entities before the prediction code can be run
2075                 CL_UpdateNetworkCollisionEntities();
2076
2077                 // now update the player prediction
2078                 CL_ClientMovement_Replay();
2079
2080                 // update the player entity (which may be predicted)
2081                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2082
2083                 // now update the view (which depends on that player entity)
2084                 V_CalcRefdef();
2085
2086                 // now update all the network entities and create particle trails
2087                 // (some entities may depend on the view)
2088                 CL_UpdateNetworkEntities();
2089
2090                 // update the engine-based viewmodel
2091                 CL_UpdateViewModel();
2092
2093                 // when csqc is loaded, it will call this in CSQC_UpdateView
2094                 if (!cl.csqc_loaded)
2095                 {
2096                         // clear the CL_Mesh_Scene() used for some engine effects
2097                         CL_MeshEntities_Scene_Clear();
2098                         // add engine entities and effects
2099                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2100                 }
2101
2102                 // decals, particles, and explosions will be updated during rneder
2103         }
2104
2105         r_refdef.scene.time = cl.time;
2106 }
2107
2108 /*
2109 ======================
2110 CL_Fog_f
2111 ======================
2112 */
2113 static void CL_Fog_f(cmd_state_t *cmd)
2114 {
2115         if (Cmd_Argc (cmd) == 1)
2116         {
2117                 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);
2118                 return;
2119         }
2120         FOG_clear(); // so missing values get good defaults
2121         if(Cmd_Argc(cmd) > 1)
2122                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2123         if(Cmd_Argc(cmd) > 2)
2124                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2125         if(Cmd_Argc(cmd) > 3)
2126                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2127         if(Cmd_Argc(cmd) > 4)
2128                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2129         if(Cmd_Argc(cmd) > 5)
2130                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2131         if(Cmd_Argc(cmd) > 6)
2132                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2133         if(Cmd_Argc(cmd) > 7)
2134                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2135         if(Cmd_Argc(cmd) > 8)
2136                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2137         if(Cmd_Argc(cmd) > 9)
2138                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2139 }
2140
2141 /*
2142 ======================
2143 CL_FogHeightTexture_f
2144 ======================
2145 */
2146 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2147 {
2148         if (Cmd_Argc (cmd) < 11)
2149         {
2150                 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);
2151                 return;
2152         }
2153         FOG_clear(); // so missing values get good defaults
2154         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2155         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2156         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2157         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2158         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2159         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2160         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2161         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2162         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2163         dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2164 }
2165
2166
2167 /*
2168 ====================
2169 CL_TimeRefresh_f
2170
2171 For program optimization
2172 ====================
2173 */
2174 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2175 {
2176         int i;
2177         double timestart, timedelta;
2178
2179         r_refdef.scene.extraupdate = false;
2180
2181         timestart = Sys_DirtyTime();
2182         for (i = 0;i < 128;i++)
2183         {
2184                 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);
2185                 r_refdef.view.quality = 1;
2186                 CL_UpdateScreen();
2187         }
2188         timedelta = Sys_DirtyTime() - timestart;
2189
2190         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2191 }
2192
2193 static void CL_AreaStats_f(cmd_state_t *cmd)
2194 {
2195         World_PrintAreaStats(&cl.world, "client");
2196 }
2197
2198 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2199 {
2200         int i;
2201         cl_locnode_t *loc;
2202         cl_locnode_t *best;
2203         vec3_t nearestpoint;
2204         vec_t dist, bestdist;
2205         best = NULL;
2206         bestdist = 0;
2207         for (loc = cl.locnodes;loc;loc = loc->next)
2208         {
2209                 for (i = 0;i < 3;i++)
2210                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2211                 dist = VectorDistance2(nearestpoint, point);
2212                 if (bestdist > dist || !best)
2213                 {
2214                         bestdist = dist;
2215                         best = loc;
2216                         if (bestdist < 1)
2217                                 break;
2218                 }
2219         }
2220         return best;
2221 }
2222
2223 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2224 {
2225         cl_locnode_t *loc;
2226         loc = CL_Locs_FindNearest(point);
2227         if (loc)
2228                 dp_strlcpy(buffer, loc->name, buffersize);
2229         else
2230                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2231 }
2232
