2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
26 // we need to declare some mouse variables here, because the menu system
27 // references them even when on a unix system.
29 // these two are not intended to be set directly
30 cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
31 cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
32 cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
34 cvar_t cl_shownet = {0, "cl_shownet","0"};
35 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
37 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
38 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
40 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
41 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
42 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
44 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
45 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
46 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
47 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
49 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
51 cvar_t r_draweffects = {0, "r_draweffects", "1"};
53 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
54 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
57 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
59 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
61 mempool_t *cl_scores_mempool;
62 mempool_t *cl_refdef_mempool;
63 mempool_t *cl_entities_mempool;
69 int cl_max_static_entities;
70 int cl_max_temp_entities;
74 int cl_max_lightstyle;
75 int cl_max_brushmodel_entities;
77 entity_t *cl_entities;
78 qbyte *cl_entities_active;
79 entity_t *cl_static_entities;
80 entity_t *cl_temp_entities;
81 cl_effect_t *cl_effects;
84 lightstyle_t *cl_lightstyle;
85 entity_render_t **cl_brushmodel_entities;
88 int cl_num_static_entities;
89 int cl_num_temp_entities;
90 int cl_num_brushmodel_entities;
98 void CL_ClearState (void)
105 Mem_EmptyPool(cl_scores_mempool);
106 Mem_EmptyPool(cl_entities_mempool);
108 // wipe the entire cl structure
109 memset (&cl, 0, sizeof(cl));
111 SZ_Clear (&cls.message);
114 cl_num_static_entities = 0;
115 cl_num_temp_entities = 0;
116 cl_num_brushmodel_entities = 0;
118 // tweak these if the game runs out
119 cl_max_entities = MAX_EDICTS;
120 cl_max_static_entities = 256;
121 cl_max_temp_entities = 512;
122 cl_max_effects = 256;
124 cl_max_dlights = MAX_DLIGHTS;
125 cl_max_lightstyle = MAX_LIGHTSTYLES;
126 cl_max_brushmodel_entities = MAX_EDICTS;
128 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
129 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
130 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
131 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
132 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
133 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
134 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
135 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
136 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
140 CL_Particles_Clear();
142 // LordHavoc: have to set up the baseline info for alpha and other stuff
143 for (i = 0;i < cl_max_entities;i++)
145 ClearStateToDefault(&cl_entities[i].state_baseline);
146 ClearStateToDefault(&cl_entities[i].state_previous);
147 ClearStateToDefault(&cl_entities[i].state_current);
154 =====================
157 Sends a disconnect message to the server
158 This is also called on Host_Error, so it shouldn't cause any errors
159 =====================
161 void CL_Disconnect (void)
163 if (cls.state == ca_dedicated)
166 // stop sounds (especially looping!)
167 S_StopAllSounds (true);
169 // clear contents blends
170 cl.cshifts[0].percent = 0;
171 cl.cshifts[1].percent = 0;
172 cl.cshifts[2].percent = 0;
173 cl.cshifts[3].percent = 0;
175 cl.worldmodel = NULL;
177 if (cls.demoplayback)
179 else if (cls.state == ca_connected)
181 if (cls.demorecording)
184 Con_DPrintf ("Sending clc_disconnect\n");
185 SZ_Clear (&cls.message);
186 MSG_WriteByte (&cls.message, clc_disconnect);
187 NET_SendUnreliableMessage (cls.netcon, &cls.message);
188 SZ_Clear (&cls.message);
189 NET_Close (cls.netcon);
190 cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
191 // if running a local server, shut it down
193 Host_ShutdownServer(false);
195 cls.state = ca_disconnected;
197 cls.demoplayback = cls.timedemo = false;
201 void CL_Disconnect_f (void)
205 Host_ShutdownServer (false);
212 =====================
213 CL_EstablishConnection
215 Host should be either "local" or a net address to be passed on
