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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 cvar_t csqc_lowres = {CF_CLIENT, "csqc_lowres", "0", "make EXT_CSQC functions CSQC_UpdateView(), setproperty(), getproperty() use the virtual 2D resolution (FTEQW/QSS behaviour) instead of the real resolution (DP behaviour); this mode is always used for the CSQC_SIMPLE (aka hud-only) CSQC_DrawHud() parameters; see cvars vid_conheight and vid_conwidth"};
41
42 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
43 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
44 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
45 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
46 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47
48 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
49 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50
51 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
52 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
53 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
54
55 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
56 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
57 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
58 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
59
60 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61
62 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
63 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
64 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
65 cvar_t cl_startdemos = {CF_CLIENT | CF_ARCHIVE, "cl_startdemos", "1", "1 enables the `startdemos` loop used in Quake and some mods, 0 goes straight to the menu"};
66
67 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
68
69 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
70 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
72 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
73 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
74
75 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
76 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
77
78 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
79 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
80 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
81 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
82
83 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
84
85 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
86
87 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
88 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
89
90 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
91
92 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
93 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
94
95 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
96
97 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
98 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
99
100 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
101 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
102 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
103 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
104 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
105 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
106 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
107 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
108 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
109 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
110 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
111
112 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
113 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
114
115
116 client_static_t cls;
117 client_state_t  cl;
118
119 /*
120 =====================
121 CL_ClearState
122
123 =====================
124 */
125 void CL_ClearState(void)
126 {
127         int i;
128         entity_t *ent;
129
130         CL_VM_ShutDown();
131
132 // wipe the entire cl structure
133         Mem_EmptyPool(cls.levelmempool);
134         memset (&cl, 0, sizeof(cl));
135
136         S_StopAllSounds();
137
138         // reset the view zoom interpolation
139         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
140         cl.sensitivityscale = 1.0f;
141
142         // enable rendering of the world and such
143         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
144         cl.csqc_vidvars.drawenginesbar = true;
145         cl.csqc_vidvars.drawcrosshair = true;
146
147         // set up the float version of the stats array for easier access to float stats
148         cl.statsf = (float *)cl.stats;
149
150         cl.num_entities = 0;
151         cl.num_static_entities = 0;
152         cl.num_brushmodel_entities = 0;
153
154         // tweak these if the game runs out
155         cl.max_csqcrenderentities = 0;
156         cl.max_entities = MAX_ENTITIES_INITIAL;
157         cl.max_static_entities = MAX_STATICENTITIES;
158         cl.max_effects = MAX_EFFECTS;
159         cl.max_beams = MAX_BEAMS;
160         cl.max_dlights = MAX_DLIGHTS;
161         cl.max_lightstyle = MAX_LIGHTSTYLES;
162         cl.max_brushmodel_entities = MAX_EDICTS;
163         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
164         cl.max_showlmps = 0;
165
166         cl.num_dlights = 0;
167         cl.num_effects = 0;
168         cl.num_beams = 0;
169
170         cl.csqcrenderentities = NULL;
171         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
172         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
173         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
174         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
175         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
176         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
177         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
178         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
179         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
180         cl.showlmps = NULL;
181
182         // LadyHavoc: have to set up the baseline info for alpha and other stuff
183         for (i = 0;i < cl.max_entities;i++)
184         {
185                 cl.entities[i].state_baseline = defaultstate;
186                 cl.entities[i].state_previous = defaultstate;
187                 cl.entities[i].state_current = defaultstate;
188         }
189
190         if (IS_NEXUIZ_DERIVED(gamemode))
191         {
192                 VectorSet(cl.playerstandmins, -16, -16, -24);
193                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
194                 VectorSet(cl.playercrouchmins, -16, -16, -24);
195                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
196         }
197         else
198         {
199                 VectorSet(cl.playerstandmins, -16, -16, -24);
200                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
201                 VectorSet(cl.playercrouchmins, -16, -16, -24);
202                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
203         }
204
205         // disable until we get textures for it
206         R_ResetSkyBox();
207
208         ent = &cl.entities[0];
209         // entire entity array was cleared, so just fill in a few fields
210         ent->state_current.active = true;
211         ent->render.model = cl.worldmodel = NULL; // no world model yet
212         ent->render.alpha = 1;
213         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
214         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
215         ent->render.allowdecals = true;
216         CL_UpdateRenderEntity(&ent->render);
217
218         // noclip is turned off at start
219         noclip_anglehack = false;
220
221         // mark all frames invalid for delta
222         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
223
224         // set bestweapon data back to Quake data
225         IN_BestWeapon_ResetData();
226
227         CL_Screen_NewMap();
228 }
229
230 extern cvar_t cl_topcolor;
231 extern cvar_t cl_bottomcolor;
232
233 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
234 {
235         int i;
236         qbool fail = false;
237         char vabuf[1024];
238         if (!allowstarkey && key[0] == '*')
239                 fail = true;
240         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
241                 fail = true;
242         for (i = 0;key[i];i++)
243                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
244                         fail = true;
245         for (i = 0;value[i];i++)
246                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
247                         fail = true;
248         if (fail)
249         {
250                 if (!quiet)
251                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
252                 return;
253         }
254         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
255         if (cls.state == ca_connected && cls.netcon)
256         {
257                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
258                 {
259                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
260                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
261                 }
262                 else if (!strcasecmp(key, "_cl_name") || !strcasecmp(key, "name"))
263                 {
264                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
266                 }
267                 else if (!strcasecmp(key, "playermodel"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
271                 }
272                 else if (!strcasecmp(key, "playerskin"))
273                 {
274                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
275                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
276                 }
277                 else if (!strcasecmp(key, "topcolor"))
278                 {
279                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
280                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
281                 }
282                 else if (!strcasecmp(key, "bottomcolor"))
283                 {
284                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
285                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
286                 }
287                 else if (!strcasecmp(key, "rate"))
288                 {
289                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
290                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
291                 }
292                 else if (!strcasecmp(key, "rate_burstsize"))
293                 {
294                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
295                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
296                 }
297         }
298 }
299
300 void CL_ExpandEntities(int num)
301 {
302         int i, oldmaxentities;
303         entity_t *oldentities;
304         if (num >= cl.max_entities)
305         {
306                 if (!cl.entities)
307                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
308                 if (num >= MAX_EDICTS)
309                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
310                 oldmaxentities = cl.max_entities;
311                 oldentities = cl.entities;
312                 cl.max_entities = (num & ~255) + 256;
313                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
314                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
315                 Mem_Free(oldentities);
316                 for (i = oldmaxentities;i < cl.max_entities;i++)
317                 {
318                         cl.entities[i].state_baseline = defaultstate;
319                         cl.entities[i].state_previous = defaultstate;
320                         cl.entities[i].state_current = defaultstate;
321                 }
322         }
323 }
324
325 void CL_ExpandCSQCRenderEntities(int num)
326 {
327         int i;
328         int oldmaxcsqcrenderentities;
329         entity_render_t *oldcsqcrenderentities;
330         if (num >= cl.max_csqcrenderentities)
331         {
332                 if (num >= MAX_EDICTS)
333                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
334                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
335                 oldcsqcrenderentities = cl.csqcrenderentities;
336                 cl.max_csqcrenderentities = (num & ~255) + 256;
337                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
338                 if (oldcsqcrenderentities)
339                 {
340                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
341                         for (i = 0;i < r_refdef.scene.numentities;i++)
342                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
343                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
344                         Mem_Free(oldcsqcrenderentities);
345                 }
346         }
347 }
348
349 static void CL_ToggleMenu_Hook(void)
350 {
351 #ifdef CONFIG_MENU
352         // remove menu
353         if (key_dest == key_menu || key_dest == key_menu_grabbed)
354                 MR_ToggleMenu(0);
355 #endif
356         key_dest = key_game;
357 }
358
359 extern cvar_t rcon_secure;
360
361 /*
362 =====================
363 CL_Disconnect
364
365 Sends a disconnect message to the server
366 This is also called on Host_Error, so it shouldn't cause any errors
367 =====================
368 */
369
370 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
371 {
372         va_list argptr;
373         char reason[512];
374
375         if (cls.state == ca_dedicated)
376                 return;
377
378         if(fmt)
379         {
380                 va_start(argptr,fmt);
381                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
382                 va_end(argptr);
383         }
384         else
385         {
386                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
387         }
388
389         if (Sys_CheckParm("-profilegameonly"))
390                 Sys_AllowProfiling(false);
391
392         Curl_Clear_forthismap();
393
394         Con_DPrintf("CL_Disconnect\n");
395
396         Cvar_SetValueQuick(&csqc_progcrc, -1);
397         Cvar_SetValueQuick(&csqc_progsize, -1);
398         CL_VM_ShutDown();
399         // stop sounds (especially looping!)
400         S_StopAllSounds();
401         // prevent dlcache assets from this server from interfering with the next one
402         FS_UnloadPacks_dlcache();
403
404         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
405
406         // clear contents blends
407         cl.cshifts[0].percent = 0;
408         cl.cshifts[1].percent = 0;
409         cl.cshifts[2].percent = 0;
410         cl.cshifts[3].percent = 0;
411
412         cl.worldmodel = NULL;
413
414         CL_Parse_ErrorCleanUp();
415
416         if (cls.demoplayback)
417                 CL_StopPlayback();
418         else if (cls.netcon)
419         {
420                 sizebuf_t buf;
421                 unsigned char bufdata[520];
422                 if (cls.demorecording)
423                         CL_Stop_f(cmd_local);
424
425                 if(!kicked)
426                 {
427                         // send disconnect message 3 times to improve chances of server
428                         // receiving it (but it still fails sometimes)
429                         memset(&buf, 0, sizeof(buf));
430                         buf.data = bufdata;
431                         buf.maxsize = sizeof(bufdata);
432                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
433                         {
434                                 Con_DPrint("Sending drop command\n");
435                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
436                                 MSG_WriteString(&buf, "drop");
437                         }
438                         else
439                         {
440                                 Con_DPrint("Sending clc_disconnect\n");
441                                 MSG_WriteByte(&buf, clc_disconnect);
442                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
443                                         MSG_WriteString(&buf, reason);
444                                 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
445                                 // to send a disconnect message indicating we crashed
446                         }
447                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
448                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
449                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
450                 }
451
452                 NetConn_Close(cls.netcon);
453                 cls.netcon = NULL;
454
455                 // It's possible for a server to disconnect a player with an empty reason
456                 // which is checked here rather than above so we don't print "Disconnect by user".
457                 if(fmt && reason[0] != '\0')
458                         dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
459                 else
460                         dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
461                 Con_Printf("%s\n", cl_connect_status);
462         }
463         cls.state = ca_disconnected;
464         cl.islocalgame = false;
465         cls.signon = 0;
466         cls.demoplayback = cls.timedemo = host.restless = false;
467         Cvar_Callback(&vid_vsync); // might need to re-enable vsync
468
469         Cvar_Callback(&cl_netport);
470
471         // If we're dropped mid-connection attempt, it won't clear otherwise.