2233 static void CL_Locs_FreeNode(cl_locnode_t *node)
2234 {
2235         cl_locnode_t **pointer, **next;
2236         for (pointer = &cl.locnodes;*pointer;pointer = next)
2237         {
2238                 next = &(*pointer)->next;
2239                 if (*pointer == node)
2240                 {
2241                         *pointer = node->next;
2242                         Mem_Free(node);
2243                         return;
2244                 }
2245         }
2246         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2247 }
2248
2249 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2250 {
2251         cl_locnode_t *node, **pointer;
2252         int namelen;
2253         if (!name)
2254                 name = "";
2255         namelen = (int)strlen(name);
2256         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2257         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2258         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2259         node->name = (char *)(node + 1);
2260         memcpy(node->name, name, namelen);
2261         node->name[namelen] = 0;
2262         // link it into the tail of the list to preserve the order
2263         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2264                 ;
2265         *pointer = node;
2266 }
2267
2268 static void CL_Locs_Add_f(cmd_state_t *cmd)
2269 {
2270         vec3_t mins, maxs;
2271         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2272         {
2273                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2274                 return;
2275         }
2276         mins[0] = atof(Cmd_Argv(cmd, 1));
2277         mins[1] = atof(Cmd_Argv(cmd, 2));
2278         mins[2] = atof(Cmd_Argv(cmd, 3));
2279         if (Cmd_Argc(cmd) == 8)
2280         {
2281                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2282                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2283                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2284                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2285         }
2286         else
2287                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2288 }
2289
2290 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2291 {
2292         cl_locnode_t *loc;
2293         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2294         if (loc)
2295                 CL_Locs_FreeNode(loc);
2296         else
2297                 Con_Printf("no loc point or box found for your location\n");
2298 }
2299
2300 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2301 {
2302         while (cl.locnodes)
2303                 CL_Locs_FreeNode(cl.locnodes);
2304 }
2305
2306 static void CL_Locs_Save_f(cmd_state_t *cmd)
2307 {
2308         cl_locnode_t *loc;
2309         qfile_t *outfile;
2310         char locfilename[MAX_QPATH];
2311         if (!cl.locnodes)
2312         {
2313                 Con_Printf("No loc points/boxes exist!\n");
2314                 return;
2315         }
2316         if (cls.state != ca_connected || !cl.worldmodel)
2317         {
2318                 Con_Printf("No level loaded!\n");
2319                 return;
2320         }
2321         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2322
2323         outfile = FS_OpenRealFile(locfilename, "w", false);
2324         if (!outfile)
2325                 return;
2326         // if any boxes are used then this is a proquake-format loc file, which
2327         // allows comments, so add some relevant information at the start
2328         for (loc = cl.locnodes;loc;loc = loc->next)
2329                 if (!VectorCompare(loc->mins, loc->maxs))
2330                         break;
2331         if (loc)
2332         {
2333                 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);
2334                 for (loc = cl.locnodes;loc;loc = loc->next)
2335                         if (VectorCompare(loc->mins, loc->maxs))
2336                                 break;
2337                 if (loc)
2338                         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");
2339         }
2340         for (loc = cl.locnodes;loc;loc = loc->next)
2341         {
2342                 if (VectorCompare(loc->mins, loc->maxs))
2343                 {
2344                         int len;
2345                         const char *s;
2346                         const char *in = loc->name;
2347                         char name[MAX_INPUTLINE];
2348                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2349                         {
2350                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2351                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2352                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2353                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2354                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2355                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2356                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2357                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2358                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2359                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2360                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2361                                 else s = NULL;
2362                                 if (s)
2363                                 {
2364                                         while (len < (int)sizeof(name) - 1 && *s)
2365                                                 name[len++] = *s++;
2366                                         continue;
2367                                 }
2368                                 name[len++] = *in++;
2369                         }
2370                         name[len] = 0;