216 =====================
218 void CL_EstablishConnection (char *host)
220 if (cls.state == ca_dedicated)
223 if (cls.demoplayback)
228 cls.netcon = NET_Connect (host);
230 Host_Error ("CL_Connect: connect failed\n");
231 Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
233 cls.demonum = -1; // not in the demo loop now
234 cls.state = ca_connected;
235 cls.signon = 0; // need all the signon messages before playing
245 static void CL_PrintEntities_f (void)
251 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
253 if (!ent->state_current.active)
256 if (ent->render.model)
257 strncpy(name, ent->render.model->name, 25);
259 strcpy(name, "--no model--");
261 for (j = strlen(name);j < 25;j++)
263 Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
267 //static const vec3_t nomodelmins = {-16, -16, -16};
268 //static const vec3_t nomodelmaxs = {16, 16, 16};
269 void CL_BoundingBoxForEntity(entity_render_t *ent)
273 //if (ent->angles[0] || ent->angles[2])
274 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
277 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
278 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
279 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
280 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
281 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
282 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
283 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
284 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
286 //else if (ent->angles[1])
287 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
290 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
291 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
292 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
293 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
294 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
295 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
296 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
297 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
301 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
302 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
303 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
304 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
305 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
306 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
307 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
308 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
313 ent->mins[0] = ent->matrix.m[0][3] - 16;
314 ent->mins[1] = ent->matrix.m[1][3] - 16;
315 ent->mins[2] = ent->matrix.m[2][3] - 16;
316 ent->maxs[0] = ent->matrix.m[0][3] + 16;
317 ent->maxs[1] = ent->matrix.m[1][3] + 16;
318 ent->maxs[2] = ent->matrix.m[2][3] + 16;
319 //VectorAdd(ent->origin, nomodelmins, ent->mins);
320 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
324 void CL_LerpUpdate(entity_t *e)
326 entity_persistent_t *p;
331 if (p->modelindex != e->state_current.modelindex)
333 // reset all interpolation information
334 p->modelindex = e->state_current.modelindex;
335 p->frame1 = p->frame2 = e->state_current.frame;
336 p->frame1time = p->frame2time = cl.time;
339 else if (p->frame2 != e->state_current.frame)
341 // transition to new frame
342 p->frame1 = p->frame2;
343 p->frame1time = p->frame2time;
344 p->frame2 = e->state_current.frame;
345 p->frame2time = cl.time;
351 p->framelerp = (cl.time - p->frame2time) * 10;
352 p->framelerp = bound(0, p->framelerp, 1);
355 r->model = cl.model_precache[e->state_current.modelindex];
356 Mod_CheckLoaded(r->model);
357 r->frame = e->state_current.frame;
358 r->frame1 = p->frame1;
359 r->frame2 = p->frame2;
360 r->framelerp = p->framelerp;
361 r->frame1time = p->frame1time;
362 r->frame2time = p->frame2time;
369 Determines the fraction between the last two messages that the objects
373 static float CL_LerpPoint (void)
377 // dropped packet, or start of demo
378 if (cl.mtime[1] < cl.mtime[0] - 0.1)
379 cl.mtime[1] = cl.mtime[0] - 0.1;
381 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
383 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
384 f = cl.mtime[0] - cl.mtime[1];
385 if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
387 cl.time = cl.mtime[0];
391 f = (cl.time - cl.mtime[1]) / f;
392 return bound(0, f, 1);
395 void CL_ClearTempEntities (void)
397 cl_num_temp_entities = 0;
400 entity_t *CL_NewTempEntity (void)
404 if (r_refdef.numentities >= r_refdef.maxentities)
406 if (cl_num_temp_entities >= cl_max_temp_entities)
