]> git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_main.c
96cca42147aa91a1e7b734c2b2cca9d355566c91
[xonotic/darkplaces.git] / cl_main.c
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
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t cl_autodemo_delete = {0, "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" };
62
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87
88 cvar_t cl_prydoncursor = {0, "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"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 extern cvar_t r_equalize_entities_fullbright;
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_VM_ShutDown (void);
108 void CL_ClearState(void)
109 {
110         int i;
111         entity_t *ent;
112
113         CL_VM_ShutDown();
114
115 // wipe the entire cl structure
116         Mem_EmptyPool(cls.levelmempool);
117         memset (&cl, 0, sizeof(cl));
118
119         S_StopAllSounds();
120
121         // reset the view zoom interpolation
122         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
123         cl.sensitivityscale = 1.0f;
124
125         // enable rendering of the world and such
126         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
127         cl.csqc_vidvars.drawenginesbar = true;
128         cl.csqc_vidvars.drawcrosshair = true;
129
130         // set up the float version of the stats array for easier access to float stats
131         cl.statsf = (float *)cl.stats;
132
133         cl.num_entities = 0;
134         cl.num_static_entities = 0;
135         cl.num_brushmodel_entities = 0;
136
137         // tweak these if the game runs out
138         cl.max_csqcrenderentities = 0;
139         cl.max_entities = MAX_ENITIES_INITIAL;
140         cl.max_static_entities = MAX_STATICENTITIES;
141         cl.max_effects = MAX_EFFECTS;
142         cl.max_beams = MAX_BEAMS;
143         cl.max_dlights = MAX_DLIGHTS;
144         cl.max_lightstyle = MAX_LIGHTSTYLES;
145         cl.max_brushmodel_entities = MAX_EDICTS;
146         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
147         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
148         cl.max_showlmps = 0;
149
150         cl.num_dlights = 0;
151         cl.num_effects = 0;
152         cl.num_beams = 0;
153
154         cl.csqcrenderentities = NULL;
155         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
156         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
157         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
158         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
159         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
160         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
161         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
162         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
163         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
165         cl.showlmps = NULL;
166
167         // LordHavoc: have to set up the baseline info for alpha and other stuff
168         for (i = 0;i < cl.max_entities;i++)
169         {
170                 cl.entities[i].state_baseline = defaultstate;
171                 cl.entities[i].state_previous = defaultstate;
172                 cl.entities[i].state_current = defaultstate;
173         }
174
175         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
176         {
177                 VectorSet(cl.playerstandmins, -16, -16, -24);
178                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
179                 VectorSet(cl.playercrouchmins, -16, -16, -24);
180                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181         }
182         else
183         {
184                 VectorSet(cl.playerstandmins, -16, -16, -24);
185                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
186                 VectorSet(cl.playercrouchmins, -16, -16, -24);
187                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
188         }
189
190         // disable until we get textures for it
191         R_ResetSkyBox();
192
193         ent = &cl.entities[0];
194         // entire entity array was cleared, so just fill in a few fields
195         ent->state_current.active = true;
196         ent->render.model = cl.worldmodel = NULL; // no world model yet
197         ent->render.alpha = 1;
198         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
199         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
200         ent->render.allowdecals = true;
201         CL_UpdateRenderEntity(&ent->render);
202
203         // noclip is turned off at start
204         noclip_anglehack = false;
205
206         // mark all frames invalid for delta
207         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208
209         // set bestweapon data back to Quake data
210         IN_BestWeapon_ResetData();
211
212         CL_Screen_NewMap();
213 }
214
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 {
217         int i;
218         qboolean fail = false;
219         if (!allowstarkey && key[0] == '*')
220                 fail = true;
221         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222                 fail = true;
223         for (i = 0;key[i];i++)
224                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225                         fail = true;
226         for (i = 0;value[i];i++)
227                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228                         fail = true;
229         if (fail)
230         {
231                 if (!quiet)
232                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233                 return;
234         }
235         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236         if (cls.state == ca_connected && cls.netcon)
237         {
238                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239                 {
240                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242                 }
243                 else if (!strcasecmp(key, "name"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "playermodel"))
249                 {
250                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252                 }
253                 else if (!strcasecmp(key, "playerskin"))
254                 {
255                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257                 }
258                 else if (!strcasecmp(key, "topcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "bottomcolor"))
263                 {
264                         // don't send anything, the combined color code will be updated manually
265                 }
266                 else if (!strcasecmp(key, "rate"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
270                 }
271         }
272 }
273
274 void CL_ExpandEntities(int num)
275 {
276         int i, oldmaxentities;
277         entity_t *oldentities;
278         if (num >= cl.max_entities)
279         {
280                 if (!cl.entities)
281                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
282                 if (num >= MAX_EDICTS)
283                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
284                 oldmaxentities = cl.max_entities;
285                 oldentities = cl.entities;
286                 cl.max_entities = (num & ~255) + 256;
287                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
288                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
289                 Mem_Free(oldentities);
290                 for (i = oldmaxentities;i < cl.max_entities;i++)
291                 {
292                         cl.entities[i].state_baseline = defaultstate;
293                         cl.entities[i].state_previous = defaultstate;
294                         cl.entities[i].state_current = defaultstate;
295                 }
296         }
297 }
298
299 void CL_ExpandCSQCRenderEntities(int num)
300 {
301         int i;
302         int oldmaxcsqcrenderentities;
303         entity_render_t *oldcsqcrenderentities;
304         if (num >= cl.max_csqcrenderentities)
305         {
306                 if (num >= MAX_EDICTS)
307                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
308                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
309                 oldcsqcrenderentities = cl.csqcrenderentities;
310                 cl.max_csqcrenderentities = (num & ~255) + 256;
311                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
312                 if (oldcsqcrenderentities)
313                 {
314                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
315                         for (i = 0;i < r_refdef.scene.numentities;i++)
316                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
317                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
318                         Mem_Free(oldcsqcrenderentities);
319                 }
320         }
321 }
322
323 /*
324 =====================
325 CL_Disconnect
326
327 Sends a disconnect message to the server
328 This is also called on Host_Error, so it shouldn't cause any errors
329 =====================
330 */
331 void CL_Disconnect(void)
332 {
333         if (cls.state == ca_dedicated)
334                 return;
335
336         if (COM_CheckParm("-profilegameonly"))
337                 Sys_AllowProfiling(false);
338
339         Curl_Clear_forthismap();
340
341         Con_DPrintf("CL_Disconnect\n");
342
343     Cvar_SetValueQuick(&csqc_progcrc, -1);
344         Cvar_SetValueQuick(&csqc_progsize, -1);
345         CL_VM_ShutDown();
346 // stop sounds (especially looping!)