472         SCR_ClearLoadingScreen(false);
473
474         if(host.hook.SV_Shutdown)
475                 host.hook.SV_Shutdown();
476 }
477
478 void CL_Disconnect(void)
479 {
480         CL_DisconnectEx(false, NULL);
481 }
482
483 /*
484 ==================
485 CL_Reconnect_f
486
487 This command causes the client to wait for the signon messages again.
488 This is sent just before a server changes levels
489 ==================
490 */
491 static void CL_Reconnect_f(cmd_state_t *cmd)
492 {
493         char temp[128];
494         // if not connected, reconnect to the most recent server
495         if (!cls.netcon)
496         {
497                 // if we have connected to a server recently, the userinfo
498                 // will still contain its IP address, so get the address...
499                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
500                 if (temp[0])
501                         CL_EstablishConnection(temp, -1);
502                 else
503                         Con_Printf(CON_WARN "Reconnect to what server?  (you have not connected to a server yet)\n");
504                 return;
505         }
506         // if connected, do something based on protocol
507         if (cls.protocol == PROTOCOL_QUAKEWORLD)
508         {
509                 // quakeworld can just re-login
510                 if (cls.qw_downloadmemory)  // don't change when downloading
511                         return;
512
513                 S_StopAllSounds();
514
515                 if (cls.state == ca_connected)
516                 {
517                         Con_Printf("Server is changing level...\n");
518                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
519                         MSG_WriteString(&cls.netcon->message, "new");
520                 }
521         }
522         else
523         {
524                 // netquake uses reconnect on level changes (silly)
525                 if (Cmd_Argc(cmd) != 1)
526                 {
527                         Con_Print("reconnect : wait for signon messages again\n");
528                         return;
529                 }
530                 if (!cls.signon)
531                 {
532                         Con_Print("reconnect: no signon, ignoring reconnect\n");
533                         return;
534                 }
535                 cls.signon = 0;         // need new connection messages
536         }
537 }
538
539 /*
540 =====================
541 CL_Connect_f
542
543 User command to connect to server
544 =====================
545 */
546 static void CL_Connect_f(cmd_state_t *cmd)
547 {
548         if (Cmd_Argc(cmd) < 2)
549         {
550                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
551                 return;
552         }
553         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
554         if(rcon_secure.integer <= 0)
555                 Cvar_SetQuick(&rcon_password, "");
556         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
557 }
558
559 void CL_Disconnect_f(cmd_state_t *cmd)
560 {
561         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
562 }
563
564
565
566
567 /*
568 =====================
569 CL_EstablishConnection
570
571 Host should be either "local" or a net address
572 =====================
573 */
574 void CL_EstablishConnection(const char *address, int firstarg)
575 {
576         if (cls.state == ca_dedicated)
577                 return;
578
579         // don't connect to a server if we're benchmarking a demo
580         if (Sys_CheckParm("-benchmark"))
581                 return;
582
583         // make sure the client ports are open before attempting to connect
584         NetConn_UpdateSockets();
585
586         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
587         {
588                 cls.connect_trying = true;
589                 cls.connect_remainingtries = 10;
590                 cls.connect_nextsendtime = 0;
591
592                 // only NOW, set connect_userinfo
593                 if(firstarg >= 0)
594                 {
595                         int i;
596                         *cls.connect_userinfo = 0;
597                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
598                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
599                 }
600                 else if(firstarg < -1)
601                 {
602                         // -1: keep as is (reconnect)
603                         // -2: clear
604                         *cls.connect_userinfo = 0;
605                 }
606
607                 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
608                 SCR_BeginLoadingPlaque(false);
609         }
610         else
611         {
612                 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
613                 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
614         }
615 }
616
617 static void CL_EstablishConnection_Local(void)
618 {
619         if(cls.state == ca_disconnected)
620                 CL_EstablishConnection("local:1", -2);
621 }
622
623 static qbool CL_Intermission(void)
624 {
625         return cl.intermission;
626 }
627
628 /*
629 ==============
630 CL_PrintEntities_f
631 ==============
632 */
633 static void CL_PrintEntities_f(cmd_state_t *cmd)
634 {
635         entity_t *ent;
636         int i;
637
638         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
639         {
640                 const char* modelname;
641
642                 if (!ent->state_current.active)
643                         continue;
644
645                 if (ent->render.model)
646                         modelname = ent->render.model->name;
647                 else
648                         modelname = "--no model--";
649                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
650         }
651 }
652
653 /*
654 ===============
655 CL_ModelIndexList_f
656
657 List information on all models in the client modelindex
658 ===============
659 */
660 static void CL_ModelIndexList_f(cmd_state_t *cmd)
661 {
662         int i;
663         model_t *model;
664
665         // Print Header
666         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
667
668         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
669         {
670                 model = CL_GetModelByIndex(i);
671                 if (!model)
672                         continue;
673                 if(model->loaded || i == 1)
674                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
675                 else
676                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
677                 i++;
678         }
679 }
680
681 /*
682 ===============
683 CL_SoundIndexList_f
684
685 List all sounds in the client soundindex
686 ===============
687 */
688 static void CL_SoundIndexList_f(cmd_state_t *cmd)
689 {
690         int i = 1;
691
692         while(cl.sound_precache[i] && i != MAX_SOUNDS)
693         { // Valid Sound
694                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
695                 i++;
696         }
697 }
698
699 /*
700 ===============
701 CL_UpdateRenderEntity
702
703 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
704 ===============
705 */
706 void CL_UpdateRenderEntity(entity_render_t *ent)
707 {
708         vec3_t org;
709         vec_t scale;
710         model_t *model = ent->model;
711         // update the inverse matrix for the renderer
712         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
713         // update the animation blend state
714         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
715         // we need the matrix origin to center the box
716         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
717         // update entity->render.scale because the renderer needs it
718         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
719         if (model)
720         {
721                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
722 #ifdef MATRIX4x4_OPENGLORIENTATION
723                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
724 #else
725                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
726 #endif
727                 {
728                         // pitch or roll
729                         VectorMA(org, scale, model->rotatedmins, ent->mins);
730                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
731                 }
732 #ifdef MATRIX4x4_OPENGLORIENTATION
733                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
734 #else
735                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
736 #endif
737                 {
738                         // yaw
739                         VectorMA(org, scale, model->yawmins, ent->mins);
740                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
741                 }
742                 else
743                 {
744                         VectorMA(org, scale, model->normalmins, ent->mins);
745                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
746                 }
747         }
748         else
749         {
750                 ent->mins[0] = org[0] - 16;
751                 ent->mins[1] = org[1] - 16;
752                 ent->mins[2] = org[2] - 16;
753                 ent->maxs[0] = org[0] + 16;
754                 ent->maxs[1] = org[1] + 16;
755                 ent->maxs[2] = org[2] + 16;
756         }
757 }
758
759 /*
760 ===============
761 CL_LerpPoint
762
763 Determines the fraction between the last two messages that the objects
764 should be put at.
765 ===============
766 */
767 static float CL_LerpPoint(void)
768 {
769         float f;
770
771         if (cl_nettimesyncboundmode.integer == 1)
772                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
773
774         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
775         if (cl.mtime[0] <= cl.mtime[1])
776         {
777                 cl.time = cl.mtime[0];
778                 return 1;
779         }
780
781         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
782         return bound(0, f, 1 + cl_lerpexcess.value);
783 }
784
785 void CL_ClearTempEntities (void)
786 {
787         r_refdef.scene.numtempentities = 0;
788         // grow tempentities buffer on request
789         if (r_refdef.scene.expandtempentities)
790         {
791                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
792                 r_refdef.scene.maxtempentities *= 2;
793                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
794                 r_refdef.scene.expandtempentities = false;
795         }
796 }
797
798 entity_render_t *CL_NewTempEntity(double shadertime)
799 {
800         entity_render_t *render;
801
802         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
803                 return NULL;
804         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
805         {
806                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
807                 return NULL;
808         }
809         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
810         memset (render, 0, sizeof(*render));
811         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
812
813         render->shadertime = shadertime;
814         render->alpha = 1;
815         VectorSet(render->colormod, 1, 1, 1);
816         VectorSet(render->glowmod, 1, 1, 1);
817         return render;
818 }
819
820 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
821 {
822         int i;
823         cl_effect_t *e;
824         if (!model) // sanity check
825                 return;
826         if (framerate < 1)
827         {
828                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
829                 return;
830         }
831         if (framecount < 1)
832         {
833                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
834                 return;
835         }
836         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
837         {
838                 if (e->active)
839                         continue;
840                 e->active = true;
841                 VectorCopy(org, e->origin);
842                 e->model = model;
843                 e->starttime = cl.time;
844                 e->startframe = startframe;
845                 e->endframe = startframe + framecount;
846                 e->framerate = framerate;
847
848                 e->frame = 0;
849                 e->frame1time = cl.time;
850                 e->frame2time = cl.time;
851                 cl.num_effects = max(cl.num_effects, i + 1);
852                 break;
853         }
854 }
855
856 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
857 {
858         int i;
859         dlight_t *dl;
860
861 // then look for anything else
862         dl = cl.dlights;
863         for (i = 0;i < cl.max_dlights;i++, dl++)
864                 if (!dl->radius)
865                         break;
866
867         // unable to find one
868         if (i == cl.max_dlights)
869                 return;
870
871         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
872         memset (dl, 0, sizeof(*dl));
873         cl.num_dlights = max(cl.num_dlights, i + 1);
874         Matrix4x4_Normalize(&dl->matrix, matrix);
875         dl->ent = ent;
876         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
877         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
878         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
879         dl->radius = radius;
880         dl->color[0] = red;
881         dl->color[1] = green;
882         dl->color[2] = blue;
883         dl->initialradius = radius;
884         dl->initialcolor[0] = red;
885         dl->initialcolor[1] = green;
886         dl->initialcolor[2] = blue;
887         dl->decay = decay / radius; // changed decay to be a percentage decrease
888         dl->intensity = 1; // this is what gets decayed
889         if (lifetime)
890                 dl->die = cl.time + lifetime;
891         else
892                 dl->die = 0;
893         dl->cubemapname[0] = 0;
894         if (cubemapname && cubemapname[0])
895                 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
896         dl->style = style;
897         dl->shadow = shadowenable;
898         dl->corona = corona;
899         dl->flags = flags;
900         dl->coronasizescale = coronasizescale;
901         dl->ambientscale = ambientscale;
902         dl->diffusescale = diffusescale;
903         dl->specularscale = specularscale;
904 }
905
906 static void CL_DecayLightFlashes(void)
907 {
908         int i, oldmax;
909         dlight_t *dl;
910         float time;
911
912         time = bound(0, cl.time - cl.oldtime, 0.1);
913         oldmax = cl.num_dlights;
914         cl.num_dlights = 0;
915         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
916         {
917                 if (dl->radius)
918                 {