408 ent = &cl_temp_entities[cl_num_temp_entities++];
409 memset (ent, 0, sizeof(*ent));
410 r_refdef.entities[r_refdef.numentities++] = &ent->render;
412 ent->render.colormap = -1; // no special coloring
413 ent->render.scale = 1;
414 ent->render.alpha = 1;
418 void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
424 // first look for an exact key match
428 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
434 // then look for anything else
436 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
440 // unable to find one
444 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
445 memset (dl, 0, sizeof(*dl));
447 VectorCopy(org, dl->origin);
450 dl->color[1] = green;
454 dl->die = cl.time + lifetime;
459 void CL_DecayLights (void)
465 time = cl.time - cl.oldtime;
468 for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
472 if (dl->die < cl.time)
478 dl->radius -= time*dl->decay;
484 void CL_RelinkWorld (void)
486 entity_t *ent = &cl_entities[0];
487 if (cl_num_entities < 1)
489 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
490 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
491 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
492 CL_BoundingBoxForEntity(&ent->render);
495 static void CL_RelinkStaticEntities(void)
498 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
500 Mod_CheckLoaded(cl_static_entities[i].render.model);
501 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
510 extern qboolean Nehahrademcompatibility;
511 #define MAXVIEWMODELS 32
512 entity_t *viewmodels[MAXVIEWMODELS];
514 static void CL_RelinkNetworkEntities(void)
517 int i, effects, temp;
518 float d, bobjrotate, bobjoffset, lerp;
519 vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
523 bobjrotate = ANGLEMOD(100*cl.time);
524 if (cl_itembobheight.value)
525 bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
529 // start on the entity after the world
530 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
532 // if the object isn't active in the current network frame, skip it
533 if (!cl_entities_active[i])
535 if (!ent->state_current.active)
537 cl_entities_active[i] = false;
541 VectorCopy(ent->persistent.trail_origin, oldorg);
543 if (!ent->state_previous.active)
545 // only one state available
546 VectorCopy (ent->persistent.neworigin, neworg);
547 VectorCopy (ent->persistent.newangles, ent->render.angles);
548 VectorCopy (neworg, oldorg);
552 // if the delta is large, assume a teleport and don't lerp
553 VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
554 if (ent->persistent.lerpdeltatime > 0)
556 lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
559 // interpolate the origin and angles
560 VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
561 VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
562 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
563 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
564 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
565 VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
570 VectorCopy (ent->persistent.neworigin, neworg);
571 VectorCopy (ent->persistent.newangles, ent->render.angles);
577 VectorCopy (ent->persistent.neworigin, neworg);
578 VectorCopy (ent->persistent.newangles, ent->render.angles);
582 if (!ent->render.model || ent->render.model->type != mod_brush)
583 ent->render.angles[0] = -ent->render.angles[0];
585 VectorCopy (neworg, ent->persistent.trail_origin);
586 // persistent.modelindex will be updated by CL_LerpUpdate
587 if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
588 VectorCopy(neworg, oldorg);
590 VectorCopy (neworg, ent->render.origin);
591 ent->render.flags = ent->state_current.flags;
592 if (i == cl.viewentity)
593 ent->render.flags |= RENDER_EXTERIORMODEL;
594 ent->render.effects = effects = ent->state_current.effects;
595 if (ent->state_current.flags & RENDER_COLORMAPPED)
596 ent->render.colormap = ent->state_current.colormap;
597 else if (cl.scores == NULL || !ent->state_current.colormap)
598 ent->render.colormap = -1; // no special coloring
600 ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
601 ent->render.skinnum = ent->state_current.skin;
602 ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
603 ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
605 if (ent->render.model && ent->render.model->flags & EF_ROTATE)
607 ent->render.angles[1] = bobjrotate;
608 ent->render.origin[2] += bobjoffset;
611 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
613 // update interpolation info
616 // handle effects now...