2371                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2372                 }
2373                 else
2374                         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);
2375         }
2376         FS_Close(outfile);
2377 }
2378
2379 void CL_Locs_Reload_f(cmd_state_t *cmd)
2380 {
2381         int i, linenumber, limit, len;
2382         const char *s;
2383         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2384         fs_offset_t filesize;
2385         vec3_t mins, maxs;
2386         char locfilename[MAX_QPATH];
2387         char name[MAX_INPUTLINE];
2388
2389         if (cls.state != ca_connected || !cl.worldmodel)
2390         {
2391                 Con_Printf("No level loaded!\n");
2392                 return;
2393         }
2394
2395         CL_Locs_Clear_f(cmd);
2396
2397         // try maps/something.loc first (LadyHavoc: where I think they should be)
2398         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2399         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2400         if (!filedata)
2401         {
2402                 // try proquake name as well (LadyHavoc: I hate path mangling)
2403                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2404                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2405                 if (!filedata)
2406                         return;
2407         }
2408         text = filedata;
2409         textend = filedata + filesize;
2410         for (linenumber = 1;text < textend;linenumber++)
2411         {
2412                 linestart = text;
2413                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2414                         ;
2415                 lineend = text;
2416                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2417                         text++;
2418                 if (text < textend)
2419                         text++;
2420                 // trim trailing whitespace
2421                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2422                         lineend--;
2423                 // trim leading whitespace
2424                 while (linestart < lineend && ISWHITESPACE(*linestart))
2425                         linestart++;
2426                 // check if this is a comment
2427                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2428                         continue;
2429                 linetext = linestart;
2430                 limit = 3;
2431                 for (i = 0;i < limit;i++)
2432                 {
2433                         if (linetext >= lineend)
2434                                 break;
2435                         // note: a missing number is interpreted as 0
2436                         if (i < 3)
2437                                 mins[i] = atof(linetext);
2438                         else
2439                                 maxs[i - 3] = atof(linetext);
2440                         // now advance past the number
2441                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2442                                 linetext++;
2443                         // advance through whitespace
2444                         if (linetext < lineend)
2445                         {
2446                                 if (*linetext == ',')
2447                                 {
2448                                         linetext++;
2449                                         limit = 6;
2450                                         // note: comma can be followed by whitespace
2451                                 }
2452                                 if (ISWHITESPACE(*linetext))
2453                                 {
2454                                         // skip whitespace
2455                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2456                                                 linetext++;
2457                                 }
2458                         }
2459                 }
2460                 // if this is a quoted name, remove the quotes
2461                 if (i == 6)
2462                 {
2463                         if (linetext >= lineend || *linetext != '"')
2464                                 continue; // proquake location names are always quoted
2465                         lineend--;
2466                         linetext++;
2467                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2468                         memcpy(name, linetext, len);
2469                         name[len] = 0;
2470                         // add the box to the list
2471                         CL_Locs_AddNode(mins, maxs, name);
2472                 }
2473                 // if a point was parsed, it needs to be scaled down by 8 (since
2474                 // point-based loc files were invented by a proxy which dealt
2475                 // directly with quake protocol coordinates, which are *8), turn
2476                 // it into a box
2477                 else if (i == 3)
2478                 {
2479                         // interpret silly fuhquake macros
2480                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2481                         {
2482                                 if (*linetext == '$')
2483                                 {
2484                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2485                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2486                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2487                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2488                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2489                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2490                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2491                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2492                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2493                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2494                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2495                                         else s = NULL;