919                         dl->intensity -= time * dl->decay;
920                         if (cl.time < dl->die && dl->intensity > 0)
921                         {
922                                 if (cl_dlights_decayradius.integer)
923                                         dl->radius = dl->initialradius * dl->intensity;
924                                 else
925                                         dl->radius = dl->initialradius;
926                                 if (cl_dlights_decaybrightness.integer)
927                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
928                                 else
929                                         VectorCopy(dl->initialcolor, dl->color);
930                                 cl.num_dlights = i + 1;
931                         }
932                         else
933                                 dl->radius = 0;
934                 }
935         }
936 }
937
938 // called before entity relinking
939 void CL_RelinkLightFlashes(void)
940 {
941         int i, j, k, l;
942         dlight_t *dl;
943         float frac, f;
944         matrix4x4_t tempmatrix;
945
946         if (r_dynamic.integer)
947         {
948                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
949                 {
950                         if (dl->radius)
951                         {
952                                 tempmatrix = dl->matrix;
953                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
954                                 // we need the corona fading to be persistent
955                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
956                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
957                         }
958                 }
959         }
960
961         if (!cl.lightstyle)
962         {
963                 for (j = 0;j < cl.max_lightstyle;j++)
964                 {
965                         r_refdef.scene.rtlightstylevalue[j] = 1;
966                         r_refdef.scene.lightstylevalue[j] = 256;
967                 }
968                 return;
969         }
970
971 // light animations
972 // 'm' is normal light, 'a' is no light, 'z' is double bright
973         f = cl.time * 10;
974         i = (int)floor(f);
975         frac = f - i;
976         for (j = 0;j < cl.max_lightstyle;j++)
977         {
978                 if (!cl.lightstyle[j].length)
979                 {
980                         r_refdef.scene.rtlightstylevalue[j] = 1;
981                         r_refdef.scene.lightstylevalue[j] = 256;
982                         continue;
983                 }
984                 // static lightstyle "=value"
985                 if (cl.lightstyle[j].map[0] == '=')
986                 {
987                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
988                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
989                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
990                         continue;
991                 }
992                 k = i % cl.lightstyle[j].length;
993                 l = (i-1) % cl.lightstyle[j].length;
994                 k = cl.lightstyle[j].map[k] - 'a';
995                 l = cl.lightstyle[j].map[l] - 'a';
996                 // rtlightstylevalue is always interpolated because it has no bad
997                 // consequences for performance
998                 // lightstylevalue is subject to a cvar for performance reasons;
999                 // skipping lightmap updates on most rendered frames substantially
1000                 // improves framerates (but makes light fades look bad)
1001                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1002                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1003         }
1004 }
1005
1006 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1007 {
1008         int frame = player->render.framegroupblend[0].frame;
1009         float f;
1010         entity_render_t *flagrender;
1011         matrix4x4_t flagmatrix;
1012
1013         // this code taken from QuakeWorld
1014         f = 14;
1015         if (frame >= 29 && frame <= 40)
1016         {
1017                 if (frame >= 29 && frame <= 34)
1018                 { //axpain
1019                         if      (frame == 29) f = f + 2;
1020                         else if (frame == 30) f = f + 8;
1021                         else if (frame == 31) f = f + 12;
1022                         else if (frame == 32) f = f + 11;
1023                         else if (frame == 33) f = f + 10;
1024                         else if (frame == 34) f = f + 4;
1025                 }
1026                 else if (frame >= 35 && frame <= 40)
1027                 { // pain
1028                         if      (frame == 35) f = f + 2;
1029                         else if (frame == 36) f = f + 10;
1030                         else if (frame == 37) f = f + 10;
1031                         else if (frame == 38) f = f + 8;
1032                         else if (frame == 39) f = f + 4;
1033                         else if (frame == 40) f = f + 2;
1034                 }
1035         }
1036         else if (frame >= 103 && frame <= 118)
1037         {
1038                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1039                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1040                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1041                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1042         }
1043         // end of code taken from QuakeWorld
1044
1045         flagrender = CL_NewTempEntity(player->render.shadertime);
1046         if (!flagrender)
1047                 return;
1048
1049         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1050         flagrender->skinnum = skin;
1051         flagrender->alpha = 1;
1052         VectorSet(flagrender->colormod, 1, 1, 1);
1053         VectorSet(flagrender->glowmod, 1, 1, 1);
1054         // attach the flag to the player matrix
1055         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1056         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1057         CL_UpdateRenderEntity(flagrender);
1058 }
1059
1060 matrix4x4_t viewmodelmatrix_withbob;
1061 matrix4x4_t viewmodelmatrix_nobob;
1062
1063 static const vec3_t muzzleflashorigin = {18, 0, 0};
1064
1065 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1066 {
1067         const unsigned char *cbcolor;
1068         if (colormap >= 0)
1069         {
1070                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1071                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1072                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1073                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1074         }
1075         else
1076         {
1077                 VectorClear(ent->colormap_pantscolor);
1078                 VectorClear(ent->colormap_shirtcolor);
1079         }
1080 }
1081
1082 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1083 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1084 {
1085         const matrix4x4_t *matrix;
1086         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1087         int frame;
1088         vec_t origin[3], angles[3], lerp;
1089         entity_t *t;
1090         entity_render_t *r;
1091         //entity_persistent_t *p = &e->persistent;
1092         //entity_render_t *r = &e->render;
1093         // skip inactive entities and world
1094         if (!e->state_current.active || e == cl.entities)
1095                 return;
1096         if (recursionlimit < 1)
1097                 return;
1098         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1099         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1100         e->render.flags = e->state_current.flags;
1101         e->render.effects = e->state_current.effects;
1102         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1103         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1104         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1105                 e->render.entitynumber = e - cl.entities;
1106         else
1107                 e->render.entitynumber = 0;
1108         if (e->state_current.flags & RENDER_COLORMAPPED)
1109                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1110         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1111                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1112         else
1113                 CL_SetEntityColormapColors(&e->render, -1);
1114         e->render.skinnum = e->state_current.skin;
1115         if (e->state_current.tagentity)
1116         {
1117                 // attached entity (gun held in player model's hand, etc)
1118                 // if the tag entity is currently impossible, skip it
1119                 if (e->state_current.tagentity >= cl.num_entities)
1120                         return;
1121                 t = cl.entities + e->state_current.tagentity;
1122                 // if the tag entity is inactive, skip it
1123                 if (t->state_current.active)
1124                 {
1125                         // update the parent first
1126                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1127                         r = &t->render;
1128                 }
1129                 else
1130                 {
1131                         // it may still be a CSQC entity... trying to use its
1132                         // info from last render frame (better than nothing)
1133                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1134                                 return;
1135                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1136                         if(!r->entitynumber)
1137                                 return; // neither CSQC nor legacy entity... can't attach
1138                 }
1139                 // make relative to the entity
1140                 matrix = &r->matrix;
1141                 // some properties of the tag entity carry over
1142                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1143                 // if a valid tagindex is used, make it relative to that tag instead
1144                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1145                 {
1146                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1147                         {
1148                                 // concat the tag matrices onto the entity matrix
1149                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1150                                 // use the constructed tag matrix
1151                                 matrix = &tempmatrix;
1152                         }
1153                 }
1154         }
1155         else if (e->render.flags & RENDER_VIEWMODEL)
1156         {
1157                 // view-relative entity (guns and such)
1158                 if (e->render.effects & EF_NOGUNBOB)
1159                         matrix = &viewmodelmatrix_nobob; // really attached to view
1160                 else
1161                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1162         }
1163         else
1164         {
1165                 // world-relative entity (the normal kind)
1166                 matrix = &identitymatrix;
1167         }
1168
1169         // movement lerp
1170         // if it's the predicted player entity, update according to client movement
1171         // but don't lerp if going through a teleporter as it causes a bad lerp
1172         // also don't use the predicted location if fixangle was set on both of
1173         // the most recent server messages, as that cause means you are spectating
1174         // someone or watching a cutscene of some sort
1175         if (cl_nolerp.integer || cls.timedemo)
1176                 interpolate = false;
1177
1178         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1179         {
1180                 VectorCopy(cl.movement_origin, origin);
1181                 VectorSet(angles, 0, cl.viewangles[1], 0);
1182         }
1183         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1184         {
1185                 // interpolate the origin and angles
1186                 lerp = max(0, lerp);
1187                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1188 #if 0
1189                 // this fails at the singularity of euler angles
1190                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1191                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1192                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1193                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1194                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1195 #else
1196                 {
1197                         vec3_t f0, u0, f1, u1;
1198                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1199                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1200                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1201                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1202                         AnglesFromVectors(angles, f0, u0, false);
1203                 }
1204 #endif
1205         }
1206         else
1207         {
1208                 // no interpolation
1209                 VectorCopy(e->persistent.neworigin, origin);
1210                 VectorCopy(e->persistent.newangles, angles);
1211         }
1212
1213         // model setup and some modelflags
1214         frame = e->state_current.frame;
1215         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1216         if (e->render.model)
1217         {
1218                 if (e->render.skinnum >= e->render.model->numskins)
1219                         e->render.skinnum = 0;
1220                 if (frame >= e->render.model->numframes)
1221                         frame = 0;
1222                 // models can set flags such as EF_ROCKET
1223                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1224                 if (!(e->render.effects & 0xFF800000))
1225                         e->render.effects |= e->render.model->effects;
1226                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1227                 if (e->render.model->type == mod_alias)
1228                         angles[0] = -angles[0];
1229                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1230                 {
1231                         VectorScale(e->render.colormod, 2, e->render.colormod);
1232                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1233                 }
1234         }
1235         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1236         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1237                 angles[0] = -angles[0];
1238                 // NOTE: this must be synced to SV_GetPitchSign!