621 // LordHavoc: if the entity has no effects, don't check each
624 if (effects & EF_BRIGHTFIELD)
626 if (gamemode == GAME_NEXIUZ)
628 dlightcolor[0] += 100.0f;
629 dlightcolor[1] += 200.0f;
630 dlightcolor[2] += 400.0f;
631 // don't do trail if we have no previous location
632 if (ent->state_previous.active)
633 CL_RocketTrail (oldorg, neworg, 8, ent);
636 CL_EntityParticles (ent);
638 if (effects & EF_MUZZLEFLASH)
639 ent->persistent.muzzleflash = 100.0f;
640 if (effects & EF_DIMLIGHT)
642 dlightcolor[0] += 200.0f;
643 dlightcolor[1] += 200.0f;
644 dlightcolor[2] += 200.0f;
646 if (effects & EF_BRIGHTLIGHT)
648 dlightcolor[0] += 400.0f;
649 dlightcolor[1] += 400.0f;
650 dlightcolor[2] += 400.0f;
652 // LordHavoc: added EF_RED and EF_BLUE
653 if (effects & EF_RED) // red
655 dlightcolor[0] += 200.0f;
656 dlightcolor[1] += 20.0f;
657 dlightcolor[2] += 20.0f;
659 if (effects & EF_BLUE) // blue
661 dlightcolor[0] += 20.0f;
662 dlightcolor[1] += 20.0f;
663 dlightcolor[2] += 200.0f;
665 if (effects & EF_FLAME)
667 if (ent->render.model)
669 mins[0] = neworg[0] - 16.0f;
670 mins[1] = neworg[1] - 16.0f;
671 mins[2] = neworg[2] - 16.0f;
672 maxs[0] = neworg[0] + 16.0f;
673 maxs[1] = neworg[1] + 16.0f;
674 maxs[2] = neworg[2] + 16.0f;
675 // how many flames to make
676 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
677 CL_FlameCube(mins, maxs, temp);
679 d = lhrandom(200, 250);
680 dlightcolor[0] += d * 1.0f;
681 dlightcolor[1] += d * 0.7f;
682 dlightcolor[2] += d * 0.3f;
684 if (effects & EF_STARDUST)
686 if (ent->render.model)
688 mins[0] = neworg[0] - 16.0f;
689 mins[1] = neworg[1] - 16.0f;
690 mins[2] = neworg[2] - 16.0f;
691 maxs[0] = neworg[0] + 16.0f;
692 maxs[1] = neworg[1] + 16.0f;
693 maxs[2] = neworg[2] + 16.0f;
694 // how many particles to make
695 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
696 CL_Stardust(mins, maxs, temp);
699 dlightcolor[0] += d * 1.0f;
700 dlightcolor[1] += d * 0.7f;
701 dlightcolor[2] += d * 0.3f;
705 if (ent->persistent.muzzleflash > 0)
707 v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
708 v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
709 v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
710 CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
712 CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
713 ent->persistent.muzzleflash -= cl.frametime * 1000;
716 // LordHavoc: if the model has no flags, don't check each
717 if (ent->render.model && ent->render.model->flags)
719 // note: EF_ROTATE handled above, above matrix calculation
720 // only do trails if present in the previous frame as well
721 if (ent->state_previous.active)
723 if (ent->render.model->flags & EF_GIB)
724 CL_RocketTrail (oldorg, neworg, 2, ent);
725 else if (ent->render.model->flags & EF_ZOMGIB)
726 CL_RocketTrail (oldorg, neworg, 4, ent);
727 else if (ent->render.model->flags & EF_TRACER)
729 CL_RocketTrail (oldorg, neworg, 3, ent);
730 dlightcolor[0] += 0x10;
731 dlightcolor[1] += 0x40;
732 dlightcolor[2] += 0x10;
734 else if (ent->render.model->flags & EF_TRACER2)
736 CL_RocketTrail (oldorg, neworg, 5, ent);
737 dlightcolor[0] += 0x50;
738 dlightcolor[1] += 0x30;
739 dlightcolor[2] += 0x10;
741 else if (ent->render.model->flags & EF_ROCKET)
743 CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
744 dlightcolor[0] += 200.0f;
745 dlightcolor[1] += 160.0f;
746 dlightcolor[2] += 80.0f;
748 else if (ent->render.model->flags & EF_GRENADE)
750 if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
751 CL_RocketTrail (oldorg, neworg, 7, ent);
753 CL_RocketTrail (oldorg, neworg, 1, ent);
755 else if (ent->render.model->flags & EF_TRACER3)
757 CL_RocketTrail (oldorg, neworg, 6, ent);
758 dlightcolor[0] += 0x50;
759 dlightcolor[1] += 0x20;
760 dlightcolor[2] += 0x40;
764 // LordHavoc: customizable glow
765 if (ent->state_current.glowsize)
767 // * 4 for the expansion from 0-255 to 0-1023 range,
768 // / 255 to scale down byte colors
769 VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
771 // LordHavoc: customizable trail
772 if (ent->render.flags & RENDER_GLOWTRAIL)
773 CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
775 if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
777 VectorCopy(neworg, v);
778 // hack to make glowing player light shine on their gun
779 if (i == cl.viewentity/* && !chase_active.integer*/)