347         S_StopAllSounds ();
348
349         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
350
351         // clear contents blends
352         cl.cshifts[0].percent = 0;
353         cl.cshifts[1].percent = 0;
354         cl.cshifts[2].percent = 0;
355         cl.cshifts[3].percent = 0;
356
357         cl.worldmodel = NULL;
358
359         CL_Parse_ErrorCleanUp();
360
361         if (cls.demoplayback)
362                 CL_StopPlayback();
363         else if (cls.netcon)
364         {
365                 sizebuf_t buf;
366                 unsigned char bufdata[8];
367                 if (cls.demorecording)
368                         CL_Stop_f();
369
370                 // send disconnect message 3 times to improve chances of server
371                 // receiving it (but it still fails sometimes)
372                 memset(&buf, 0, sizeof(buf));
373                 buf.data = bufdata;
374                 buf.maxsize = sizeof(bufdata);
375                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
376                 {
377                         Con_DPrint("Sending drop command\n");
378                         MSG_WriteByte(&buf, qw_clc_stringcmd);
379                         MSG_WriteString(&buf, "drop");
380                 }
381                 else
382                 {
383                         Con_DPrint("Sending clc_disconnect\n");
384                         MSG_WriteByte(&buf, clc_disconnect);
385                 }
386                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
389                 NetConn_Close(cls.netcon);
390                 cls.netcon = NULL;
391         }
392         cls.state = ca_disconnected;
393
394         cls.demoplayback = cls.timedemo = false;
395         cls.signon = 0;
396 }
397
398 void CL_Disconnect_f(void)
399 {
400         CL_Disconnect ();
401         if (sv.active)
402                 Host_ShutdownServer ();
403 }
404
405
406
407
408 /*
409 =====================
410 CL_EstablishConnection
411
412 Host should be either "local" or a net address
413 =====================
414 */
415 void CL_EstablishConnection(const char *host, int firstarg)
416 {
417         if (cls.state == ca_dedicated)
418                 return;
419
420         // don't connect to a server if we're benchmarking a demo
421         if (COM_CheckParm("-benchmark"))
422                 return;
423
424         // clear menu's connect error message
425         M_Update_Return_Reason("");
426         cls.demonum = -1;
427
428         // stop demo loop in case this fails
429         if (cls.demoplayback)
430                 CL_StopPlayback();
431
432         // if downloads are running, cancel their finishing action
433         Curl_Clear_forthismap();
434
435         // make sure the client ports are open before attempting to connect
436         NetConn_UpdateSockets();
437
438         // run a network frame
439         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
440
441         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
442         {
443                 cls.connect_trying = true;
444                 cls.connect_remainingtries = 3;
445                 cls.connect_nextsendtime = 0;
446
447                 // only NOW, set connect_userinfo
448                 if(firstarg >= 0)
449                 {
450                         int i;
451                         *cls.connect_userinfo = 0;
452                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
453                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
454                 }
455                 else if(firstarg < -1)
456                 {
457                         // -1: keep as is (reconnect)
458                         // -2: clear
459                         *cls.connect_userinfo = 0;
460                 }
461
462                 M_Update_Return_Reason("Trying to connect...");
463
464                 // run several network frames to jump into the game quickly
465                 //if (sv.active)
466                 //{
467                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
468                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
469                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
471                 //}
472         }
473         else
474         {
475                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
476                 M_Update_Return_Reason("No network");
477         }
478 }
479
480 /*
481 ==============
482 CL_PrintEntities_f
483 ==============
484 */
485 static void CL_PrintEntities_f(void)
486 {
487         entity_t *ent;
488         int i;
489
490         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
491         {
492                 const char* modelname;
493
494                 if (!ent->state_current.active)
495                         continue;
496
497                 if (ent->render.model)
498                         modelname = ent->render.model->name;
499                 else
500                         modelname = "--no model--";
501                 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);
502         }
503 }
504
505 /*
506 ===============
507 CL_ModelIndexList_f
508
509 List information on all models in the client modelindex
510 ===============
511 */
512 static void CL_ModelIndexList_f(void)
513 {
514         int i;
515         dp_model_t *model;
516
517         // Print Header
518         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
519
520         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
521         {
522                 model = CL_GetModelByIndex(i);
523                 if (!model)
524                         continue;
525                 if(model->loaded || i == 1)
526                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
527                 else
528                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
529                 i++;
530         }
531 }
532
533 /*
534 ===============
535 CL_SoundIndexList_f
536
537 List all sounds in the client soundindex
538 ===============
539 */
540 static void CL_SoundIndexList_f(void)
541 {
542         int i = 1;
543
544         while(cl.sound_precache[i] && i != MAX_SOUNDS)
545         { // Valid Sound
546                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
547                 i++;
548         }
549 }
550
551 /*
552 ===============
553 CL_UpdateRenderEntity
554
555 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
556 ===============
557 */
558 void CL_UpdateRenderEntity(entity_render_t *ent)
559 {
560         vec3_t org;
561         vec_t scale;
562         dp_model_t *model = ent->model;
563         // update the inverse matrix for the renderer
564         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
565         // update the animation blend state
566         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
567         // we need the matrix origin to center the box
568         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
569         // update entity->render.scale because the renderer needs it
570         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
571         if (model)
572         {
573                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
574 #ifdef MATRIX4x4_OPENGLORIENTATION
575                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
576 #else
577                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 #endif
579                 {
580                         // pitch or roll
581                         VectorMA(org, scale, model->rotatedmins, ent->mins);
582                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
583                 }
584 #ifdef MATRIX4x4_OPENGLORIENTATION
585                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
586 #else
587                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 #endif
589                 {
590                         // yaw
591                         VectorMA(org, scale, model->yawmins, ent->mins);
592                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
593                 }
594                 else
595                 {
596                         VectorMA(org, scale, model->normalmins, ent->mins);
597                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
598                 }
599         }
600         else
601         {
602                 ent->mins[0] = org[0] - 16;
603                 ent->mins[1] = org[1] - 16;
604                 ent->mins[2] = org[2] - 16;
605                 ent->maxs[0] = org[0] + 16;
606                 ent->maxs[1] = org[1] + 16;
607                 ent->maxs[2] = org[2] + 16;
608         }
609 }
610
611 /*
612 ===============
613 CL_LerpPoint
614
615 Determines the fraction between the last two messages that the objects
616 should be put at.
617 ===============
618 */
619 static float CL_LerpPoint(void)
620 {
621         float f;
622
623         if (cl_nettimesyncboundmode.integer == 1)
624                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
625
626         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
627         if (cl.mtime[0] <= cl.mtime[1])
628         {
629                 cl.time = cl.mtime[0];
630                 return 1;
631         }
632
633         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
634         return bound(0, f, 1 + cl_lerpexcess.value);
635 }
636
637 void CL_ClearTempEntities (void)
638 {
639         r_refdef.scene.numtempentities = 0;
640         // grow tempentities buffer on request
641         if (r_refdef.scene.expandtempentities)
642         {
643                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
644                 r_refdef.scene.maxtempentities *= 2;
645                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
646                 r_refdef.scene.expandtempentities = false;
647         }
648 }
649
650 entity_render_t *CL_NewTempEntity(double shadertime)
651 {
652         entity_render_t *render;
653
654         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
655                 return NULL;
656         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
657         {
658                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
659                 return NULL;
660         }
661         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
662         memset (render, 0, sizeof(*render));
663         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
664
665         render->shadertime = shadertime;
666         render->alpha = 1;
667         VectorSet(render->colormod, 1, 1, 1);
668         VectorSet(render->glowmod, 1, 1, 1);
669         return render;
670 }
671
672 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 {
674         int i;
675         cl_effect_t *e;
676         if (!modelindex) // sanity check
677                 return;
678         if (framerate < 1)
679         {
680                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
681                 return;
682         }
683         if (framecount < 1)
684         {
685                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
686                 return;
687         }
688         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
689         {
690                 if (e->active)
691                         continue;
692                 e->active = true;
693                 VectorCopy(org, e->origin);
694                 e->modelindex = modelindex;
695                 e->starttime = cl.time;
696                 e->startframe = startframe;
697                 e->endframe = startframe + framecount;
698                 e->framerate = framerate;
699
700                 e->frame = 0;
701                 e->frame1time = cl.time;
702                 e->frame2time = cl.time;
703                 cl.num_effects = max(cl.num_effects, i + 1);
704                 break;
705         }
706 }
707
708 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
709 {
710         int i;
711         dlight_t *dl;
712
713 // then look for anything else
714         dl = cl.dlights;
715         for (i = 0;i < cl.max_dlights;i++, dl++)
716                 if (!dl->radius)
717                         break;
718
719         // unable to find one
720         if (i == cl.max_dlights)
721                 return;
722
723         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
724         memset (dl, 0, sizeof(*dl));
725         cl.num_dlights = max(cl.num_dlights, i + 1);
726         Matrix4x4_Normalize(&dl->matrix, matrix);
727         dl->ent = ent;
728         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
729         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
730         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
731         dl->radius = radius;
732         dl->color[0] = red;
733         dl->color[1] = green;
734         dl->color[2] = blue;
735         dl->initialradius = radius;
736         dl->initialcolor[0] = red;
737         dl->initialcolor[1] = green;
738         dl->initialcolor[2] = blue;
739         dl->decay = decay / radius; // changed decay to be a percentage decrease
740         dl->intensity = 1; // this is what gets decayed
741         if (lifetime)
742                 dl->die = cl.time + lifetime;
743         else
744                 dl->die = 0;
745         if (cubemapnum > 0)
746                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
747         else
748                 dl->cubemapname[0] = 0;
749         dl->style = style;
750         dl->shadow = shadowenable;
751         dl->corona = corona;
752         dl->flags = flags;
753         dl->coronasizescale = coronasizescale;
754         dl->ambientscale = ambientscale;
755         dl->diffusescale = diffusescale;
756         dl->specularscale = specularscale;
757 }
758
759 void CL_DecayLightFlashes(void)
760 {
761         int i, oldmax;
762         dlight_t *dl;
763         float time;
764
765         time = bound(0, cl.time - cl.oldtime, 0.1);
766         oldmax = cl.num_dlights;
767         cl.num_dlights = 0;
768         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
769         {
770                 if (dl->radius)
771                 {
772                         dl->intensity -= time * dl->decay;
773                         if (cl.time < dl->die && dl->intensity > 0)
774                         {
775                                 if (cl_dlights_decayradius.integer)
776                                         dl->radius = dl->initialradius * dl->intensity;
777                                 else