2496                                         if (s)
2497                                         {
2498                                                 while (len < (int)sizeof(name) - 1 && *s)
2499                                                         name[len++] = *s++;
2500                                                 continue;
2501                                         }
2502                                 }
2503                                 name[len++] = *linetext++;
2504                         }
2505                         name[len] = 0;
2506                         // add the point to the list
2507                         VectorScale(mins, (1.0 / 8.0), mins);
2508                         CL_Locs_AddNode(mins, mins, name);
2509                 }
2510                 else
2511                         continue;
2512         }
2513 }
2514
2515 entity_t cl_meshentities[NUM_MESHENTITIES];
2516 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2517 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2518 {
2519         "MESH_SCENE",
2520         "MESH_UI",
2521 };
2522
2523 static void CL_MeshEntities_Restart(void)
2524 {
2525         int i;
2526         entity_t *ent;
2527         for (i = 0; i < NUM_MESHENTITIES; i++)
2528         {
2529                 ent = cl_meshentities + i;
2530                 Mod_Mesh_Destroy(ent->render.model);
2531                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2532         }
2533 }
2534
2535 static void CL_MeshEntities_Start(void)
2536 {
2537         int i;
2538         entity_t *ent;
2539         for(i = 0; i < NUM_MESHENTITIES; i++)
2540         {
2541                 ent = cl_meshentities + i;
2542                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2543         }
2544 }
2545
2546 static void CL_MeshEntities_Shutdown(void)
2547 {
2548         int i;
2549         entity_t *ent;
2550         for(i = 0; i < NUM_MESHENTITIES; i++)
2551         {
2552                 ent = cl_meshentities + i;
2553                 Mod_Mesh_Destroy(ent->render.model);
2554         }
2555 }
2556
2557 void CL_MeshEntities_Init(void)
2558 {
2559         int i;
2560         entity_t *ent;
2561         for (i = 0; i < NUM_MESHENTITIES; i++)
2562         {
2563                 ent = cl_meshentities + i;
2564                 ent->state_current.active = true;
2565                 ent->render.model = cl_meshentitymodels + i;
2566                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2567                 ent->render.alpha = 1;
2568                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2569                 ent->render.framegroupblend[0].lerp = 1;
2570                 ent->render.frameblend[0].lerp = 1;
2571                 VectorSet(ent->render.colormod, 1, 1, 1);
2572                 VectorSet(ent->render.glowmod, 1, 1, 1);
2573                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2574                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2575                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2576                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2577                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2578                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2579                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2580                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2581                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2582                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2583                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2584                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2585                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2586                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2587                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2588
2589                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2590                 CL_UpdateRenderEntity(&ent->render);
2591         }
2592         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2593         R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2594 }
2595
2596 void CL_MeshEntities_Scene_Clear(void)
2597 {
2598         Mod_Mesh_Reset(CL_Mesh_Scene());
2599 }
2600
2601 void CL_MeshEntities_Scene_AddRenderEntity(void)
2602 {
2603         entity_t* ent = &cl_meshentities[MESH_SCENE];
2604         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2605 }
2606
2607 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2608 {
2609         entity_t *ent = &cl_meshentities[MESH_SCENE];
2610         Mod_Mesh_Finalize(ent->render.model);
2611         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2612         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2613 }
2614
2615 extern cvar_t r_overheadsprites_pushback;
2616 extern cvar_t r_fullbright_directed_pitch_relative;
2617 extern cvar_t r_fullbright_directed_pitch;
2618 extern cvar_t r_fullbright_directed_ambient;
2619 extern cvar_t r_fullbright_directed_diffuse;
2620 extern cvar_t r_fullbright_directed;
2621 extern cvar_t r_hdr_glowintensity;
2622
2623 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2624 {
2625         vec3_t angles;
2626
2627         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2628         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2629
2630         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2631         // same for all stereo views, and to better handle pitches outside
2632         // [-90, 90] (in_pitch_* cvars allow that).