781 CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
784 if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
787 // don't show entities with no modelindex (note: this still shows
788 // entities which have a modelindex that resolved to a NULL model)
789 if (!ent->state_current.modelindex)
791 if (effects & EF_NODRAW)
794 // store a list of view-relative entities for later adjustment in view code
795 if (ent->render.flags & RENDER_VIEWMODEL)
797 if (numviewmodels < MAXVIEWMODELS)
798 viewmodels[numviewmodels++] = ent;
802 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
804 CL_BoundingBoxForEntity(&ent->render);
805 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
806 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
808 // note: the cl.viewentity and intermission check is to hide player
809 // shadow during intermission and during the Nehahra movie and
810 // Nehahra cinematics
811 if (!(ent->state_current.effects & EF_NOSHADOW)
812 && !(ent->state_current.effects & EF_ADDITIVE)
813 && (ent->state_current.alpha == 255)
814 && !(ent->render.flags & RENDER_VIEWMODEL)
815 && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
816 ent->render.flags |= RENDER_SHADOW;
818 if (r_refdef.numentities < r_refdef.maxentities)
819 r_refdef.entities[r_refdef.numentities++] = &ent->render;
821 if (cl_num_entities < i + 1)
822 cl_num_entities = i + 1;
826 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
830 if (!modelindex) // sanity check
832 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
837 VectorCopy(org, e->origin);
838 e->modelindex = modelindex;
839 e->starttime = cl.time;
840 e->startframe = startframe;
841 e->endframe = startframe + framecount;
842 e->framerate = framerate;
845 e->frame1time = cl.time;
846 e->frame2time = cl.time;
851 static void CL_RelinkEffects(void)
858 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
862 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
864 if (intframe < 0 || intframe >= e->endframe)
867 memset(e, 0, sizeof(*e));
871 if (intframe != e->frame)
874 e->frame1time = e->frame2time;
875 e->frame2time = cl.time;
878 // if we're drawing effects, get a new temp entity
879 // (NewTempEntity adds it to the render entities list for us)
880 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
882 // interpolation stuff
883 ent->render.frame1 = intframe;
884 ent->render.frame2 = intframe + 1;
885 if (ent->render.frame2 >= e->endframe)
886 ent->render.frame2 = -1; // disappear
887 ent->render.framelerp = frame - intframe;
888 ent->render.frame1time = e->frame1time;
889 ent->render.frame2time = e->frame2time;
892 //VectorCopy(e->origin, ent->render.origin);
893 ent->render.model = cl.model_precache[e->modelindex];
894 ent->render.frame = ent->render.frame2;
895 ent->render.colormap = -1; // no special coloring
896 //ent->render.scale = 1;
897 ent->render.alpha = 1;
899 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
900 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
901 CL_BoundingBoxForEntity(&ent->render);
907 void CL_RelinkBeams (void)
917 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
919 if (!b->model || b->endtime < cl.time)
922 // if coming from the player, update the start position
923 //if (b->entity == cl.viewentity)
924 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
925 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
927 entity_state_t *p = &cl_entities[b->entity].state_previous;
928 //entity_state_t *c = &cl_entities[b->entity].state_current;
929 entity_render_t *r = &cl_entities[b->entity].render;
930 matrix4x4_t matrix, imatrix;
931 if (b->relativestartvalid == 2)
933 // not really valid yet, we need to get the orientation now
934 // (ParseBeam flagged this because it is received before
935 // entities are received, by now they have been received)
936 // note: because players create lightning in their think
937 // function (which occurs before movement), they actually
938 // have some lag in it's location, so compare to the
939 // previous player state, not the latest
940 if (b->entity == cl.viewentity)
941 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
943 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
944 Matrix4x4_Invert_Simple(&imatrix, &matrix);
945 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
946 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