1239
1240         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1241         {
1242                 angles[1] = ANGLEMOD(100*cl.time);
1243                 if (cl_itembobheight.value)
1244                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1245         }
1246
1247         // animation lerp
1248         e->render.skeleton = NULL;
1249         if (e->render.flags & RENDER_COMPLEXANIMATION)
1250         {
1251                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1252                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1253                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1254                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1255                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1256                         e->render.skeleton = &e->state_current.skeletonobject;
1257         }
1258         else if (e->render.framegroupblend[0].frame == frame)
1259         {
1260                 // update frame lerp fraction
1261                 e->render.framegroupblend[0].lerp = 1;
1262                 e->render.framegroupblend[1].lerp = 0;
1263                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1264                 {
1265                         // make sure frame lerp won't last longer than 100ms
1266                         // (this mainly helps with models that use framegroups and
1267                         // switch between them infrequently)
1268                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1269                         if(e->render.model)
1270                         if(e->render.model->animscenes)
1271                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1272                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1273                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1274                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1275                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1276                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1277                 }
1278         }
1279         else
1280         {
1281                 // begin a new frame lerp
1282                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1283                 e->render.framegroupblend[1].lerp = 1;
1284                 e->render.framegroupblend[0].frame = frame;
1285                 e->render.framegroupblend[0].start = cl.time;
1286                 e->render.framegroupblend[0].lerp = 0;
1287         }
1288
1289         // set up the render matrix
1290         if (matrix)
1291         {
1292                 // attached entity, this requires a matrix multiply (concat)
1293                 // FIXME: e->render.scale should go away
1294                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1295                 // concat the matrices to make the entity relative to its tag
1296                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1297                 // get the origin from the new matrix
1298                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1299         }
1300         else
1301         {
1302                 // unattached entities are faster to process
1303                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1304         }
1305
1306         // tenebrae's sprites are all additive mode (weird)
1307         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1308                 e->render.flags |= RENDER_ADDITIVE;
1309         // player model is only shown with chase_active on
1310         if (e->state_current.number == cl.viewentity)
1311                 e->render.flags |= RENDER_EXTERIORMODEL;
1312         // either fullbright or lit
1313         if(!r_fullbright.integer)
1314         {
1315                 if (!(e->render.effects & EF_FULLBRIGHT))
1316                         e->render.flags |= RENDER_LIGHT;
1317         }
1318         // hide player shadow during intermission or nehahra movie
1319         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1320          && (e->render.alpha >= 1)
1321          && !(e->render.flags & RENDER_VIEWMODEL)
1322          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1323                 e->render.flags |= RENDER_SHADOW;
1324         if (e->render.flags & RENDER_VIEWMODEL)
1325                 e->render.flags |= RENDER_NOSELFSHADOW;
1326         if (e->render.effects & EF_NOSELFSHADOW)
1327                 e->render.flags |= RENDER_NOSELFSHADOW;
1328         if (e->render.effects & EF_NODEPTHTEST)
1329                 e->render.flags |= RENDER_NODEPTHTEST;
1330         if (e->render.effects & EF_ADDITIVE)
1331                 e->render.flags |= RENDER_ADDITIVE;
1332         if (e->render.effects & EF_DOUBLESIDED)
1333                 e->render.flags |= RENDER_DOUBLESIDED;
1334         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1335                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1336
1337         // make the other useful stuff
1338         e->render.allowdecals = true;
1339         CL_UpdateRenderEntity(&e->render);
1340 }
1341
1342 // creates light and trails from an entity
1343 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1344 {
1345         effectnameindex_t trailtype;
1346         vec3_t origin;
1347
1348         // bmodels are treated specially since their origin is usually '0 0 0' and
1349         // their actual geometry is far from '0 0 0'
1350         if (e->render.model && e->render.model->soundfromcenter)
1351         {
1352                 vec3_t o;
1353                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1354                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1355         }
1356         else
1357                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1358
1359         // handle particle trails and such effects now that we know where this
1360         // entity is in the world...
1361         trailtype = EFFECT_NONE;
1362         // LadyHavoc: if the entity has no effects, don't check each
1363         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1364         {
1365                 if (e->render.effects & EF_BRIGHTFIELD)
1366                 {
1367                         if (IS_NEXUIZ_DERIVED(gamemode))
1368                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1369                         else
1370                                 CL_EntityParticles(e);
1371                 }
1372                 if (e->render.effects & EF_FLAME)
1373                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1374                 if (e->render.effects & EF_STARDUST)
1375                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1376         }
1377         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1378         {
1379                 // these are only set on player entities
1380                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1381         }
1382         // muzzleflash fades over time
1383         if (e->persistent.muzzleflash > 0)
1384                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1385         // LadyHavoc: if the entity has no effects, don't check each
1386         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1387         {
1388                 if (e->render.effects & EF_GIB)
1389                         trailtype = EFFECT_TR_BLOOD;
1390                 else if (e->render.effects & EF_ZOMGIB)
1391                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1392                 else if (e->render.effects & EF_TRACER)
1393                         trailtype = EFFECT_TR_WIZSPIKE;
1394                 else if (e->render.effects & EF_TRACER2)
1395                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1396                 else if (e->render.effects & EF_ROCKET)
1397                         trailtype = EFFECT_TR_ROCKET;
1398                 else if (e->render.effects & EF_GRENADE)
1399                 {
1400                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1401                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1402                 }
1403                 else if (e->render.effects & EF_TRACER3)
1404                         trailtype = EFFECT_TR_VORESPIKE;
1405         }
1406         // do trails
1407         if (e->render.flags & RENDER_GLOWTRAIL)
1408                 trailtype = EFFECT_TR_GLOWTRAIL;
1409         if (e->state_current.traileffectnum)
1410                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1411         // check if a trail is allowed (it is not after a teleport for example)
1412         if (trailtype && e->persistent.trail_allowed)
1413         {
1414                 float len;
1415                 vec3_t vel;
1416                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1417                 len = e->state_current.time - e->state_previous.time;
1418                 if (len > 0)
1419                         len = 1.0f / len;
1420                 VectorScale(vel, len, vel);
1421                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1422                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1423         }
1424         // now that the entity has survived one trail update it is allowed to
1425         // leave a real trail on later frames
1426         e->persistent.trail_allowed = true;
1427         VectorCopy(origin, e->persistent.trail_origin);
1428 }
1429
1430
1431 /*
1432 ===============
1433 CL_UpdateViewEntities
1434 ===============
1435 */
1436 void CL_UpdateViewEntities(void)
1437 {
1438         int i;
1439         // update any RENDER_VIEWMODEL entities to use the new view matrix
1440         for (i = 1;i < cl.num_entities;i++)
1441         {
1442                 if (cl.entities_active[i])
1443                 {
1444                         entity_t *ent = cl.entities + i;
1445                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1446                                 CL_UpdateNetworkEntity(ent, 32, true);
1447                 }
1448         }
1449         // and of course the engine viewmodel needs updating as well
1450         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1451 }
1452
1453 /*
1454 ===============
1455 CL_UpdateNetworkCollisionEntities
1456 ===============
1457 */
1458 static void CL_UpdateNetworkCollisionEntities(void)
1459 {
1460         entity_t *ent;
1461         int i;
1462
1463         // start on the entity after the world
1464         cl.num_brushmodel_entities = 0;
1465         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1466         {
1467                 if (cl.entities_active[i])
1468                 {
1469                         ent = cl.entities + i;
1470                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1471                         {
1472                                 // do not interpolate the bmodels for this
1473                                 CL_UpdateNetworkEntity(ent, 32, false);
1474                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1475                         }
1476                 }
1477         }
1478 }
1479
1480 /*
1481 ===============
1482 CL_UpdateNetworkEntities
1483 ===============
1484 */
1485 static void CL_UpdateNetworkEntities(void)
1486 {
1487         entity_t *ent;
1488         int i;
1489
1490         // start on the entity after the world
1491         for (i = 1;i < cl.num_entities;i++)
1492         {
1493                 if (cl.entities_active[i])
1494                 {
1495                         ent = cl.entities + i;
1496                         if (ent->state_current.active)
1497                         {
1498                                 CL_UpdateNetworkEntity(ent, 32, true);
1499                                 // view models should never create light/trails
1500                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1501                                         CL_UpdateNetworkEntityTrail(ent);
1502                         }
1503                         else
1504                         {
1505                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1506                                 cl.entities_active[i] = false;
1507                         }
1508                 }
1509         }
1510 }
1511
1512 static void CL_UpdateViewModel(void)
1513 {
1514         entity_t *ent;
1515         ent = &cl.viewent;
1516         ent->state_previous = ent->state_current;
1517         ent->state_current = defaultstate;
1518         ent->state_current.time = cl.time;
1519         ent->state_current.number = (unsigned short)-1;
1520         ent->state_current.active = true;
1521         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1522         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1523         ent->state_current.flags = RENDER_VIEWMODEL;
1524         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1525                 ent->state_current.modelindex = 0;
1526         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1527         {
1528                 if (gamemode == GAME_TRANSFUSION)
1529                         ent->state_current.alpha = 128;
1530                 else
1531                         ent->state_current.modelindex = 0;
1532         }
1533         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1534         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1535
1536         // reset animation interpolation on weaponmodel if model changed
1537         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1538         {
1539                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1540                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1541                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1542         }
1543         CL_UpdateNetworkEntity(ent, 32, true);
1544 }
1545
1546 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1547 static void CL_LinkNetworkEntity(entity_t *e)
1548 {
1549         effectnameindex_t trailtype;
1550         vec3_t origin;
1551         vec3_t dlightcolor;
1552         vec_t dlightradius;
1553         char vabuf[1024];
1554
1555         // skip inactive entities and world
1556         if (!e->state_current.active || e == cl.entities)
1557                 return;
1558         if (e->state_current.tagentity)
1559         {
1560                 // if the tag entity is currently impossible, skip it
1561                 if (e->state_current.tagentity >= cl.num_entities)
1562                         return;
1563                 // if the tag entity is inactive, skip it
1564                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1565                 {
1566                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1567                                 return;
1568                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1569                                 return;
1570                         // if we get here, it's properly csqc networked and attached
1571                 }
1572         }
1573
1574         // create entity dlights associated with this entity
1575         if (e->render.model && e->render.model->soundfromcenter)
1576         {
1577                 // bmodels are treated specially since their origin is usually '0 0 0'
1578                 vec3_t o;
1579                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1580                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1581         }
1582         else
1583                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1584         trailtype = EFFECT_NONE;
1585         dlightradius = 0;
1586         dlightcolor[0] = 0;
1587         dlightcolor[1] = 0;
1588         dlightcolor[2] = 0;
1589         // LadyHavoc: if the entity has no effects, don't check each
1590         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1591         {
1592                 if (e->render.effects & EF_BRIGHTFIELD)
1593                 {
1594                         if (IS_NEXUIZ_DERIVED(gamemode))
1595                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1596                 }
1597                 if (e->render.effects & EF_DIMLIGHT)
1598                 {
1599                         dlightradius = max(dlightradius, 200);
1600                         dlightcolor[0] += 1.50f;
1601                         dlightcolor[1] += 1.50f;
1602                         dlightcolor[2] += 1.50f;
1603                 }
1604                 if (e->render.effects & EF_BRIGHTLIGHT)
1605                 {
1606                         dlightradius = max(dlightradius, 400);
1607                         dlightcolor[0] += 3.00f;
1608                         dlightcolor[1] += 3.00f;
1609                         dlightcolor[2] += 3.00f;
1610                 }
1611                 // LadyHavoc: more effects
1612                 if (e->render.effects & EF_RED) // red
1613                 {
1614                         dlightradius = max(dlightradius, 200);
1615                         dlightcolor[0] += 1.50f;
1616                         dlightcolor[1] += 0.15f;
1617                         dlightcolor[2] += 0.15f;
1618                 }
1619                 if (e->render.effects & EF_BLUE) // blue
1620                 {
1621                         dlightradius = max(dlightradius, 200);