778                                         dl->radius = dl->initialradius;
779                                 if (cl_dlights_decaybrightness.integer)
780                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
781                                 else
782                                         VectorCopy(dl->initialcolor, dl->color);
783                                 cl.num_dlights = i + 1;
784                         }
785                         else
786                                 dl->radius = 0;
787                 }
788         }
789 }
790
791 // called before entity relinking
792 void CL_RelinkLightFlashes(void)
793 {
794         int i, j, k, l;
795         dlight_t *dl;
796         float frac, f;
797         matrix4x4_t tempmatrix;
798
799         if (r_dynamic.integer)
800         {
801                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
802                 {
803                         if (dl->radius)
804                         {
805                                 tempmatrix = dl->matrix;
806                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
807                                 // we need the corona fading to be persistent
808                                 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);
809                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
810                         }
811                 }
812         }
813
814         if (!cl.lightstyle)
815         {
816                 for (j = 0;j < cl.max_lightstyle;j++)
817                 {
818                         r_refdef.scene.rtlightstylevalue[j] = 1;
819                         r_refdef.scene.lightstylevalue[j] = 256;
820                 }
821                 return;
822         }
823
824 // light animations
825 // 'm' is normal light, 'a' is no light, 'z' is double bright
826         f = cl.time * 10;
827         i = (int)floor(f);
828         frac = f - i;
829         for (j = 0;j < cl.max_lightstyle;j++)
830         {
831                 if (!cl.lightstyle[j].length)
832                 {
833                         r_refdef.scene.rtlightstylevalue[j] = 1;
834                         r_refdef.scene.lightstylevalue[j] = 256;
835                         continue;
836                 }
837                 // static lightstyle "=value"
838                 if (cl.lightstyle[j].map[0] == '=')
839                 {
840                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
841                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
842                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
843                         continue;
844                 }
845                 k = i % cl.lightstyle[j].length;
846                 l = (i-1) % cl.lightstyle[j].length;
847                 k = cl.lightstyle[j].map[k] - 'a';
848                 l = cl.lightstyle[j].map[l] - 'a';
849                 // rtlightstylevalue is always interpolated because it has no bad
850                 // consequences for performance
851                 // lightstylevalue is subject to a cvar for performance reasons;
852                 // skipping lightmap updates on most rendered frames substantially
853                 // improves framerates (but makes light fades look bad)
854                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
855                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
856         }
857 }
858
859 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
860 {
861         int frame = player->render.framegroupblend[0].frame;
862         float f;
863         entity_render_t *flagrender;
864         matrix4x4_t flagmatrix;
865
866         // this code taken from QuakeWorld
867         f = 14;
868         if (frame >= 29 && frame <= 40)
869         {
870                 if (frame >= 29 && frame <= 34)
871                 { //axpain
872                         if      (frame == 29) f = f + 2;
873                         else if (frame == 30) f = f + 8;
874                         else if (frame == 31) f = f + 12;
875                         else if (frame == 32) f = f + 11;
876                         else if (frame == 33) f = f + 10;
877                         else if (frame == 34) f = f + 4;
878                 }
879                 else if (frame >= 35 && frame <= 40)
880                 { // pain
881                         if      (frame == 35) f = f + 2;
882                         else if (frame == 36) f = f + 10;
883                         else if (frame == 37) f = f + 10;
884                         else if (frame == 38) f = f + 8;
885                         else if (frame == 39) f = f + 4;
886                         else if (frame == 40) f = f + 2;
887                 }
888         }
889         else if (frame >= 103 && frame <= 118)
890         {
891                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
892                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
893                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
894                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
895         }
896         // end of code taken from QuakeWorld
897
898         flagrender = CL_NewTempEntity(player->render.shadertime);
899         if (!flagrender)
900                 return;
901
902         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
903         flagrender->skinnum = skin;
904         flagrender->alpha = 1;
905         VectorSet(flagrender->colormod, 1, 1, 1);
906         VectorSet(flagrender->glowmod, 1, 1, 1);
907         // attach the flag to the player matrix
908         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
909         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
910         CL_UpdateRenderEntity(flagrender);
911 }
912
913 matrix4x4_t viewmodelmatrix_withbob;
914 matrix4x4_t viewmodelmatrix_nobob;
915
916 static const vec3_t muzzleflashorigin = {18, 0, 0};
917
918 extern void V_DriftPitch(void);
919 extern void V_FadeViewFlashs(void);
920 extern void V_CalcViewBlend(void);
921 extern void V_CalcRefdef(void);
922
923 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
924 {
925         const unsigned char *cbcolor;
926         if (colormap >= 0)
927         {
928                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
929                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
930                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
931                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
932         }
933         else
934         {
935                 VectorClear(ent->colormap_pantscolor);
936                 VectorClear(ent->colormap_shirtcolor);
937         }
938 }
939
940 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
941 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
942 {
943         const matrix4x4_t *matrix;
944         matrix4x4_t blendmatrix, tempmatrix, matrix2;
945         int frame;
946         float origin[3], angles[3], lerp;
947         entity_t *t;
948         entity_render_t *r;
949         //entity_persistent_t *p = &e->persistent;
950         //entity_render_t *r = &e->render;
951         // skip inactive entities and world
952         if (!e->state_current.active || e == cl.entities)
953                 return;
954         if (recursionlimit < 1)
955                 return;
956         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
957         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
958         e->render.flags = e->state_current.flags;
959         e->render.effects = e->state_current.effects;
960         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
961         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
962         if(e >= cl.entities && e < cl.entities + cl.num_entities)
963                 e->render.entitynumber = e - cl.entities;
964         else
965                 e->render.entitynumber = 0;
966         if (e->state_current.flags & RENDER_COLORMAPPED)
967                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
968         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
969                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
970         else
971                 CL_SetEntityColormapColors(&e->render, -1);
972         e->render.skinnum = e->state_current.skin;
973         if (e->state_current.tagentity)
974         {
975                 // attached entity (gun held in player model's hand, etc)
976                 // if the tag entity is currently impossible, skip it
977                 if (e->state_current.tagentity >= cl.num_entities)
978                         return;
979                 t = cl.entities + e->state_current.tagentity;
980                 // if the tag entity is inactive, skip it
981                 if (t->state_current.active)
982                 {
983                         // update the parent first
984                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
985                         r = &t->render;
986                 }
987                 else
988                 {
989                         // it may still be a CSQC entity... trying to use its
990                         // info from last render frame (better than nothing)
991                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
992                                 return;
993                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
994                         if(!r->entitynumber)
995                                 return; // neither CSQC nor legacy entity... can't attach
996                 }
997                 // make relative to the entity
998                 matrix = &r->matrix;
999                 // some properties of the tag entity carry over
1000                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1001                 // if a valid tagindex is used, make it relative to that tag instead
1002                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1003                 {
1004                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1005                         {
1006                                 // concat the tag matrices onto the entity matrix
1007                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1008                                 // use the constructed tag matrix
1009                                 matrix = &tempmatrix;
1010                         }
1011                 }
1012         }
1013         else if (e->render.flags & RENDER_VIEWMODEL)
1014         {
1015                 // view-relative entity (guns and such)
1016                 if (e->render.effects & EF_NOGUNBOB)
1017                         matrix = &viewmodelmatrix_nobob; // really attached to view
1018                 else
1019                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1020         }
1021         else
1022         {
1023                 // world-relative entity (the normal kind)
1024                 matrix = &identitymatrix;
1025         }
1026
1027         // movement lerp
1028         // if it's the predicted player entity, update according to client movement
1029         // but don't lerp if going through a teleporter as it causes a bad lerp
1030         // also don't use the predicted location if fixangle was set on both of
1031         // the most recent server messages, as that cause means you are spectating
1032         // someone or watching a cutscene of some sort
1033         if (cl_nolerp.integer || cls.timedemo)
1034                 interpolate = false;
1035         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1036         {
1037                 VectorCopy(cl.movement_origin, origin);
1038                 VectorSet(angles, 0, cl.viewangles[1], 0);
1039         }
1040         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1041         {
1042                 // interpolate the origin and angles
1043                 lerp = max(0, lerp);
1044                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1045 #if 0
1046                 // this fails at the singularity of euler angles
1047                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1048                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1049                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1050                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1051                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1052 #else
1053                 {
1054                         vec3_t f0, u0, f1, u1;
1055                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1056                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1057                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1058                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1059                         AnglesFromVectors(angles, f0, u0, false);
1060                 }
1061 #endif
1062         }
1063         else
1064         {
1065                 // no interpolation
1066                 VectorCopy(e->persistent.neworigin, origin);
1067                 VectorCopy(e->persistent.newangles, angles);
1068         }
1069
1070         // model setup and some modelflags
1071         frame = e->state_current.frame;
1072         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1073         if (e->render.model)
1074         {
1075                 if (e->render.skinnum >= e->render.model->numskins)
1076                         e->render.skinnum = 0;
1077                 if (frame >= e->render.model->numframes)
1078                         frame = 0;
1079                 // models can set flags such as EF_ROCKET
1080                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1081                 if (!(e->render.effects & 0xFF800000))
1082                         e->render.effects |= e->render.model->effects;
1083                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1084                 if (e->render.model->type == mod_alias)
1085                         angles[0] = -angles[0];
1086                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1087                 {
1088                         VectorScale(e->render.colormod, 2, e->render.colormod);
1089                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1090                 }
1091         }
1092         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1093         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1094                 angles[0] = -angles[0];
1095                 // NOTE: this must be synced to SV_GetPitchSign!