2633         VectorCopy(cl.viewangles, angles);
2634         if (r_fullbright_directed_pitch_relative.integer) {
2635                 angles[PITCH] += r_fullbright_directed_pitch.value;
2636         }
2637         else {
2638                 angles[PITCH] = r_fullbright_directed_pitch.value;
2639         }
2640         AngleVectors(angles, worldspacenormal, NULL, NULL);
2641         VectorNegate(worldspacenormal, worldspacenormal);
2642 }
2643
2644 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2645 {
2646         float shadingorigin[3], a[3], c[3], dir[3];
2647         int q;
2648
2649         for (q = 0; q < 3; q++)
2650                 a[q] = c[q] = dir[q] = 0;
2651
2652         ent->render_lightgrid = false;
2653         ent->render_modellight_forced = false;
2654         ent->render_rtlight_disabled = false;
2655
2656         // pick an appropriate value for render_modellight_origin - if this is an
2657         // attachment we want to use the parent's render_modellight_origin so that
2658         // shading is the same (also important for r_shadows to cast shadows in the
2659         // same direction)
2660         if (VectorLength2(ent->custommodellight_origin))
2661         {
2662                 // CSQC entities always provide this (via CL_GetTagMatrix)
2663                 for (q = 0; q < 3; q++)
2664                         shadingorigin[q] = ent->custommodellight_origin[q];
2665         }
2666         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2667         {
2668                 // network entity - follow attachment chain back to a root entity,
2669                 int entnum = ent->entitynumber, recursion;
2670                 for (recursion = 32; recursion > 0; --recursion)
2671                 {
2672                         int parentnum = cl.entities[entnum].state_current.tagentity;
2673                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2674                                 break;
2675                         entnum = parentnum;
2676                 }
2677                 // grab the root entity's origin
2678                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2679         }
2680         else
2681         {
2682                 // not a CSQC entity (which sets custommodellight_origin), not a network
2683                 // entity - so it's probably not attached to anything
2684                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2685         }
2686
2687         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2688         {
2689                 // intentionally EF_FULLBRIGHT entity
2690                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2691                 // CSQC can still provide its own customized modellight values
2692                 ent->render_rtlight_disabled = true;
2693                 ent->render_modellight_forced = true;
2694                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2695                 {
2696                         // custom colors provided by CSQC
2697                         for (q = 0; q < 3; q++)
2698                         {
2699                                 a[q] = ent->custommodellight_ambient[q];
2700                                 c[q] = ent->custommodellight_diffuse[q];
2701                                 dir[q] = ent->custommodellight_lightdir[q];
2702                         }
2703                 }
2704                 else if (r_fullbright_directed.integer)
2705                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2706                 else
2707                         for (q = 0; q < 3; q++)
2708                                 a[q] = 1;
2709         }
2710         else
2711         {
2712                 // fetch the lighting from the worldmodel data
2713
2714                 // CSQC can provide its own customized modellight values
2715                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2716                 {
2717                         ent->render_modellight_forced = true;
2718                         for (q = 0; q < 3; q++)
2719                         {
2720                                 a[q] = ent->custommodellight_ambient[q];
2721                                 c[q] = ent->custommodellight_diffuse[q];
2722                                 dir[q] = ent->custommodellight_lightdir[q];
2723                         }
2724                 }
2725                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2726                 {
2727                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2728                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2729                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2730                         ent->render_modellight_forced = true;
2731                         ent->render_rtlight_disabled = true;
2732                 }
2733                 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))
2734                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2735                 {
2736                         ent->render_lightgrid = true;
2737                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2738                 }
2739                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2740                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2741                 else if (r_fullbright_directed.integer)
2742                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2743                 else
2744                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2745         }
2746
2747         for (q = 0; q < 3; q++)