1622                         dlightcolor[0] += 0.15f;
1623                         dlightcolor[1] += 0.15f;
1624                         dlightcolor[2] += 1.50f;
1625                 }
1626                 if (e->render.effects & EF_FLAME)
1627                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1628                 if (e->render.effects & EF_STARDUST)
1629                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1630         }
1631         // muzzleflash fades over time, and is offset a bit
1632         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1633         {
1634                 vec3_t v2;
1635                 vec3_t color;
1636                 trace_t trace;
1637                 matrix4x4_t tempmatrix;
1638                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1639                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1640                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1641                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1642                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1643                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1644                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1645                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1646         }
1647         // LadyHavoc: if the model has no flags, don't check each
1648         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1649         {
1650                 if (e->render.effects & EF_GIB)
1651                         trailtype = EFFECT_TR_BLOOD;
1652                 else if (e->render.effects & EF_ZOMGIB)
1653                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1654                 else if (e->render.effects & EF_TRACER)
1655                         trailtype = EFFECT_TR_WIZSPIKE;
1656                 else if (e->render.effects & EF_TRACER2)
1657                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1658                 else if (e->render.effects & EF_ROCKET)
1659                         trailtype = EFFECT_TR_ROCKET;
1660                 else if (e->render.effects & EF_GRENADE)
1661                 {
1662                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1663                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1664                 }
1665                 else if (e->render.effects & EF_TRACER3)
1666                         trailtype = EFFECT_TR_VORESPIKE;
1667         }
1668         // LadyHavoc: customizable glow
1669         if (e->state_current.glowsize)
1670         {
1671                 // * 4 for the expansion from 0-255 to 0-1023 range,
1672                 // / 255 to scale down byte colors
1673                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1674                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1675         }
1676         // custom rtlight
1677         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1678         {
1679                 matrix4x4_t dlightmatrix;
1680                 vec4_t light;
1681                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1682                 light[3] = e->state_current.light[3];
1683                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1684                         VectorSet(light, 1, 1, 1);
1685                 if (light[3] == 0)
1686                         light[3] = 350;
1687                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1688                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1689                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1690                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1691                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1692         }
1693         // make the glow dlight
1694         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1695         {
1696                 matrix4x4_t dlightmatrix;
1697                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1698                 // hack to make glowing player light shine on their gun
1699                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1700                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1701                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1702                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1703                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1704         }
1705         // do trail light
1706         if (e->render.flags & RENDER_GLOWTRAIL)
1707                 trailtype = EFFECT_TR_GLOWTRAIL;
1708         if (e->state_current.traileffectnum)
1709                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1710         if (trailtype)
1711                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1712
1713         // don't show entities with no modelindex (note: this still shows
1714         // entities which have a modelindex that resolved to a NULL model)
1715         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1716                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1717         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1718         //      Matrix4x4_Print(&e->render.matrix);
1719 }
1720
1721 static void CL_RelinkWorld(void)
1722 {
1723         entity_t *ent = &cl.entities[0];
1724         // FIXME: this should be done at load
1725         ent->render.matrix = identitymatrix;
1726         ent->render.flags = RENDER_SHADOW;
1727         if (!r_fullbright.integer)
1728                 ent->render.flags |= RENDER_LIGHT;
1729         VectorSet(ent->render.colormod, 1, 1, 1);
1730         VectorSet(ent->render.glowmod, 1, 1, 1);
1731         ent->render.allowdecals = true;
1732         CL_UpdateRenderEntity(&ent->render);
1733         r_refdef.scene.worldentity = &ent->render;
1734         r_refdef.scene.worldmodel = cl.worldmodel;
1735
1736         // if the world is q2bsp, animate the textures
1737         if (ent->render.model && ent->render.model->brush.isq2bsp)
1738                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1739 }
1740
1741 static void CL_RelinkStaticEntities(void)
1742 {
1743         int i;
1744         entity_t *e;
1745         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1746         {
1747                 e->render.flags = 0;
1748                 // if the model was not loaded when the static entity was created we
1749                 // need to re-fetch the model pointer
1750                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1751                 // either fullbright or lit
1752                 if(!r_fullbright.integer)
1753                 {
1754                         if (!(e->render.effects & EF_FULLBRIGHT))
1755                                 e->render.flags |= RENDER_LIGHT;
1756                 }
1757                 // hide player shadow during intermission or nehahra movie
1758                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1759                         e->render.flags |= RENDER_SHADOW;
1760                 VectorSet(e->render.colormod, 1, 1, 1);
1761                 VectorSet(e->render.glowmod, 1, 1, 1);
1762                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1763                 e->render.allowdecals = true;
1764                 CL_UpdateRenderEntity(&e->render);
1765                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1766         }
1767 }
1768
1769 /*
1770 ===============
1771 CL_RelinkEntities
1772 ===============
1773 */
1774 static void CL_RelinkNetworkEntities(void)
1775 {
1776         entity_t *ent;
1777         int i;
1778
1779         // start on the entity after the world
1780         for (i = 1;i < cl.num_entities;i++)
1781         {
1782                 if (cl.entities_active[i])
1783                 {
1784                         ent = cl.entities + i;
1785                         if (ent->state_current.active)
1786                                 CL_LinkNetworkEntity(ent);
1787                         else
1788                                 cl.entities_active[i] = false;
1789                 }
1790         }
1791 }
1792
1793 static void CL_RelinkEffects(void)
1794 {
1795         int i, intframe;
1796         cl_effect_t *e;
1797         entity_render_t *entrender;
1798         float frame;
1799
1800         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1801         {
1802                 if (e->active)
1803                 {
1804                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1805                         intframe = (int)frame;
1806                         if (intframe < 0 || intframe >= e->endframe)
1807                         {
1808                                 memset(e, 0, sizeof(*e));
1809                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1810                                         cl.num_effects--;
1811                                 continue;
1812                         }
1813
1814                         if (intframe != e->frame)
1815                         {
1816                                 e->frame = intframe;
1817                                 e->frame1time = e->frame2time;
1818                                 e->frame2time = cl.time;
1819                         }
1820
1821                         // if we're drawing effects, get a new temp entity
1822                         // (NewTempEntity adds it to the render entities list for us)
1823                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1824                         {
1825                                 // interpolation stuff
1826                                 entrender->framegroupblend[0].frame = intframe;
1827                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1828                                 entrender->framegroupblend[0].start = e->frame1time;
1829                                 if (intframe + 1 >= e->endframe)
1830                                 {
1831                                         entrender->framegroupblend[1].frame = 0; // disappear
1832                                         entrender->framegroupblend[1].lerp = 0;
1833                                         entrender->framegroupblend[1].start = 0;
1834                                 }
1835                                 else
1836                                 {
1837                                         entrender->framegroupblend[1].frame = intframe + 1;
1838                                         entrender->framegroupblend[1].lerp = frame - intframe;
1839                                         entrender->framegroupblend[1].start = e->frame2time;
1840                                 }
1841
1842                                 // normal stuff
1843                                 entrender->model = e->model;
1844                                 entrender->alpha = 1;
1845                                 VectorSet(entrender->colormod, 1, 1, 1);
1846                                 VectorSet(entrender->glowmod, 1, 1, 1);
1847
1848                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1849                                 CL_UpdateRenderEntity(entrender);
1850                         }
1851                 }
1852         }
1853 }
1854
1855 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1856 {
1857         VectorCopy(b->start, start);
1858         VectorCopy(b->end, end);
1859
1860         // if coming from the player, update the start position
1861         if (b->entity == cl.viewentity)
1862         {
1863                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1864                 {
1865                         // LadyHavoc: this is a stupid hack from Quake that makes your
1866                         // lightning appear to come from your waist and cover less of your
1867                         // view
1868                         // in Quake this hack was applied to all players (causing the
1869                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1870                         // only applies to your own lightning, and only in first person
1871                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1872                 }
1873                 if (cl_beams_instantaimhack.integer)
1874                 {
1875                         vec3_t dir, localend;
1876                         vec_t len;
1877                         // LadyHavoc: this updates the beam direction to match your
1878                         // viewangles
1879                         VectorSubtract(end, start, dir);
1880                         len = VectorLength(dir);
1881                         VectorNormalize(dir);
1882                         VectorSet(localend, len, 0, 0);
1883                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1884                 }
1885         }
1886 }
1887
1888 void CL_RelinkBeams(void)
1889 {
1890         int i;
1891         beam_t *b;
1892         vec3_t dist, org, start, end;
1893         float d;
1894         entity_render_t *entrender;
1895         double yaw, pitch;
1896         float forward;
1897         matrix4x4_t tempmatrix;
1898
1899         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1900         {
1901                 if (!b->model)
1902                         continue;
1903                 if (b->endtime < cl.time)
1904                 {
1905                         b->model = NULL;
1906                         continue;
1907                 }
1908
1909                 CL_Beam_CalculatePositions(b, start, end);
1910
1911                 if (b->lightning)
1912                 {
1913                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1914                         {
1915                                 // FIXME: create a matrix from the beam start/end orientation
1916                                 vec3_t dlightcolor;
1917                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1918                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1919                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1920                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1921                         }
1922                         if (cl_beams_polygons.integer)
1923                         {
1924                                 CL_Beam_AddPolygons(b);
1925                                 continue;
1926                         }
1927                 }
1928
1929                 // calculate pitch and yaw
1930                 // (this is similar to the QuakeC builtin function vectoangles)
1931                 VectorSubtract(end, start, dist);
1932                 if (dist[1] == 0 && dist[0] == 0)
1933                 {
1934                         yaw = 0;
1935                         if (dist[2] > 0)
1936                                 pitch = 90;
1937                         else
1938                                 pitch = 270;
1939                 }
1940                 else
1941                 {
1942                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1943                         if (yaw < 0)
1944                                 yaw += 360;
1945
1946                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1947                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1948                         if (pitch < 0)
1949                                 pitch += 360;
1950                 }
1951
1952                 // add new entities for the lightning
1953                 VectorCopy (start, org);
1954                 d = VectorNormalizeLength(dist);
1955                 while (d > 0)
1956                 {
1957                         entrender = CL_NewTempEntity (0);
1958                         if (!entrender)
1959                                 return;
1960                         entrender->model = b->model;
1961                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1962                         CL_UpdateRenderEntity(entrender);
1963                         VectorMA(org, 30, dist, org);
1964                         d -= 30;
1965                 }
1966         }
1967
1968         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1969                 cl.num_beams--;
1970 }
1971
1972 static void CL_RelinkQWNails(void)
1973 {
1974         int i;
1975         vec_t *v;
1976         entity_render_t *entrender;
1977
1978         for (i = 0;i < cl.qw_num_nails;i++)
1979         {
1980                 v = cl.qw_nails[i];
1981
1982                 // if we're drawing effects, get a new temp entity
1983                 // (NewTempEntity adds it to the render entities list for us)
1984                 if (!(entrender = CL_NewTempEntity(0)))
1985                         continue;
1986
1987                 // normal stuff
1988                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1989                 entrender->alpha = 1;
1990                 VectorSet(entrender->colormod, 1, 1, 1);
1991                 VectorSet(entrender->glowmod, 1, 1, 1);
1992
1993                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1994                 CL_UpdateRenderEntity(entrender);
1995         }
1996 }
1997
1998 static void CL_LerpPlayer(float frac)
1999 {
2000         int i;
2001