1096
1097         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1098         {
1099                 angles[1] = ANGLEMOD(100*cl.time);
1100                 if (cl_itembobheight.value)
1101                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1102         }
1103
1104         // animation lerp
1105         e->render.skeleton = NULL;
1106         if (e->render.flags & RENDER_COMPLEXANIMATION)
1107         {
1108                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1109                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1110                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1111                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1112                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1113                         e->render.skeleton = &e->state_current.skeletonobject;
1114         }
1115         else if (e->render.framegroupblend[0].frame == frame)
1116         {
1117                 // update frame lerp fraction
1118                 e->render.framegroupblend[0].lerp = 1;
1119                 e->render.framegroupblend[1].lerp = 0;
1120                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1121                 {
1122                         // make sure frame lerp won't last longer than 100ms
1123                         // (this mainly helps with models that use framegroups and
1124                         // switch between them infrequently)
1125                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1126                         if(e->render.model)
1127                         if(e->render.model->animscenes)
1128                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1129                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1130                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1131                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1132                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1133                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1134                 }
1135         }
1136         else
1137         {
1138                 // begin a new frame lerp
1139                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1140                 e->render.framegroupblend[1].lerp = 1;
1141                 e->render.framegroupblend[0].frame = frame;
1142                 e->render.framegroupblend[0].start = cl.time;
1143                 e->render.framegroupblend[0].lerp = 0;
1144         }
1145
1146         // set up the render matrix
1147         if (matrix)
1148         {
1149                 // attached entity, this requires a matrix multiply (concat)
1150                 // FIXME: e->render.scale should go away
1151                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1152                 // concat the matrices to make the entity relative to its tag
1153                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1154                 // get the origin from the new matrix
1155                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1156         }
1157         else
1158         {
1159                 // unattached entities are faster to process
1160                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1161         }
1162
1163         // tenebrae's sprites are all additive mode (weird)
1164         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1165                 e->render.flags |= RENDER_ADDITIVE;
1166         // player model is only shown with chase_active on
1167         if (e->state_current.number == cl.viewentity)
1168                 e->render.flags |= RENDER_EXTERIORMODEL;
1169         // either fullbright or lit
1170         if(!r_fullbright.integer)
1171         {
1172                 if (!(e->render.effects & EF_FULLBRIGHT))
1173                         e->render.flags |= RENDER_LIGHT;
1174                 else if(r_equalize_entities_fullbright.integer)
1175                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1176         }
1177         // hide player shadow during intermission or nehahra movie
1178         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1179          && (e->render.alpha >= 1)
1180          && !(e->render.flags & RENDER_VIEWMODEL)
1181          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1182                 e->render.flags |= RENDER_SHADOW;
1183         if (e->render.flags & RENDER_VIEWMODEL)
1184                 e->render.flags |= RENDER_NOSELFSHADOW;
1185         if (e->render.effects & EF_NOSELFSHADOW)
1186                 e->render.flags |= RENDER_NOSELFSHADOW;
1187         if (e->render.effects & EF_NODEPTHTEST)
1188                 e->render.flags |= RENDER_NODEPTHTEST;
1189         if (e->render.effects & EF_ADDITIVE)
1190                 e->render.flags |= RENDER_ADDITIVE;
1191         if (e->render.effects & EF_DOUBLESIDED)
1192                 e->render.flags |= RENDER_DOUBLESIDED;
1193
1194         // make the other useful stuff
1195         e->render.allowdecals = true;
1196         CL_UpdateRenderEntity(&e->render);
1197 }
1198
1199 // creates light and trails from an entity
1200 void CL_UpdateNetworkEntityTrail(entity_t *e)
1201 {
1202         effectnameindex_t trailtype;
1203         vec3_t origin;
1204
1205         // bmodels are treated specially since their origin is usually '0 0 0' and
1206         // their actual geometry is far from '0 0 0'
1207         if (e->render.model && e->render.model->soundfromcenter)
1208         {
1209                 vec3_t o;
1210                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1211                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1212         }
1213         else
1214                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1215
1216         // handle particle trails and such effects now that we know where this
1217         // entity is in the world...
1218         trailtype = EFFECT_NONE;
1219         // LordHavoc: if the entity has no effects, don't check each
1220         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1221         {
1222                 if (e->render.effects & EF_BRIGHTFIELD)
1223                 {
1224                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1225                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1226                         else
1227                                 CL_EntityParticles(e);
1228                 }
1229                 if (e->render.effects & EF_FLAME)
1230                         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);
1231                 if (e->render.effects & EF_STARDUST)
1232                         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);
1233         }
1234         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1235         {
1236                 // these are only set on player entities
1237                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1238         }
1239         // muzzleflash fades over time
1240         if (e->persistent.muzzleflash > 0)
1241                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1242         // LordHavoc: if the entity has no effects, don't check each
1243         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1244         {
1245                 if (e->render.effects & EF_GIB)
1246                         trailtype = EFFECT_TR_BLOOD;
1247                 else if (e->render.effects & EF_ZOMGIB)
1248                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1249                 else if (e->render.effects & EF_TRACER)
1250                         trailtype = EFFECT_TR_WIZSPIKE;
1251                 else if (e->render.effects & EF_TRACER2)
1252                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1253                 else if (e->render.effects & EF_ROCKET)
1254                         trailtype = EFFECT_TR_ROCKET;
1255                 else if (e->render.effects & EF_GRENADE)
1256                 {
1257                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1258                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1259                 }
1260                 else if (e->render.effects & EF_TRACER3)
1261                         trailtype = EFFECT_TR_VORESPIKE;
1262         }
1263         // do trails
1264         if (e->render.flags & RENDER_GLOWTRAIL)
1265                 trailtype = EFFECT_TR_GLOWTRAIL;
1266         if (e->state_current.traileffectnum)
1267                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1268         // check if a trail is allowed (it is not after a teleport for example)
1269         if (trailtype && e->persistent.trail_allowed)
1270         {
1271                 float len;
1272                 vec3_t vel;
1273                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1274                 len = e->state_current.time - e->state_previous.time;
1275                 if (len > 0)
1276                         len = 1.0f / len;
1277                 VectorScale(vel, len, vel);
1278                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1279         }
1280         // now that the entity has survived one trail update it is allowed to
1281         // leave a real trail on later frames
1282         e->persistent.trail_allowed = true;
1283         VectorCopy(origin, e->persistent.trail_origin);
1284 }
1285
1286
1287 /*
1288 ===============
1289 CL_UpdateViewEntities
1290 ===============
1291 */
1292 void CL_UpdateViewEntities(void)
1293 {
1294         int i;
1295         // update any RENDER_VIEWMODEL entities to use the new view matrix
1296         for (i = 1;i < cl.num_entities;i++)
1297         {
1298                 if (cl.entities_active[i])
1299                 {
1300                         entity_t *ent = cl.entities + i;
1301                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1302                                 CL_UpdateNetworkEntity(ent, 32, true);
1303                 }
1304         }
1305         // and of course the engine viewmodel needs updating as well
1306         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1307 }
1308
1309 /*
1310 ===============
1311 CL_UpdateNetworkCollisionEntities
1312 ===============
1313 */
1314 void CL_UpdateNetworkCollisionEntities(void)
1315 {
1316         entity_t *ent;
1317         int i;
1318
1319         // start on the entity after the world
1320         cl.num_brushmodel_entities = 0;
1321         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1322         {
1323                 if (cl.entities_active[i])
1324                 {
1325                         ent = cl.entities + i;
1326                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1327                         {
1328                                 // do not interpolate the bmodels for this
1329                                 CL_UpdateNetworkEntity(ent, 32, false);
1330                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1331                         }
1332                 }
1333         }
1334 }
1335
1336 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1337
1338 /*
1339 ===============
1340 CL_UpdateNetworkEntities
1341 ===============
1342 */
1343 void CL_UpdateNetworkEntities(void)
1344 {
1345         entity_t *ent;
1346         int i;
1347
1348         // start on the entity after the world
1349         for (i = 1;i < cl.num_entities;i++)
1350         {
1351                 if (cl.entities_active[i])
1352                 {
1353                         ent = cl.entities + i;
1354                         if (ent->state_current.active)
1355                         {
1356                                 CL_UpdateNetworkEntity(ent, 32, true);
1357                                 // view models should never create light/trails
1358                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1359                                         CL_UpdateNetworkEntityTrail(ent);
1360                         }
1361                         else
1362                         {