2748         {
2749                 ent->render_fullbright[q] = ent->colormod[q];
2750                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2751                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2752                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2753                 ent->render_modellight_specular[q] = c[q];
2754                 ent->render_modellight_lightdir_world[q] = dir[q];
2755                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2756                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2757                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2758                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2759                 ent->render_rtlight_specular[q] = 1;
2760         }
2761
2762         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2763         if (ent->render_modellight_forced)
2764                 for (q = 0; q < 3; q++)
2765                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2766         if (ent->render_rtlight_disabled)
2767                 for (q = 0; q < 3; q++)
2768                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2769
2770         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2771                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2772         VectorNormalize(ent->render_modellight_lightdir_world);
2773         // transform into local space for the entity as well
2774         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2775         VectorNormalize(ent->render_modellight_lightdir_local);
2776 }
2777
2778
2779 void CL_UpdateEntityShading(void)
2780 {
2781         int i;
2782         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2783         for (i = 0; i < r_refdef.scene.numentities; i++)
2784                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2785 }
2786
2787 qbool vid_opened = false;
2788 void CL_StartVideo(void)
2789 {
2790         if (!vid_opened && cls.state != ca_dedicated)
2791         {
2792                 vid_opened = true;
2793 #ifdef WIN32
2794                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2795                 NetConn_UpdateSockets();
2796 #endif
2797                 VID_Start();
2798         }
2799 }
2800
2801 extern cvar_t host_framerate;
2802 extern cvar_t host_speeds;
2803 extern qbool serverlist_querystage;
2804 double CL_Frame (double time)
2805 {
2806         static double clframetime;
2807         static double cl_timer = 0;
2808         static double time1 = 0, time2 = 0, time3 = 0;
2809         int pass1, pass2, pass3;
2810         float maxfps;
2811
2812         CL_VM_PreventInformationLeaks();
2813
2814         /*
2815          * If the accumulator hasn't become positive, don't
2816          * run the frame. Everything that happens before this
2817          * point will happen even if we're sleeping this frame.
2818          */
2819         if((cl_timer += time) < 0)
2820                 return cl_timer;
2821
2822         // limit the frametime steps to no more than 100ms each
2823         if (cl_timer > 0.1)
2824                 cl_timer = 0.1;
2825
2826         // Run at full speed when querying servers, compared to waking up early to parse
2827         // this is simpler and gives pings more representative of what can be expected when playing.
2828         maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2829
2830         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2831         {
2832                 R_TimeReport("---");
2833                 Collision_Cache_NewFrame();
2834                 R_TimeReport("photoncache");
2835 #ifdef CONFIG_VIDEO_CAPTURE
2836                 // decide the simulation time
2837                 if (cls.capturevideo.active)
2838                 {
2839                         if (cls.capturevideo.realtime)
2840                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2841                         else
2842                         {
2843                                 clframetime = 1.0 / cls.capturevideo.framerate;
2844                                 cl.realframetime = max(time, clframetime);
2845                         }
2846                 }
2847                 else
2848 #endif
2849                 {
2850                         if (maxfps <= 0 || cls.timedemo)
2851                                 clframetime = cl.realframetime = cl_timer;
2852                         else
2853                                 // networking assumes at least 10fps
2854                                 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2855
2856                         // on some legacy systems, we need to sleep to keep input responsive
2857                         if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2858                                 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2859                 }
2860
2861                 // apply slowmo scaling
2862                 clframetime *= cl.movevars_timescale;
2863                 // scale playback speed of demos by slowmo cvar
2864                 if (cls.demoplayback)
2865                 {
2866                         clframetime *= host_timescale.value;
2867                         // if demo playback is paused, don't advance time at all
2868                         if (cls.demopaused)
2869                                 clframetime = 0;
2870                 }
2871                 else
2872                 {
2873                         // host_framerate overrides all else
2874                         if (host_framerate.value)