2002         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2003         for (i = 0;i < 3;i++)
2004         {
2005                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2006                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2007                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2008         }
2009
2010         // interpolate the angles if playing a demo or spectating someone
2011         if (cls.demoplayback || cl.fixangle[0])
2012         {
2013                 for (i = 0;i < 3;i++)
2014                 {
2015                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2016                         if (d > 180)
2017                                 d -= 360;
2018                         else if (d < -180)
2019                                 d += 360;
2020                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2021                 }
2022         }
2023 }
2024
2025 void CSQC_RelinkAllEntities (int drawmask)
2026 {
2027         // link stuff
2028         CL_RelinkWorld();
2029         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2030         CL_MeshEntities_Scene_AddRenderEntity();
2031         CL_RelinkStaticEntities();
2032         CL_RelinkBeams();
2033         CL_RelinkEffects();
2034         CL_RelinkLightFlashes();
2035
2036         // link stuff
2037         if (drawmask & ENTMASK_ENGINE)
2038         {
2039                 CL_RelinkNetworkEntities();
2040                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2041                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2042                 CL_RelinkQWNails();
2043         }
2044
2045         // update view blend
2046         V_CalcViewBlend();
2047 }
2048
2049 /*
2050 ===============
2051 CL_UpdateWorld
2052
2053 Update client game world for a new frame
2054 ===============
2055 */
2056 void CL_UpdateWorld(void)
2057 {
2058         r_refdef.scene.extraupdate = !r_speeds.integer;
2059         r_refdef.scene.numentities = 0;
2060         r_refdef.scene.numlights = 0;
2061         r_refdef.view.matrix = identitymatrix;
2062         r_refdef.view.quality = 1;
2063                 
2064         cl.num_brushmodel_entities = 0;
2065
2066         if (cls.state == ca_connected && cls.signon == SIGNONS)
2067         {
2068                 // prepare for a new frame
2069                 CL_LerpPlayer(CL_LerpPoint());
2070                 CL_DecayLightFlashes();
2071                 CL_ClearTempEntities();
2072                 V_DriftPitch();
2073                 V_FadeViewFlashs();
2074
2075                 // if prediction is enabled we have to update all the collidable
2076                 // network entities before the prediction code can be run
2077                 CL_UpdateNetworkCollisionEntities();
2078
2079                 // now update the player prediction
2080                 CL_ClientMovement_Replay();
2081
2082                 // update the player entity (which may be predicted)
2083                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2084
2085                 // now update the view (which depends on that player entity)
2086                 V_CalcRefdef();
2087
2088                 // now update all the network entities and create particle trails
2089                 // (some entities may depend on the view)
2090                 CL_UpdateNetworkEntities();
2091
2092                 // update the engine-based viewmodel
2093                 CL_UpdateViewModel();
2094
2095                 // when csqc is loaded, it will call this in CSQC_UpdateView
2096                 if (!CLVM_prog->loaded || CLVM_prog->flag & PRVM_CSQC_SIMPLE)
2097                 {
2098                         // clear the CL_Mesh_Scene() used for some engine effects
2099                         CL_MeshEntities_Scene_Clear();
2100                         // add engine entities and effects
2101                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2102                 }
2103
2104                 // decals, particles, and explosions will be updated during rneder
2105         }
2106
2107         r_refdef.scene.time = cl.time;
2108 }
2109
2110 /*
2111 ======================
2112 CL_Fog_f
2113 ======================
2114 */
2115 static void CL_Fog_f(cmd_state_t *cmd)
2116 {
2117         if (Cmd_Argc (cmd) == 1)
2118         {
2119                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
2120                 return;
2121         }
2122         FOG_clear(); // so missing values get good defaults
2123         if(Cmd_Argc(cmd) > 1)
2124                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2125         if(Cmd_Argc(cmd) > 2)
2126                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2127         if(Cmd_Argc(cmd) > 3)
2128                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2129         if(Cmd_Argc(cmd) > 4)
2130                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2131         if(Cmd_Argc(cmd) > 5)
2132                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2133         if(Cmd_Argc(cmd) > 6)
2134                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2135         if(Cmd_Argc(cmd) > 7)
2136                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2137         if(Cmd_Argc(cmd) > 8)
2138                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2139         if(Cmd_Argc(cmd) > 9)
2140                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2141 }
2142
2143 /*
2144 ======================
2145 CL_FogHeightTexture_f
2146 ======================
2147 */
2148 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2149 {
2150         if (Cmd_Argc (cmd) < 11)
2151         {
2152                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2153                 return;
2154         }
2155         FOG_clear(); // so missing values get good defaults
2156         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2157         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2158         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2159         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2160         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2161         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2162         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2163         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2164         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2165         dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2166 }
2167
2168
2169 /*
2170 ====================
2171 CL_TimeRefresh_f
2172
2173 For program optimization
2174 ====================
2175 */
2176 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2177 {
2178         int i;
2179         double timestart, timedelta;
2180
2181         r_refdef.scene.extraupdate = false;
2182
2183         timestart = Sys_DirtyTime();
2184         for (i = 0;i < 128;i++)
2185         {
2186                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2187                 r_refdef.view.quality = 1;
2188                 CL_UpdateScreen();
2189         }
2190         timedelta = Sys_DirtyTime() - timestart;
2191
2192         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2193 }
2194
2195 static void CL_AreaStats_f(cmd_state_t *cmd)
2196 {
2197         World_PrintAreaStats(&cl.world, "client");
2198 }
2199
2200 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2201 {
2202         int i;
2203         cl_locnode_t *loc;
2204         cl_locnode_t *best;
2205         vec3_t nearestpoint;
2206         vec_t dist, bestdist;
2207         best = NULL;
2208         bestdist = 0;
2209         for (loc = cl.locnodes;loc;loc = loc->next)
2210         {
2211                 for (i = 0;i < 3;i++)
2212                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2213                 dist = VectorDistance2(nearestpoint, point);
2214                 if (bestdist > dist || !best)
2215                 {
2216                         bestdist = dist;
2217                         best = loc;
2218                         if (bestdist < 1)
2219                                 break;
2220                 }
2221         }
2222         return best;
2223 }
2224
2225 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2226 {
2227         cl_locnode_t *loc;
2228         loc = CL_Locs_FindNearest(point);
2229         if (loc)
2230                 dp_strlcpy(buffer, loc->name, buffersize);
2231         else
2232                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2233 }
2234
2235 static void CL_Locs_FreeNode(cl_locnode_t *node)
2236 {
2237         cl_locnode_t **pointer, **next;
2238         for (pointer = &cl.locnodes;*pointer;pointer = next)
2239         {
2240                 next = &(*pointer)->next;
2241                 if (*pointer == node)
2242                 {
2243                         *pointer = node->next;
2244                         Mem_Free(node);
2245                         return;
2246                 }
2247         }
2248         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2249 }
2250
2251 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2252 {
2253         cl_locnode_t *node, **pointer;
2254         int namelen;
2255         if (!name)
2256                 name = "";
2257         namelen = (int)strlen(name);
2258         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2259         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2260         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2261         node->name = (char *)(node + 1);
2262         memcpy(node->name, name, namelen);
2263         node->name[namelen] = 0;
2264         // link it into the tail of the list to preserve the order
2265         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2266                 ;
2267         *pointer = node;
2268 }
2269
2270 static void CL_Locs_Add_f(cmd_state_t *cmd)
2271 {
2272         vec3_t mins, maxs;
2273         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2274         {
2275                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2276                 return;
2277         }
2278         mins[0] = atof(Cmd_Argv(cmd, 1));
2279         mins[1] = atof(Cmd_Argv(cmd, 2));
2280         mins[2] = atof(Cmd_Argv(cmd, 3));
2281         if (Cmd_Argc(cmd) == 8)
2282         {
2283                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2284                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2285                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2286                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2287         }
2288         else
2289                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2290 }
2291
2292 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2293 {
2294         cl_locnode_t *loc;
2295         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2296         if (loc)
2297                 CL_Locs_FreeNode(loc);
2298         else
2299                 Con_Printf("no loc point or box found for your location\n");
2300 }
2301
2302 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2303 {
2304         while (cl.locnodes)
2305                 CL_Locs_FreeNode(cl.locnodes);
2306 }
2307
2308 static void CL_Locs_Save_f(cmd_state_t *cmd)
2309 {
2310         cl_locnode_t *loc;
2311         qfile_t *outfile;
2312         char locfilename[MAX_QPATH];
2313         if (!cl.locnodes)
2314         {
2315                 Con_Printf("No loc points/boxes exist!\n");
2316                 return;
2317         }
2318         if (cls.state != ca_connected || !cl.worldmodel)
2319         {
2320                 Con_Printf("No level loaded!\n");
2321                 return;
2322         }
2323         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2324
2325         outfile = FS_OpenRealFile(locfilename, "w", false);
2326         if (!outfile)
2327                 return;
2328         // if any boxes are used then this is a proquake-format loc file, which
2329         // allows comments, so add some relevant information at the start
2330         for (loc = cl.locnodes;loc;loc = loc->next)
2331                 if (!VectorCompare(loc->mins, loc->maxs))
2332                         break;
2333         if (loc)
2334         {
2335                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2336                 for (loc = cl.locnodes;loc;loc = loc->next)
2337                         if (VectorCompare(loc->mins, loc->maxs))
2338                                 break;
2339                 if (loc)
2340                         Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2341         }
2342         for (loc = cl.locnodes;loc;loc = loc->next)
2343         {
2344                 if (VectorCompare(loc->mins, loc->maxs))
2345                 {
2346                         int len;
2347                         const char *s;
2348                         const char *in = loc->name;
2349                         char name[MAX_INPUTLINE];
2350                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2351                         {
2352                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2353                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2354                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2355                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2356                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2357                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2358                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2359                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2360                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2361                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2362                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2363                                 else s = NULL;
2364                                 if (s)
2365                                 {
2366                                         while (len < (int)sizeof(name) - 1 && *s)
2367                                                 name[len++] = *s++;
2368                                         continue;
2369                                 }
2370                                 name[len++] = *in++;
2371                         }
2372                         name[len] = 0;
2373                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2374                 }
2375                 else
2376                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2377         }
2378         FS_Close(outfile);
2379 }
2380
2381 void CL_Locs_Reload_f(cmd_state_t *cmd)
2382 {
2383         int i, linenumber, limit, len;
2384         const char *s;
2385         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2386         fs_offset_t filesize;
2387         vec3_t mins, maxs;
2388         char locfilename[MAX_QPATH];
2389         char name[MAX_INPUTLINE];
2390
2391         if (cls.state != ca_connected || !cl.worldmodel)
2392         {
2393                 Con_Printf("No level loaded!\n");
2394                 return;
2395         }
2396
2397         CL_Locs_Clear_f(cmd);
2398
2399         // try maps/something.loc first (LadyHavoc: where I think they should be)
2400         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2401         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2402         if (!filedata)
2403         {
2404                 // try proquake name as well (LadyHavoc: I hate path mangling)
2405                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2406                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2407                 if (!filedata)
2408                         return;
2409         }
2410         text = filedata;
2411         textend = filedata + filesize;
2412         for (linenumber = 1;text < textend;linenumber++)
2413         {
2414                 linestart = text;
2415                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2416                         ;
2417                 lineend = text;
2418                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2419                         text++;
2420                 if (text < textend)
2421                         text++;
2422                 // trim trailing whitespace
2423                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2424                         lineend--;
2425                 // trim leading whitespace
2426                 while (linestart < lineend && ISWHITESPACE(*linestart))
2427                         linestart++;
2428                 // check if this is a comment
2429                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2430                         continue;
2431                 linetext = linestart;
2432                 limit = 3;
2433                 for (i = 0;i < limit;i++)
2434                 {
2435                         if (linetext >= lineend)
2436                                 break;
2437                         // note: a missing number is interpreted as 0
2438                         if (i < 3)
2439                                 mins[i] = atof(linetext);
2440                         else
2441                                 maxs[i - 3] = atof(linetext);