1363                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1364                                 cl.entities_active[i] = false;
1365                         }
1366                 }
1367         }
1368 }
1369
1370 void CL_UpdateViewModel(void)
1371 {
1372         entity_t *ent;
1373         ent = &cl.viewent;
1374         ent->state_previous = ent->state_current;
1375         ent->state_current = defaultstate;
1376         ent->state_current.time = cl.time;
1377         ent->state_current.number = (unsigned short)-1;
1378         ent->state_current.active = true;
1379         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1380         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1381         ent->state_current.flags = RENDER_VIEWMODEL;
1382         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1383                 ent->state_current.modelindex = 0;
1384         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1385         {
1386                 if (gamemode == GAME_TRANSFUSION)
1387                         ent->state_current.alpha = 128;
1388                 else
1389                         ent->state_current.modelindex = 0;
1390         }
1391         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1392         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1393
1394         // reset animation interpolation on weaponmodel if model changed
1395         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1396         {
1397                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1398                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1399                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1400         }
1401         CL_UpdateNetworkEntity(ent, 32, true);
1402 }
1403
1404 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1405 void CL_LinkNetworkEntity(entity_t *e)
1406 {
1407         effectnameindex_t trailtype;
1408         vec3_t origin;
1409         vec3_t dlightcolor;
1410         vec_t dlightradius;
1411
1412         // skip inactive entities and world
1413         if (!e->state_current.active || e == cl.entities)
1414                 return;
1415         if (e->state_current.tagentity)
1416         {
1417                 // if the tag entity is currently impossible, skip it
1418                 if (e->state_current.tagentity >= cl.num_entities)
1419                         return;
1420                 // if the tag entity is inactive, skip it
1421                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1422                 {
1423                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1424                                 return;
1425                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1426                                 return;
1427                         // if we get here, it's properly csqc networked and attached
1428                 }
1429         }
1430
1431         // create entity dlights associated with this entity
1432         if (e->render.model && e->render.model->soundfromcenter)
1433         {
1434                 // bmodels are treated specially since their origin is usually '0 0 0'
1435                 vec3_t o;
1436                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1437                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1438         }
1439         else
1440                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1441         trailtype = EFFECT_NONE;
1442         dlightradius = 0;
1443         dlightcolor[0] = 0;
1444         dlightcolor[1] = 0;
1445         dlightcolor[2] = 0;
1446         // LordHavoc: if the entity has no effects, don't check each
1447         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1448         {
1449                 if (e->render.effects & EF_BRIGHTFIELD)
1450                 {
1451                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1452                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1453                 }
1454                 if (e->render.effects & EF_DIMLIGHT)
1455                 {
1456                         dlightradius = max(dlightradius, 200);
1457                         dlightcolor[0] += 1.50f;
1458                         dlightcolor[1] += 1.50f;
1459                         dlightcolor[2] += 1.50f;
1460                 }
1461                 if (e->render.effects & EF_BRIGHTLIGHT)
1462                 {
1463                         dlightradius = max(dlightradius, 400);
1464                         dlightcolor[0] += 3.00f;
1465                         dlightcolor[1] += 3.00f;
1466                         dlightcolor[2] += 3.00f;
1467                 }
1468                 // LordHavoc: more effects
1469                 if (e->render.effects & EF_RED) // red
1470                 {
1471                         dlightradius = max(dlightradius, 200);
1472                         dlightcolor[0] += 1.50f;
1473                         dlightcolor[1] += 0.15f;
1474                         dlightcolor[2] += 0.15f;
1475                 }
1476                 if (e->render.effects & EF_BLUE) // blue
1477                 {
1478                         dlightradius = max(dlightradius, 200);
1479                         dlightcolor[0] += 0.15f;
1480                         dlightcolor[1] += 0.15f;
1481                         dlightcolor[2] += 1.50f;
1482                 }
1483                 if (e->render.effects & EF_FLAME)
1484                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1485                 if (e->render.effects & EF_STARDUST)
1486                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1487         }
1488         // muzzleflash fades over time, and is offset a bit
1489         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1490         {
1491                 vec3_t v2;
1492                 vec3_t color;
1493                 trace_t trace;
1494                 matrix4x4_t tempmatrix;
1495                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1496                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1497                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1498                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1499                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1500                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1501                 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);
1502                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1503         }
1504         // LordHavoc: if the model has no flags, don't check each
1505         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1506         {
1507                 if (e->render.effects & EF_GIB)
1508                         trailtype = EFFECT_TR_BLOOD;
1509                 else if (e->render.effects & EF_ZOMGIB)
1510                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1511                 else if (e->render.effects & EF_TRACER)
1512                         trailtype = EFFECT_TR_WIZSPIKE;
1513                 else if (e->render.effects & EF_TRACER2)
1514                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1515                 else if (e->render.effects & EF_ROCKET)
1516                         trailtype = EFFECT_TR_ROCKET;
1517                 else if (e->render.effects & EF_GRENADE)
1518                 {
1519                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1520                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1521                 }
1522                 else if (e->render.effects & EF_TRACER3)
1523                         trailtype = EFFECT_TR_VORESPIKE;
1524         }
1525         // LordHavoc: customizable glow
1526         if (e->state_current.glowsize)
1527         {
1528                 // * 4 for the expansion from 0-255 to 0-1023 range,
1529                 // / 255 to scale down byte colors
1530                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1531                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1532         }
1533         // custom rtlight
1534         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1535         {
1536                 matrix4x4_t dlightmatrix;
1537                 float light[4];
1538                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1539                 light[3] = e->state_current.light[3];
1540                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1541                         VectorSet(light, 1, 1, 1);
1542                 if (light[3] == 0)
1543                         light[3] = 350;
1544                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1545                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1546                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1547                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("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);
1548                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1549         }
1550         // make the glow dlight
1551         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1552         {
1553                 matrix4x4_t dlightmatrix;
1554                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1555                 // hack to make glowing player light shine on their gun
1556                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1557                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1558                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1559                 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);
1560                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1561         }
1562         // do trail light
1563         if (e->render.flags & RENDER_GLOWTRAIL)
1564                 trailtype = EFFECT_TR_GLOWTRAIL;
1565         if (e->state_current.traileffectnum)
1566                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1567         if (trailtype)
1568                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1569
1570         // don't show entities with no modelindex (note: this still shows
1571         // entities which have a modelindex that resolved to a NULL model)
1572         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1573                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1574         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1575         //      Matrix4x4_Print(&e->render.matrix);
1576 }
1577
1578 void CL_RelinkWorld(void)
1579 {
1580         entity_t *ent = &cl.entities[0];
1581         // FIXME: this should be done at load
1582         ent->render.matrix = identitymatrix;
1583         ent->render.flags = RENDER_SHADOW;
1584         if (!r_fullbright.integer)
1585                 ent->render.flags |= RENDER_LIGHT;
1586         VectorSet(ent->render.colormod, 1, 1, 1);
1587         VectorSet(ent->render.glowmod, 1, 1, 1);
1588         ent->render.allowdecals = true;
1589         CL_UpdateRenderEntity(&ent->render);
1590         r_refdef.scene.worldentity = &ent->render;
1591         r_refdef.scene.worldmodel = cl.worldmodel;
1592 }
1593
1594 static void CL_RelinkStaticEntities(void)
1595 {
1596         int i;
1597         entity_t *e;
1598         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1599         {
1600                 e->render.flags = 0;
1601                 // if the model was not loaded when the static entity was created we
1602                 // need to re-fetch the model pointer
1603                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1604                 // either fullbright or lit
1605                 if(!r_fullbright.integer)
1606                 {
1607                         if (!(e->render.effects & EF_FULLBRIGHT))
1608                                 e->render.flags |= RENDER_LIGHT;
1609                         else if(r_equalize_entities_fullbright.integer)
1610                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1611                 }