2875                                 clframetime = host_framerate.value;
2876
2877                         if (cl.paused || host.paused)
2878                                 clframetime = 0;
2879                 }
2880
2881                 if (cls.timedemo)
2882                         clframetime = cl.realframetime = cl_timer;
2883
2884                 // deduct the frame time from the accumulator
2885                 cl_timer -= cl.realframetime;
2886
2887                 cl.oldtime = cl.time;
2888                 cl.time += clframetime;
2889
2890                 // update video
2891                 if (host_speeds.integer)
2892                         time1 = Sys_DirtyTime();
2893                 R_TimeReport("pre-input");
2894
2895                 // Collect input into cmd
2896                 CL_Input();
2897
2898                 R_TimeReport("input");
2899
2900                 // check for new packets
2901                 NetConn_ClientFrame();
2902
2903                 // read a new frame from a demo if needed
2904                 CL_ReadDemoMessage();
2905                 R_TimeReport("clientnetwork");
2906
2907                 // now that packets have been read, send input to server
2908                 CL_SendMove();
2909                 R_TimeReport("sendmove");
2910
2911                 // update client world (interpolate entities, create trails, etc)
2912                 CL_UpdateWorld();
2913                 R_TimeReport("lerpworld");
2914
2915                 CL_Video_Frame();
2916
2917                 R_TimeReport("client");
2918
2919                 CL_UpdateScreen();
2920                 R_TimeReport("render");
2921
2922                 if (host_speeds.integer)
2923                         time2 = Sys_DirtyTime();
2924
2925                 // update audio
2926                 if(cl.csqc_usecsqclistener)
2927                 {
2928                         S_Update(&cl.csqc_listenermatrix);
2929                         cl.csqc_usecsqclistener = false;
2930                 }
2931                 else
2932                         S_Update(&r_refdef.view.matrix);
2933
2934                 CDAudio_Update();
2935                 R_TimeReport("audio");
2936
2937                 // reset gathering of mouse input
2938                 in_mouse_x = in_mouse_y = 0;
2939
2940                 if (host_speeds.integer)
2941                 {
2942                         pass1 = (int)((time1 - time3)*1000000);
2943                         time3 = Sys_DirtyTime();
2944                         pass2 = (int)((time2 - time1)*1000000);
2945                         pass3 = (int)((time3 - time2)*1000000);
2946                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2947                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2948                 }
2949         }
2950         // if there is some time remaining from this frame, reset the timer
2951         return cl_timer >= 0 ? 0 : cl_timer;
2952 }
2953
2954 /*
2955 ===========
2956 CL_Shutdown
2957 ===========
2958 */
2959 void CL_Shutdown (void)
2960 {
2961         // be quiet while shutting down
2962         S_StopAllSounds();
2963         
2964         // disconnect client from server if active
2965         CL_Disconnect();
2966         
2967         CL_Video_Shutdown();
2968
2969 #ifdef CONFIG_MENU
2970         // Shutdown menu
2971         if(MR_Shutdown)
2972                 MR_Shutdown();
2973 #endif
2974
2975         S_Terminate ();
2976         
2977         R_Modules_Shutdown();
2978         VID_Shutdown();
2979
2980         CL_Screen_Shutdown();
2981         CL_Particles_Shutdown();
2982         CL_Parse_Shutdown();
2983         CL_MeshEntities_Shutdown();
2984
2985         Key_Shutdown();
2986
2987         Mem_FreePool (&cls.permanentmempool);
2988         Mem_FreePool (&cls.levelmempool);
2989 }
2990
2991 /*
2992 =================
2993 CL_Init
2994 =================
2995 */
2996 void CL_Init (void)
2997 {
2998         if (cls.state == ca_dedicated)
2999         {
3000                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3001         }
3002         else
3003         {
3004                 Con_Printf("Initializing client\n");
3005
3006                 Cvar_SetValueQuick(&host_isclient, 1);
3007
3008                 R_Modules_Init();
3009                 Palette_Init();
3010 #ifdef CONFIG_MENU
3011                 MR_Init_Commands();
3012 #endif
3013                 VID_Shared_Init();
3014                 VID_Init();
3015                 Render_Init();
3016                 S_Init();
3017                 Key_Init();
3018                 V_Init();
3019
3020                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3021                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3022
3023                 memset(&r_refdef, 0, sizeof(r_refdef));
3024                 // max entities sent to renderer per frame
3025                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3026                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3027
3028                 // max temp entities
3029                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3030                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3031
3032                 CL_InitInput ();
3033
3034         //
3035         // register our commands
3036         //
3037                 CL_InitCommands();
3038
3039                 Cvar_RegisterVariable (&cl_upspeed);
3040                 Cvar_RegisterVariable (&cl_forwardspeed);
3041                 Cvar_RegisterVariable (&cl_backspeed);
3042                 Cvar_RegisterVariable (&cl_sidespeed);