2442                         // now advance past the number
2443                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2444                                 linetext++;
2445                         // advance through whitespace
2446                         if (linetext < lineend)
2447                         {
2448                                 if (*linetext == ',')
2449                                 {
2450                                         linetext++;
2451                                         limit = 6;
2452                                         // note: comma can be followed by whitespace
2453                                 }
2454                                 if (ISWHITESPACE(*linetext))
2455                                 {
2456                                         // skip whitespace
2457                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2458                                                 linetext++;
2459                                 }
2460                         }
2461                 }
2462                 // if this is a quoted name, remove the quotes
2463                 if (i == 6)
2464                 {
2465                         if (linetext >= lineend || *linetext != '"')
2466                                 continue; // proquake location names are always quoted
2467                         lineend--;
2468                         linetext++;
2469                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2470                         memcpy(name, linetext, len);
2471                         name[len] = 0;
2472                         // add the box to the list
2473                         CL_Locs_AddNode(mins, maxs, name);
2474                 }
2475                 // if a point was parsed, it needs to be scaled down by 8 (since
2476                 // point-based loc files were invented by a proxy which dealt
2477                 // directly with quake protocol coordinates, which are *8), turn
2478                 // it into a box
2479                 else if (i == 3)
2480                 {
2481                         // interpret silly fuhquake macros
2482                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2483                         {
2484                                 if (*linetext == '$')
2485                                 {
2486                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2487                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2488                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2489                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2490                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2491                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2492                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2493                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2494                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2495                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2496                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2497                                         else s = NULL;
2498                                         if (s)
2499                                         {
2500                                                 while (len < (int)sizeof(name) - 1 && *s)
2501                                                         name[len++] = *s++;
2502                                                 continue;
2503                                         }
2504                                 }
2505                                 name[len++] = *linetext++;
2506                         }
2507                         name[len] = 0;
2508                         // add the point to the list
2509                         VectorScale(mins, (1.0 / 8.0), mins);
2510                         CL_Locs_AddNode(mins, mins, name);
2511                 }
2512                 else
2513                         continue;
2514         }
2515 }
2516
2517 entity_t cl_meshentities[NUM_MESHENTITIES];
2518 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2519 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2520 {
2521         "MESH_SCENE",
2522         "MESH_UI",
2523 };
2524
2525 static void CL_MeshEntities_Restart(void)
2526 {
2527         int i;
2528         entity_t *ent;
2529         for (i = 0; i < NUM_MESHENTITIES; i++)
2530         {
2531                 ent = cl_meshentities + i;
2532                 Mod_Mesh_Destroy(ent->render.model);
2533                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2534         }
2535 }
2536
2537 static void CL_MeshEntities_Start(void)
2538 {
2539         int i;
2540         entity_t *ent;
2541         for(i = 0; i < NUM_MESHENTITIES; i++)
2542         {
2543                 ent = cl_meshentities + i;
2544                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2545         }
2546 }
2547
2548 static void CL_MeshEntities_Shutdown(void)
2549 {
2550         int i;
2551         entity_t *ent;
2552         for(i = 0; i < NUM_MESHENTITIES; i++)
2553         {
2554                 ent = cl_meshentities + i;
2555                 Mod_Mesh_Destroy(ent->render.model);
2556         }
2557 }
2558
2559 void CL_MeshEntities_Init(void)
2560 {
2561         int i;
2562         entity_t *ent;
2563         for (i = 0; i < NUM_MESHENTITIES; i++)
2564         {
2565                 ent = cl_meshentities + i;
2566                 ent->state_current.active = true;
2567                 ent->render.model = cl_meshentitymodels + i;
2568                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2569                 ent->render.alpha = 1;
2570                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2571                 ent->render.framegroupblend[0].lerp = 1;
2572                 ent->render.frameblend[0].lerp = 1;
2573                 VectorSet(ent->render.colormod, 1, 1, 1);
2574                 VectorSet(ent->render.glowmod, 1, 1, 1);
2575                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2576                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2577                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2578                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2579                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2580                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2581                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2582                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2583                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2584                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2585                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2586                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2587                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2588                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2589                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2590
2591                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2592                 CL_UpdateRenderEntity(&ent->render);
2593         }
2594         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2595         R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2596 }
2597
2598 void CL_MeshEntities_Scene_Clear(void)
2599 {
2600         Mod_Mesh_Reset(CL_Mesh_Scene());
2601 }
2602
2603 void CL_MeshEntities_Scene_AddRenderEntity(void)
2604 {
2605         entity_t* ent = &cl_meshentities[MESH_SCENE];
2606         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2607 }
2608
2609 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2610 {
2611         entity_t *ent = &cl_meshentities[MESH_SCENE];
2612         Mod_Mesh_Finalize(ent->render.model);
2613         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2614         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2615 }
2616
2617 extern cvar_t r_overheadsprites_pushback;
2618 extern cvar_t r_fullbright_directed_pitch_relative;
2619 extern cvar_t r_fullbright_directed_pitch;
2620 extern cvar_t r_fullbright_directed_ambient;
2621 extern cvar_t r_fullbright_directed_diffuse;
2622 extern cvar_t r_fullbright_directed;
2623 extern cvar_t r_hdr_glowintensity;
2624
2625 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2626 {
2627         vec3_t angles;
2628
2629         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2630         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2631
2632         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2633         // same for all stereo views, and to better handle pitches outside
2634         // [-90, 90] (in_pitch_* cvars allow that).
2635         VectorCopy(cl.viewangles, angles);
2636         if (r_fullbright_directed_pitch_relative.integer) {
2637                 angles[PITCH] += r_fullbright_directed_pitch.value;
2638         }
2639         else {
2640                 angles[PITCH] = r_fullbright_directed_pitch.value;
2641         }
2642         AngleVectors(angles, worldspacenormal, NULL, NULL);
2643         VectorNegate(worldspacenormal, worldspacenormal);
2644 }
2645
2646 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2647 {
2648         float shadingorigin[3], a[3], c[3], dir[3];
2649         int q;
2650
2651         for (q = 0; q < 3; q++)
2652                 a[q] = c[q] = dir[q] = 0;
2653
2654         ent->render_lightgrid = false;
2655         ent->render_modellight_forced = false;
2656         ent->render_rtlight_disabled = false;
2657
2658         // pick an appropriate value for render_modellight_origin - if this is an
2659         // attachment we want to use the parent's render_modellight_origin so that
2660         // shading is the same (also important for r_shadows to cast shadows in the
2661         // same direction)
2662         if (VectorLength2(ent->custommodellight_origin))
2663         {
2664                 // CSQC entities always provide this (via CL_GetTagMatrix)
2665                 for (q = 0; q < 3; q++)
2666                         shadingorigin[q] = ent->custommodellight_origin[q];
2667         }
2668         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2669         {
2670                 // network entity - follow attachment chain back to a root entity,
2671                 int entnum = ent->entitynumber, recursion;
2672                 for (recursion = 32; recursion > 0; --recursion)
2673                 {
2674                         int parentnum = cl.entities[entnum].state_current.tagentity;
2675                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2676                                 break;
2677                         entnum = parentnum;
2678                 }
2679                 // grab the root entity's origin
2680                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2681         }
2682         else
2683         {
2684                 // not a CSQC entity (which sets custommodellight_origin), not a network
2685                 // entity - so it's probably not attached to anything
2686                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2687         }
2688
2689         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2690         {
2691                 // intentionally EF_FULLBRIGHT entity
2692                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2693                 // CSQC can still provide its own customized modellight values
2694                 ent->render_rtlight_disabled = true;
2695                 ent->render_modellight_forced = true;
2696                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2697                 {
2698                         // custom colors provided by CSQC
2699                         for (q = 0; q < 3; q++)
2700                         {
2701                                 a[q] = ent->custommodellight_ambient[q];
2702                                 c[q] = ent->custommodellight_diffuse[q];
2703                                 dir[q] = ent->custommodellight_lightdir[q];
2704                         }
2705                 }
2706                 else if (r_fullbright_directed.integer)
2707                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2708                 else
2709                         for (q = 0; q < 3; q++)
2710                                 a[q] = 1;
2711         }
2712         else
2713         {
2714                 // fetch the lighting from the worldmodel data
2715
2716                 // CSQC can provide its own customized modellight values
2717                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2718                 {
2719                         ent->render_modellight_forced = true;
2720                         for (q = 0; q < 3; q++)
2721                         {
2722                                 a[q] = ent->custommodellight_ambient[q];
2723                                 c[q] = ent->custommodellight_diffuse[q];
2724                                 dir[q] = ent->custommodellight_lightdir[q];
2725                         }
2726                 }
2727                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2728                 {
2729                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2730                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2731                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2732                         ent->render_modellight_forced = true;
2733                         ent->render_rtlight_disabled = true;
2734                 }
2735                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2736                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2737                 {
2738                         ent->render_lightgrid = true;
2739                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2740                 }
2741                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2742                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2743                 else if (r_fullbright_directed.integer)
2744                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2745                 else
2746                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2747         }
2748
2749         for (q = 0; q < 3; q++)
2750         {
2751                 ent->render_fullbright[q] = ent->colormod[q];
2752                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2753                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2754                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2755                 ent->render_modellight_specular[q] = c[q];
2756                 ent->render_modellight_lightdir_world[q] = dir[q];
2757                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2758                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2759                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2760                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2761                 ent->render_rtlight_specular[q] = 1;
2762         }
2763
2764         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2765         if (ent->render_modellight_forced)
2766                 for (q = 0; q < 3; q++)
2767                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2768         if (ent->render_rtlight_disabled)
2769                 for (q = 0; q < 3; q++)
2770                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2771
2772         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2773                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2774         VectorNormalize(ent->render_modellight_lightdir_world);
2775         // transform into local space for the entity as well
2776         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2777         VectorNormalize(ent->render_modellight_lightdir_local);
2778 }
2779
2780
2781 void CL_UpdateEntityShading(void)
2782 {
2783         int i;
2784         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2785         for (i = 0; i < r_refdef.scene.numentities; i++)
2786                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2787 }
2788
2789 qbool vid_opened = false;
2790 void CL_StartVideo(void)
2791 {
2792         if (!vid_opened && cls.state != ca_dedicated)
2793         {
2794                 vid_opened = true;
2795 #ifdef WIN32
2796                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2797                 NetConn_UpdateSockets();
2798 #endif
2799                 VID_Start();
2800         }
2801 }
2802
2803 extern cvar_t host_framerate;
2804 extern cvar_t host_speeds;
2805 extern uint8_t serverlist_querystage;
2806 double CL_Frame (double time)
2807 {
2808         static double clframetime;
2809         static double cl_timer = 0;
2810         static double time1 = 0, time2 = 0, time3 = 0;
2811         int pass1, pass2, pass3;
2812         float maxfps;
2813
2814         CL_VM_PreventInformationLeaks();
2815
2816         /*
2817          * If the accumulator hasn't become positive, don't
2818          * run the frame. Everything that happens before this
2819          * point will happen even if we're sleeping this frame.