1612                 // hide player shadow during intermission or nehahra movie
1613                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1614                         e->render.flags |= RENDER_SHADOW;
1615                 VectorSet(e->render.colormod, 1, 1, 1);
1616                 VectorSet(e->render.glowmod, 1, 1, 1);
1617                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1618                 e->render.allowdecals = true;
1619                 CL_UpdateRenderEntity(&e->render);
1620                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1621         }
1622 }
1623
1624 /*
1625 ===============
1626 CL_RelinkEntities
1627 ===============
1628 */
1629 static void CL_RelinkNetworkEntities(void)
1630 {
1631         entity_t *ent;
1632         int i;
1633
1634         // start on the entity after the world
1635         for (i = 1;i < cl.num_entities;i++)
1636         {
1637                 if (cl.entities_active[i])
1638                 {
1639                         ent = cl.entities + i;
1640                         if (ent->state_current.active)
1641                                 CL_LinkNetworkEntity(ent);
1642                         else
1643                                 cl.entities_active[i] = false;
1644                 }
1645         }
1646 }
1647
1648 static void CL_RelinkEffects(void)
1649 {
1650         int i, intframe;
1651         cl_effect_t *e;
1652         entity_render_t *entrender;
1653         float frame;
1654
1655         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1656         {
1657                 if (e->active)
1658                 {
1659                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1660                         intframe = (int)frame;
1661                         if (intframe < 0 || intframe >= e->endframe)
1662                         {
1663                                 memset(e, 0, sizeof(*e));
1664                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1665                                         cl.num_effects--;
1666                                 continue;
1667                         }
1668
1669                         if (intframe != e->frame)
1670                         {
1671                                 e->frame = intframe;
1672                                 e->frame1time = e->frame2time;
1673                                 e->frame2time = cl.time;
1674                         }
1675
1676                         // if we're drawing effects, get a new temp entity
1677                         // (NewTempEntity adds it to the render entities list for us)
1678                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1679                         {
1680                                 // interpolation stuff
1681                                 entrender->framegroupblend[0].frame = intframe;
1682                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1683                                 entrender->framegroupblend[0].start = e->frame1time;
1684                                 if (intframe + 1 >= e->endframe)
1685                                 {
1686                                         entrender->framegroupblend[1].frame = 0; // disappear
1687                                         entrender->framegroupblend[1].lerp = 0;
1688                                         entrender->framegroupblend[1].start = 0;
1689                                 }
1690                                 else
1691                                 {
1692                                         entrender->framegroupblend[1].frame = intframe + 1;
1693                                         entrender->framegroupblend[1].lerp = frame - intframe;
1694                                         entrender->framegroupblend[1].start = e->frame2time;
1695                                 }
1696
1697                                 // normal stuff
1698                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1699                                 entrender->alpha = 1;
1700                                 VectorSet(entrender->colormod, 1, 1, 1);
1701                                 VectorSet(entrender->glowmod, 1, 1, 1);
1702
1703                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1704                                 CL_UpdateRenderEntity(entrender);
1705                         }
1706                 }
1707         }
1708 }
1709
1710 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1711 {
1712         VectorCopy(b->start, start);
1713         VectorCopy(b->end, end);
1714
1715         // if coming from the player, update the start position
1716         if (b->entity == cl.viewentity)
1717         {
1718                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1719                 {
1720                         // LordHavoc: this is a stupid hack from Quake that makes your
1721                         // lightning appear to come from your waist and cover less of your
1722                         // view
1723                         // in Quake this hack was applied to all players (causing the
1724                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1725                         // only applies to your own lightning, and only in first person
1726                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1727                 }
1728                 if (cl_beams_instantaimhack.integer)
1729                 {
1730                         vec3_t dir, localend;
1731                         vec_t len;
1732                         // LordHavoc: this updates the beam direction to match your
1733                         // viewangles
1734                         VectorSubtract(end, start, dir);
1735                         len = VectorLength(dir);
1736                         VectorNormalize(dir);
1737                         VectorSet(localend, len, 0, 0);
1738                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1739                 }
1740         }
1741 }
1742
1743 void CL_RelinkBeams(void)
1744 {
1745         int i;
1746         beam_t *b;
1747         vec3_t dist, org, start, end;
1748         float d;
1749         entity_render_t *entrender;
1750         double yaw, pitch;
1751         float forward;
1752         matrix4x4_t tempmatrix;
1753
1754         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1755         {
1756                 if (!b->model)
1757                         continue;
1758                 if (b->endtime < cl.time)
1759                 {
1760                         b->model = NULL;
1761                         continue;
1762                 }
1763
1764                 CL_Beam_CalculatePositions(b, start, end);
1765
1766                 if (b->lightning)
1767                 {
1768                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1769                         {
1770                                 // FIXME: create a matrix from the beam start/end orientation
1771                                 vec3_t dlightcolor;
1772                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1773                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1774                                 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);
1775                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1776                         }
1777                         if (cl_beams_polygons.integer)
1778                                 continue;
1779                 }
1780
1781                 // calculate pitch and yaw
1782                 // (this is similar to the QuakeC builtin function vectoangles)
1783                 VectorSubtract(end, start, dist);
1784                 if (dist[1] == 0 && dist[0] == 0)
1785                 {
1786                         yaw = 0;
1787                         if (dist[2] > 0)
1788                                 pitch = 90;
1789                         else
1790                                 pitch = 270;
1791                 }
1792                 else
1793                 {
1794                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1795                         if (yaw < 0)
1796                                 yaw += 360;
1797
1798                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1799                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1800                         if (pitch < 0)
1801                                 pitch += 360;
1802                 }
1803
1804                 // add new entities for the lightning
1805                 VectorCopy (start, org);
1806                 d = VectorNormalizeLength(dist);
1807                 while (d > 0)
1808                 {
1809                         entrender = CL_NewTempEntity (0);
1810                         if (!entrender)
1811                                 return;
1812                         //VectorCopy (org, ent->render.origin);
1813                         entrender->model = b->model;
1814                         //ent->render.effects = EF_FULLBRIGHT;
1815                         //ent->render.angles[0] = pitch;
1816                         //ent->render.angles[1] = yaw;
1817                         //ent->render.angles[2] = rand()%360;
1818                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1819                         CL_UpdateRenderEntity(entrender);
1820                         VectorMA(org, 30, dist, org);
1821                         d -= 30;
1822                 }
1823         }
1824
1825         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1826                 cl.num_beams--;
1827 }
1828
1829 static void CL_RelinkQWNails(void)
1830 {
1831         int i;
1832         vec_t *v;
1833         entity_render_t *entrender;
1834
1835         for (i = 0;i < cl.qw_num_nails;i++)
1836         {
1837                 v = cl.qw_nails[i];
1838
1839                 // if we're drawing effects, get a new temp entity
1840                 // (NewTempEntity adds it to the render entities list for us)
1841                 if (!(entrender = CL_NewTempEntity(0)))
1842                         continue;
1843
1844                 // normal stuff
1845                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1846                 entrender->alpha = 1;
1847                 VectorSet(entrender->colormod, 1, 1, 1);
1848                 VectorSet(entrender->glowmod, 1, 1, 1);
1849
1850                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1851                 CL_UpdateRenderEntity(entrender);
1852         }
1853 }
1854
1855 void CL_LerpPlayer(float frac)
1856 {
1857         int i;
1858
1859         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1860         for (i = 0;i < 3;i++)
1861         {
1862                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1863                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1864                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1865         }
1866
1867         // interpolate the angles if playing a demo or spectating someone
1868         if (cls.demoplayback || cl.fixangle[0])
1869         {
1870                 for (i = 0;i < 3;i++)
1871                 {
1872                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1873                         if (d > 180)
1874                                 d -= 360;
1875                         else if (d < -180)
1876                                 d += 360;
1877                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1878                 }
1879         }
1880 }
1881
1882 void CSQC_RelinkAllEntities (int drawmask)
1883 {
1884         // link stuff
1885         CL_RelinkWorld();
1886         CL_RelinkStaticEntities();
1887         CL_RelinkBeams();
1888         CL_RelinkEffects();
1889
1890         // link stuff
1891         if (drawmask & ENTMASK_ENGINE)
1892         {
1893                 CL_RelinkNetworkEntities();
1894                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1895                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1896                 CL_RelinkQWNails();