3043                 Cvar_RegisterVariable (&cl_movespeedkey);
3044                 Cvar_RegisterVariable (&cl_yawspeed);
3045                 Cvar_RegisterVariable (&cl_pitchspeed);
3046                 Cvar_RegisterVariable (&cl_anglespeedkey);
3047                 Cvar_RegisterVariable (&cl_shownet);
3048                 Cvar_RegisterVariable (&cl_nolerp);
3049                 Cvar_RegisterVariable (&cl_lerpexcess);
3050                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3051                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3052                 Cvar_RegisterVariable (&cl_deathfade);
3053                 Cvar_RegisterVariable (&lookspring);
3054                 Cvar_RegisterVariable (&lookstrafe);
3055                 Cvar_RegisterVariable (&sensitivity);
3056                 Cvar_RegisterVariable (&freelook);
3057
3058                 Cvar_RegisterVariable (&m_pitch);
3059                 Cvar_RegisterVariable (&m_yaw);
3060                 Cvar_RegisterVariable (&m_forward);
3061                 Cvar_RegisterVariable (&m_side);
3062
3063                 Cvar_RegisterVariable (&cl_itembobspeed);
3064                 Cvar_RegisterVariable (&cl_itembobheight);
3065
3066                 CL_Demo_Init();
3067
3068                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3069                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3070                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3071                 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)");
3072
3073                 // Support Client-side Model Index List
3074                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3075                 // Support Client-side Sound Index List
3076                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3077
3078                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3079                 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)");
3080
3081                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3082
3083                 Cvar_RegisterVariable(&r_draweffects);
3084                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3085                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3086                 Cvar_RegisterVariable(&cl_explosions_size_start);
3087                 Cvar_RegisterVariable(&cl_explosions_size_end);
3088                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3089                 Cvar_RegisterVariable(&cl_stainmaps);
3090                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3091                 Cvar_RegisterVariable(&cl_beams_polygons);
3092                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3093                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3094                 Cvar_RegisterVariable(&cl_beams_lightatend);
3095                 Cvar_RegisterVariable(&cl_noplayershadow);
3096                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3097                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3098
3099                 Cvar_RegisterVariable(&cl_prydoncursor);
3100                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3101
3102                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3103
3104                 // for QW connections
3105                 Cvar_RegisterVariable(&qport);
3106                 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3107                 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3108
3109                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3110
3111                 Cvar_RegisterVariable(&cl_locs_enable);
3112                 Cvar_RegisterVariable(&cl_locs_show);
3113                 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)");
3114                 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)");
3115                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3116                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3117                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3118
3119                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3120
3121                 Cvar_RegisterVariable (&cl_minfps);
3122                 Cvar_RegisterVariable (&cl_minfps_fade);
3123                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3124                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3125                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3126                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3127                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3128                 Cvar_RegisterVariable (&cl_minfps_force);
3129                 Cvar_RegisterVariable (&cl_maxfps);
3130                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3131                 Cvar_RegisterVariable (&cl_maxidlefps);
3132
3133                 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3134                 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3135
3136                 CL_Parse_Init();
3137                 CL_Particles_Init();
3138                 CL_Screen_Init();
3139
3140                 CL_Video_Init();
3141
3142                 Cvar_Callback(&cl_netport);
3143
3144                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3145                 host.hook.Disconnect = CL_DisconnectEx;
3146                 host.hook.CL_Intermission = CL_Intermission;
3147                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3148         }
3149 }