2820          */
2821         if((cl_timer += time) < 0)
2822                 return cl_timer;
2823
2824         // limit the frametime steps to no more than 100ms each
2825         if (cl_timer > 0.1)
2826                 cl_timer = 0.1;
2827
2828         // Run at full speed when querying servers, compared to waking up early to parse
2829         // this is simpler and gives pings more representative of what can be expected when playing.
2830         maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2831
2832         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2833         {
2834                 R_TimeReport("---");
2835                 Collision_Cache_NewFrame();
2836                 R_TimeReport("photoncache");
2837 #ifdef CONFIG_VIDEO_CAPTURE
2838                 // decide the simulation time
2839                 if (cls.capturevideo.active)
2840                 {
2841                         if (cls.capturevideo.realtime)
2842                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2843                         else
2844                         {
2845                                 clframetime = 1.0 / cls.capturevideo.framerate;
2846                                 cl.realframetime = max(time, clframetime);
2847                         }
2848                 }
2849                 else
2850 #endif
2851                 {
2852                         if (maxfps <= 0 || cls.timedemo)
2853                                 clframetime = cl.realframetime = cl_timer;
2854                         else
2855                                 // networking assumes at least 10fps
2856                                 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2857
2858                         // on some legacy systems, we need to sleep to keep input responsive
2859                         if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2860                                 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2861                 }
2862
2863                 // apply slowmo scaling
2864                 clframetime *= cl.movevars_timescale;
2865                 // scale playback speed of demos by slowmo cvar
2866                 if (cls.demoplayback)
2867                 {
2868                         clframetime *= host_timescale.value;
2869                         // if demo playback is paused, don't advance time at all
2870                         if (cls.demopaused)
2871                                 clframetime = 0;
2872                 }
2873                 else
2874                 {
2875                         // host_framerate overrides all else
2876                         if (host_framerate.value)
2877                                 clframetime = host_framerate.value;
2878
2879                         if (cl.paused || host.paused)
2880                                 clframetime = 0;
2881                 }
2882
2883                 if (cls.timedemo)
2884                         clframetime = cl.realframetime = cl_timer;
2885
2886                 // deduct the frame time from the accumulator
2887                 cl_timer -= cl.realframetime;
2888
2889                 cl.oldtime = cl.time;
2890                 cl.time += clframetime;
2891
2892                 // update video
2893                 if (host_speeds.integer)
2894                         time1 = Sys_DirtyTime();
2895                 R_TimeReport("pre-input");
2896
2897                 // Collect input into cmd
2898                 CL_Input();
2899
2900                 R_TimeReport("input");
2901
2902                 // check for new packets
2903                 NetConn_ClientFrame();
2904
2905                 // read a new frame from a demo if needed
2906                 CL_ReadDemoMessage();
2907                 R_TimeReport("clientnetwork");
2908
2909                 // now that packets have been read, send input to server
2910                 CL_SendMove();
2911                 R_TimeReport("sendmove");
2912
2913                 // update client world (interpolate entities, create trails, etc)
2914                 CL_UpdateWorld();
2915                 R_TimeReport("lerpworld");
2916
2917                 CL_Video_Frame();
2918
2919                 R_TimeReport("client");
2920
2921                 CL_UpdateScreen();
2922                 R_TimeReport("render");
2923
2924                 if (host_speeds.integer)
2925                         time2 = Sys_DirtyTime();
2926
2927                 // update audio
2928                 if(cl.csqc_usecsqclistener)
2929                 {
2930                         S_Update(&cl.csqc_listenermatrix);
2931                         cl.csqc_usecsqclistener = false;
2932                 }
2933                 else
2934                         S_Update(&r_refdef.view.matrix);
2935
2936                 CDAudio_Update();
2937                 R_TimeReport("audio");
2938
2939                 // reset gathering of mouse input
2940                 in_mouse_x = in_mouse_y = 0;
2941
2942                 if (host_speeds.integer)
2943                 {
2944                         pass1 = (int)((time1 - time3)*1000000);
2945                         time3 = Sys_DirtyTime();
2946                         pass2 = (int)((time2 - time1)*1000000);
2947                         pass3 = (int)((time3 - time2)*1000000);
2948                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2949                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2950                 }
2951         }
2952         // if there is some time remaining from this frame, reset the timer
2953         return cl_timer >= 0 ? 0 : cl_timer;
2954 }
2955
2956 /*
2957 ===========
2958 CL_Shutdown
2959 ===========
2960 */
2961 void CL_Shutdown (void)
2962 {
2963         // be quiet while shutting down
2964         S_StopAllSounds();
2965         
2966         // disconnect client from server if active
2967         CL_Disconnect();
2968         
2969         CL_Video_Shutdown();
2970
2971 #ifdef CONFIG_MENU
2972         // Shutdown menu
2973         if(MR_Shutdown)
2974                 MR_Shutdown();
2975 #endif
2976
2977         S_Terminate ();
2978         
2979         R_Modules_Shutdown();
2980         VID_Shutdown();
2981
2982         CL_Screen_Shutdown();
2983         CL_Particles_Shutdown();
2984         CL_Parse_Shutdown();
2985         CL_MeshEntities_Shutdown();
2986
2987         Key_Shutdown();
2988
2989         Mem_FreePool (&cls.permanentmempool);
2990         Mem_FreePool (&cls.levelmempool);
2991 }
2992
2993 /*
2994 =================
2995 CL_Init
2996 =================
2997 */
2998 void CL_Init (void)
2999 {
3000         if (cls.state == ca_dedicated)
3001         {
3002                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3003         }
3004         else
3005         {
3006                 Con_Printf("Initializing client\n");
3007
3008                 Cvar_SetValueQuick(&host_isclient, 1);
3009
3010                 R_Modules_Init();
3011                 Palette_Init();
3012 #ifdef CONFIG_MENU
3013                 MR_Init_Commands();
3014 #endif
3015                 VID_Shared_Init();
3016                 VID_Init();
3017                 Render_Init();
3018                 S_Init();
3019                 Key_Init();
3020                 V_Init();
3021
3022                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3023                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3024
3025                 memset(&r_refdef, 0, sizeof(r_refdef));
3026                 // max entities sent to renderer per frame
3027                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3028                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3029
3030                 // max temp entities
3031                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3032                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3033
3034                 CL_InitInput ();
3035
3036         //
3037         // register our commands
3038         //
3039                 CL_InitCommands();
3040
3041                 Cvar_RegisterVariable (&cl_upspeed);
3042                 Cvar_RegisterVariable (&cl_forwardspeed);
3043                 Cvar_RegisterVariable (&cl_backspeed);
3044                 Cvar_RegisterVariable (&cl_sidespeed);
3045                 Cvar_RegisterVariable (&cl_movespeedkey);
3046                 Cvar_RegisterVariable (&cl_yawspeed);
3047                 Cvar_RegisterVariable (&cl_pitchspeed);
3048                 Cvar_RegisterVariable (&cl_anglespeedkey);
3049                 Cvar_RegisterVariable (&cl_shownet);
3050                 Cvar_RegisterVariable (&cl_nolerp);
3051                 Cvar_RegisterVariable (&cl_lerpexcess);
3052                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3053                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3054                 Cvar_RegisterVariable (&cl_deathfade);
3055                 Cvar_RegisterVariable (&lookspring);
3056                 Cvar_RegisterVariable (&lookstrafe);
3057                 Cvar_RegisterVariable (&sensitivity);
3058                 Cvar_RegisterVariable (&freelook);
3059
3060                 Cvar_RegisterVariable (&m_pitch);
3061                 Cvar_RegisterVariable (&m_yaw);
3062                 Cvar_RegisterVariable (&m_forward);
3063                 Cvar_RegisterVariable (&m_side);
3064
3065                 Cvar_RegisterVariable (&cl_itembobspeed);
3066                 Cvar_RegisterVariable (&cl_itembobheight);
3067
3068                 CL_Demo_Init();
3069
3070                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3071                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3072                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3073                 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3074
3075                 // Support Client-side Model Index List
3076                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3077                 // Support Client-side Sound Index List
3078                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3079
3080                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3081                 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3082
3083                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3084
3085                 Cvar_RegisterVariable(&r_draweffects);
3086                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3087                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3088                 Cvar_RegisterVariable(&cl_explosions_size_start);
3089                 Cvar_RegisterVariable(&cl_explosions_size_end);
3090                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3091                 Cvar_RegisterVariable(&cl_stainmaps);
3092                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3093                 Cvar_RegisterVariable(&cl_beams_polygons);
3094                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3095                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3096                 Cvar_RegisterVariable(&cl_beams_lightatend);
3097                 Cvar_RegisterVariable(&cl_noplayershadow);
3098                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3099                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3100
3101                 Cvar_RegisterVariable(&cl_prydoncursor);
3102                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3103
3104                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3105
3106                 // for QW connections
3107                 Cvar_RegisterVariable(&qport);
3108                 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3109                 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3110
3111                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3112
3113                 Cvar_RegisterVariable(&cl_locs_enable);
3114                 Cvar_RegisterVariable(&cl_locs_show);
3115                 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3116                 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3117                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3118                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3119                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3120
3121                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3122                 Cvar_RegisterVariable(&csqc_lowres);
3123
3124                 Cvar_RegisterVariable (&cl_minfps);
3125                 Cvar_RegisterVariable (&cl_minfps_fade);
3126                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3127                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3128                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3129                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3130                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3131                 Cvar_RegisterVariable (&cl_minfps_force);
3132                 Cvar_RegisterVariable (&cl_maxfps);
3133                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3134                 Cvar_RegisterVariable (&cl_maxidlefps);
3135
3136                 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3137                 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3138
3139                 CL_Parse_Init();
3140                 CL_Particles_Init();
3141                 CL_Screen_Init();
3142
3143                 CL_Video_Init();
3144
3145                 Cvar_Callback(&cl_netport);
3146
3147                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3148                 host.hook.Disconnect = CL_DisconnectEx;
3149                 host.hook.CL_Intermission = CL_Intermission;
3150                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3151         }
3152 }