1897         }
1898
1899         // update view blend
1900         V_CalcViewBlend();
1901 }
1902
1903 /*
1904 ===============
1905 CL_UpdateWorld
1906
1907 Update client game world for a new frame
1908 ===============
1909 */
1910 void CL_UpdateWorld(void)
1911 {
1912         r_refdef.scene.extraupdate = !r_speeds.integer;
1913         r_refdef.scene.numentities = 0;
1914         r_refdef.scene.numlights = 0;
1915         r_refdef.view.matrix = identitymatrix;
1916         r_refdef.view.quality = 1;
1917                 
1918         cl.num_brushmodel_entities = 0;
1919
1920         if (cls.state == ca_connected && cls.signon == SIGNONS)
1921         {
1922                 // prepare for a new frame
1923                 CL_LerpPlayer(CL_LerpPoint());
1924                 CL_DecayLightFlashes();
1925                 CL_ClearTempEntities();
1926                 V_DriftPitch();
1927                 V_FadeViewFlashs();
1928
1929                 // if prediction is enabled we have to update all the collidable
1930                 // network entities before the prediction code can be run
1931                 CL_UpdateNetworkCollisionEntities();
1932
1933                 // now update the player prediction
1934                 CL_ClientMovement_Replay();
1935
1936                 // update the player entity (which may be predicted)
1937                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1938
1939                 // now update the view (which depends on that player entity)
1940                 V_CalcRefdef();
1941
1942                 // now update all the network entities and create particle trails
1943                 // (some entities may depend on the view)
1944                 CL_UpdateNetworkEntities();
1945
1946                 // update the engine-based viewmodel
1947                 CL_UpdateViewModel();
1948
1949                 CL_RelinkLightFlashes();
1950                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1951
1952                 // decals, particles, and explosions will be updated during rneder
1953         }
1954
1955         r_refdef.scene.time = cl.time;
1956 }
1957
1958 // LordHavoc: pausedemo command
1959 static void CL_PauseDemo_f (void)
1960 {
1961         cls.demopaused = !cls.demopaused;
1962         if (cls.demopaused)
1963                 Con_Print("Demo paused\n");
1964         else
1965                 Con_Print("Demo unpaused\n");
1966 }
1967
1968 /*
1969 ======================
1970 CL_Fog_f
1971 ======================
1972 */
1973 static void CL_Fog_f (void)
1974 {
1975         if (Cmd_Argc () == 1)
1976         {
1977                 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);
1978                 return;
1979         }
1980         FOG_clear(); // so missing values get good defaults
1981         if(Cmd_Argc() > 1)
1982                 r_refdef.fog_density = atof(Cmd_Argv(1));
1983         if(Cmd_Argc() > 2)
1984                 r_refdef.fog_red = atof(Cmd_Argv(2));
1985         if(Cmd_Argc() > 3)
1986                 r_refdef.fog_green = atof(Cmd_Argv(3));
1987         if(Cmd_Argc() > 4)
1988                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1989         if(Cmd_Argc() > 5)
1990                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1991         if(Cmd_Argc() > 6)
1992                 r_refdef.fog_start = atof(Cmd_Argv(6));
1993         if(Cmd_Argc() > 7)
1994                 r_refdef.fog_end = atof(Cmd_Argv(7));
1995         if(Cmd_Argc() > 8)
1996                 r_refdef.fog_height = atof(Cmd_Argv(8));
1997         if(Cmd_Argc() > 9)
1998                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1999 }
2000
2001 /*
2002 ======================
2003 CL_FogHeightTexture_f
2004 ======================
2005 */
2006 static void CL_Fog_HeightTexture_f (void)
2007 {
2008         if (Cmd_Argc () < 11)
2009         {
2010                 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);
2011                 return;
2012         }
2013         FOG_clear(); // so missing values get good defaults
2014         r_refdef.fog_density = atof(Cmd_Argv(1));
2015         r_refdef.fog_red = atof(Cmd_Argv(2));
2016         r_refdef.fog_green = atof(Cmd_Argv(3));
2017         r_refdef.fog_blue = atof(Cmd_Argv(4));
2018         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2019         r_refdef.fog_start = atof(Cmd_Argv(6));
2020         r_refdef.fog_end = atof(Cmd_Argv(7));
2021         r_refdef.fog_height = atof(Cmd_Argv(8));
2022         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2023         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2024 }
2025
2026
2027 /*
2028 ====================
2029 CL_TimeRefresh_f
2030
2031 For program optimization
2032 ====================
2033 */
2034 static void CL_TimeRefresh_f (void)
2035 {
2036         int i;
2037         float timestart, timedelta;
2038
2039         r_refdef.scene.extraupdate = false;
2040
2041         timestart = Sys_DoubleTime();
2042         for (i = 0;i < 128;i++)
2043         {
2044                 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);
2045                 r_refdef.view.quality = 1;
2046                 CL_UpdateScreen();
2047         }
2048         timedelta = Sys_DoubleTime() - timestart;
2049
2050         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2051 }
2052
2053 void CL_AreaStats_f(void)
2054 {
2055         World_PrintAreaStats(&cl.world, "client");
2056 }
2057
2058 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2059 {
2060         int i;
2061         cl_locnode_t *loc;
2062         cl_locnode_t *best;
2063         vec3_t nearestpoint;
2064         vec_t dist, bestdist;
2065         best = NULL;
2066         bestdist = 0;
2067         for (loc = cl.locnodes;loc;loc = loc->next)
2068         {
2069                 for (i = 0;i < 3;i++)
2070                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2071                 dist = VectorDistance2(nearestpoint, point);
2072                 if (bestdist > dist || !best)
2073                 {
2074                         bestdist = dist;
2075                         best = loc;
2076                         if (bestdist < 1)
2077                                 break;
2078                 }
2079         }
2080         return best;
2081 }
2082
2083 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2084 {
2085         cl_locnode_t *loc;
2086         loc = CL_Locs_FindNearest(point);
2087         if (loc)
2088                 strlcpy(buffer, loc->name, buffersize);
2089         else
2090                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2091 }
2092
2093 void CL_Locs_FreeNode(cl_locnode_t *node)
2094 {
2095         cl_locnode_t **pointer, **next;
2096         for (pointer = &cl.locnodes;*pointer;pointer = next)
2097         {
2098                 next = &(*pointer)->next;
2099                 if (*pointer == node)
2100                 {
2101                         *pointer = node->next;
2102                         Mem_Free(node);
2103                         return;
2104                 }
2105         }
2106         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2107 }
2108
2109 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2110 {
2111         cl_locnode_t *node, **pointer;
2112         int namelen;
2113         if (!name)
2114                 name = "";
2115         namelen = strlen(name);
2116         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2117         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2118         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2119         node->name = (char *)(node + 1);
2120         memcpy(node->name, name, namelen);
2121         node->name[namelen] = 0;
2122         // link it into the tail of the list to preserve the order
2123         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2124                 ;
2125         *pointer = node;
2126 }
2127
2128 void CL_Locs_Add_f(void)
2129 {
2130         vec3_t mins, maxs;
2131         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2132         {
2133                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2134                 return;
2135         }
2136         mins[0] = atof(Cmd_Argv(1));
2137         mins[1] = atof(Cmd_Argv(2));
2138         mins[2] = atof(Cmd_Argv(3));
2139         if (Cmd_Argc() == 8)
2140         {
2141                 maxs[0] = atof(Cmd_Argv(4));
2142                 maxs[1] = atof(Cmd_Argv(5));
2143                 maxs[2] = atof(Cmd_Argv(6));
2144                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2145         }
2146         else
2147                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2148 }
2149
2150 void CL_Locs_RemoveNearest_f(void)
2151 {
2152         cl_locnode_t *loc;
2153         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2154         if (loc)
2155                 CL_Locs_FreeNode(loc);
2156         else
2157                 Con_Printf("no loc point or box found for your location\n");
2158 }
2159
2160 void CL_Locs_Clear_f(void)
2161 {
2162         while (cl.locnodes)
2163                 CL_Locs_FreeNode(cl.locnodes);
2164 }
2165
2166 void CL_Locs_Save_f(void)
2167 {
2168         cl_locnode_t *loc;
2169         qfile_t *outfile;
2170         char locfilename[MAX_QPATH];
2171         if (!cl.locnodes)
2172         {
2173                 Con_Printf("No loc points/boxes exist!\n");
2174                 return;
2175         }
2176         if (cls.state != ca_connected || !cl.worldmodel)
2177         {
2178                 Con_Printf("No level loaded!\n");
2179                 return;
2180         }
2181         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2182
2183         outfile = FS_OpenRealFile(locfilename, "w", false);
2184         if (!outfile)
2185                 return;
2186         // if any boxes are used then this is a proquake-format loc file, which
2187         // allows comments, so add some relevant information at the start
2188         for (loc = cl.locnodes;loc;loc = loc->next)
2189                 if (!VectorCompare(loc->mins, loc->maxs))
2190                         break;
2191         if (loc)
2192         {
2193                 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);
2194                 for (loc = cl.locnodes;loc;loc = loc->next)
2195                         if (VectorCompare(loc->mins, loc->maxs))
2196                                 break;
2197                 if (loc)
2198                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2199         }
2200         for (loc = cl.locnodes;loc;loc = loc->next)
2201         {
2202                 if (VectorCompare(loc->mins, loc->maxs))
2203                 {
2204                         int len;
2205                         const char *s;
2206                         const char *in = loc->name;
2207                         char name[MAX_INPUTLINE];
2208                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2209                         {
2210                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2211                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2212                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2213                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2214                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2215                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2216                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2217                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2218                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2219                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2220                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2221                                 else s = NULL;
2222                                 if (s)
2223                                 {
2224                                         while (len < (int)sizeof(name) - 1 && *s)
2225                                                 name[len++] = *s++;
2226                                         continue;
2227                                 }
2228                                 name[len++] = *in++;
2229                         }
2230                         name[len] = 0;
2231                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2232                 }
2233                 else
2234                         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);
2235         }
2236         FS_Close(outfile);
2237 }
2238
2239 void CL_Locs_Reload_f(void)
2240 {
2241         int i, linenumber, limit, len;
2242         const char *s;
2243         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2244         fs_offset_t filesize;
2245         vec3_t mins, maxs;
2246         char locfilename[MAX_QPATH];
2247         char name[MAX_INPUTLINE];
2248
2249         if (cls.state != ca_connected || !cl.worldmodel)
2250         {
2251                 Con_Printf("No level loaded!\n");
2252                 return;
2253         }
2254
2255         CL_Locs_Clear_f();
2256
2257         // try maps/something.loc first (LordHavoc: where I think they should be)
2258         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2259         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2260         if (!filedata)
2261         {
2262                 // try proquake name as well (LordHavoc: I hate path mangling)
2263                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2264                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2265                 if (!filedata)
2266                         return;
2267         }
2268         text = filedata;
2269         textend = filedata + filesize;
2270         for (linenumber = 1;text < textend;linenumber++)
2271         {
2272                 linestart = text;
2273                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2274                         ;
2275                 lineend = text;
2276                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2277                         text++;
2278                 if (text < textend)
2279                         text++;
2280                 // trim trailing whitespace
2281                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2282                         lineend--;
2283                 // trim leading whitespace
2284                 while (linestart < lineend && ISWHITESPACE(*linestart))
2285                         linestart++;
2286                 // check if this is a comment
2287                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2288                         continue;
2289                 linetext = linestart;
2290                 limit = 3;
2291                 for (i = 0;i < limit;i++)
2292                 {
2293                         if (linetext >= lineend)
2294                                 break;
2295                         // note: a missing number is interpreted as 0
2296                         if (i < 3)
2297                                 mins[i] = atof(linetext);
2298                         else
2299                                 maxs[i - 3] = atof(linetext);
2300                         // now advance past the number
2301                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2302                                 linetext++;
2303                         // advance through whitespace
2304                         if (linetext < lineend)
2305                         {
2306                                 if (*linetext == ',')
2307                                 {
2308                                         linetext++;
2309                                         limit = 6;
2310                                         // note: comma can be followed by whitespace
2311                                 }
2312                                 if (ISWHITESPACE(*linetext))
2313                                 {
2314                                         // skip whitespace
2315                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2316                                                 linetext++;
2317                                 }
2318                         }
2319                 }
2320                 // if this is a quoted name, remove the quotes
2321                 if (i == 6)
2322                 {
2323                         if (linetext >= lineend || *linetext != '"')
2324                                 continue; // proquake location names are always quoted
2325                         lineend--;
2326                         linetext++;
2327                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2328                         memcpy(name, linetext, len);
2329                         name[len] = 0;
2330                         // add the box to the list
2331                         CL_Locs_AddNode(mins, maxs, name);
2332                 }
2333                 // if a point was parsed, it needs to be scaled down by 8 (since
2334                 // point-based loc files were invented by a proxy which dealt
2335                 // directly with quake protocol coordinates, which are *8), turn
2336                 // it into a box
2337                 else if (i == 3)
2338                 {
2339                         // interpret silly fuhquake macros
2340                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2341                         {
2342                                 if (*linetext == '$')
2343                                 {
2344                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2345                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2347                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2354                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2355                                         else s = NULL;
2356                                         if (s)
2357                                         {
2358                                                 while (len < (int)sizeof(name) - 1 && *s)
2359                                                         name[len++] = *s++;
2360                                                 continue;
2361                                         }
2362                                 }
2363                                 name[len++] = *linetext++;
2364                         }
2365                         name[len] = 0;
2366                         // add the point to the list
2367                         VectorScale(mins, (1.0 / 8.0), mins);
2368                         CL_Locs_AddNode(mins, mins, name);
2369                 }
2370                 else
2371                         continue;
2372         }
2373 }
2374
2375 /*
2376 ===========
2377 CL_Shutdown
2378 ===========
2379 */
2380 void CL_Shutdown (void)
2381 {
2382         CL_Screen_Shutdown();
2383         CL_Particles_Shutdown();
2384         CL_Parse_Shutdown();
2385
2386         Mem_FreePool (&cls.permanentmempool);
2387         Mem_FreePool (&cls.levelmempool);
2388 }
2389
2390 /*
2391 =================
2392 CL_Init
2393 =================
2394 */
2395 void CL_Init (void)
2396 {
2397
2398         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2399         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2400
2401         memset(&r_refdef, 0, sizeof(r_refdef));
2402         // max entities sent to renderer per frame
2403         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2404         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2405
2406         // max temp entities
2407         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2408         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2409
2410         CL_InitInput ();
2411
2412 //
2413 // register our commands
2414 //
2415         Cvar_RegisterVariable (&cl_upspeed);
2416         Cvar_RegisterVariable (&cl_forwardspeed);
2417         Cvar_RegisterVariable (&cl_backspeed);
2418         Cvar_RegisterVariable (&cl_sidespeed);
2419         Cvar_RegisterVariable (&cl_movespeedkey);
2420         Cvar_RegisterVariable (&cl_yawspeed);
2421         Cvar_RegisterVariable (&cl_pitchspeed);
2422         Cvar_RegisterVariable (&cl_anglespeedkey);
2423         Cvar_RegisterVariable (&cl_shownet);
2424         Cvar_RegisterVariable (&cl_nolerp);
2425         Cvar_RegisterVariable (&cl_lerpexcess);
2426         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2427         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2428         Cvar_RegisterVariable (&cl_deathfade);
2429         Cvar_RegisterVariable (&lookspring);
2430         Cvar_RegisterVariable (&lookstrafe);
2431         Cvar_RegisterVariable (&sensitivity);
2432         Cvar_RegisterVariable (&freelook);
2433
2434         Cvar_RegisterVariable (&m_pitch);
2435         Cvar_RegisterVariable (&m_yaw);
2436         Cvar_RegisterVariable (&m_forward);
2437         Cvar_RegisterVariable (&m_side);
2438
2439         Cvar_RegisterVariable (&cl_itembobspeed);
2440         Cvar_RegisterVariable (&cl_itembobheight);
2441
2442         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2443         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2444         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2445         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2446         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2447         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2448
2449         // Support Client-side Model Index List
2450         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2451         // Support Client-side Sound Index List
2452         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2453
2454         Cvar_RegisterVariable (&cl_autodemo);
2455         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2456         Cvar_RegisterVariable (&cl_autodemo_delete);
2457
2458         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2459         Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2460
2461         // LordHavoc: added pausedemo
2462         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2463
2464         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2465
2466         Cvar_RegisterVariable(&r_draweffects);
2467         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2468         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2469         Cvar_RegisterVariable(&cl_explosions_size_start);
2470         Cvar_RegisterVariable(&cl_explosions_size_end);
2471         Cvar_RegisterVariable(&cl_explosions_lifetime);
2472         Cvar_RegisterVariable(&cl_stainmaps);
2473         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2474         Cvar_RegisterVariable(&cl_beams_polygons);
2475         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2476         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2477         Cvar_RegisterVariable(&cl_beams_lightatend);
2478         Cvar_RegisterVariable(&cl_noplayershadow);
2479         Cvar_RegisterVariable(&cl_dlights_decayradius);
2480         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2481
2482         Cvar_RegisterVariable(&cl_prydoncursor);
2483         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2484
2485         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2486
2487         // for QW connections
2488         Cvar_RegisterVariable(&qport);
2489         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2490
2491         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2492
2493         Cvar_RegisterVariable(&cl_locs_enable);
2494         Cvar_RegisterVariable(&cl_locs_show);
2495         Cmd_AddCommand("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)");
2496         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2497         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2498         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2499         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2500
2501         CL_Parse_Init();
2502         CL_Particles_Init();
2503         CL_Screen_Init();
2504
2505         CL_Video_Init();
2506 }
2507
2508
2509