947 b->relativestartvalid = 1;
951 if (b->entity == cl.viewentity)
952 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
954 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
955 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
956 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
960 if (b->lightning && cl_beams_polygons.integer)
963 // calculate pitch and yaw
964 VectorSubtract (b->end, b->start, dist);
966 if (dist[1] == 0 && dist[0] == 0)
976 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
980 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
981 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
986 // add new entities for the lightning
987 VectorCopy (b->start, org);
988 d = VectorNormalizeLength(dist);
991 ent = CL_NewTempEntity ();
994 //VectorCopy (org, ent->render.origin);
995 ent->render.model = b->model;
996 ent->render.effects = EF_FULLBRIGHT;
997 //ent->render.angles[0] = pitch;
998 //ent->render.angles[1] = yaw;
999 //ent->render.angles[2] = rand()%360;
1000 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], pitch, yaw, lhrandom(0, 360), 1);
1001 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1002 CL_BoundingBoxForEntity(&ent->render);
1003 VectorMA(org, 30, dist, org);
1009 cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
1010 cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
1011 cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
1012 cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
1013 cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
1014 cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
1016 rtexture_t *r_lightningbeamtexture;
1017 rtexturepool_t *r_lightningbeamtexturepool;
1019 int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
1021 void r_lightningbeams_start(void)
1023 float r, g, b, intensity, fx, width, center;
1025 qbyte *data, *noise1, *noise2;
1026 data = Mem_Alloc(tempmempool, 32 * 512 * 4);
1027 noise1 = Mem_Alloc(tempmempool, 512 * 512);
1028 noise2 = Mem_Alloc(tempmempool, 512 * 512);
1029 fractalnoise(noise1, 512, 8);
1030 fractalnoise(noise2, 512, 16);
1032 for (y = 0;y < 512;y++)
1034 width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
1035 center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
1036 for (x = 0;x < 32;x++, fx++)
1038 fx = (x - center) / width;
1039 intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
1040 intensity = bound(0, intensity, 1);
1041 r = intensity * 2.0f - 1.0f;
1042 g = intensity * 3.0f - 1.0f;
1043 b = intensity * 3.0f;
1044 data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
1045 data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
1046 data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
1047 data[(y * 32 + x) * 4 + 3] = (qbyte)255;
1051 r_lightningbeamtexturepool = R_AllocTexturePool();
1052 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1058 void r_lightningbeams_shutdown(void)
1060 r_lightningbeamtexture = NULL;
1061 R_FreeTexturePool(&r_lightningbeamtexturepool);
1064 void r_lightningbeams_newmap(void)
1068 void R_LightningBeams_Init(void)
1070 Cvar_RegisterVariable(&r_lightningbeam_thickness);
1071 Cvar_RegisterVariable(&r_lightningbeam_scroll);
1072 Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
1073 Cvar_RegisterVariable(&r_lightningbeam_color_red);
1074 Cvar_RegisterVariable(&r_lightningbeam_color_green);
1075 Cvar_RegisterVariable(&r_lightningbeam_color_blue);
1076 R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
1079 void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
1081 // near right corner
1082 VectorAdd (start, offset, (v + 0));tc[ 0] = 0;tc[ 1] = t1;
1084 VectorSubtract(start, offset, (v + 4));tc[ 4] = 1;tc[ 5] = t1;
1086 VectorSubtract(end , offset, (v + 8));tc[ 8] = 1;tc[ 9] = t2;
1088 VectorAdd (end , offset, (v + 12));tc[12] = 0;tc[13] = t2;
1091 void R_FogLightningBeamColors(const float *v, float *c, int numverts, float r, float g, float b, float a)
1096 for (i = 0;i < numverts;i++, v += 4, c += 4)
1098 VectorSubtract(v, r_origin, fogvec);
1099 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1107 float beamrepeatscale;
1109 void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
1111 const beam_t *b = calldata1;
1113 vec3_t beamdir, right, up, offset;
1114 float length, t1, t2;
1115 memset(&m, 0, sizeof(m));
1116 m.blendfunc1 = GL_SRC_ALPHA;
1117 m.blendfunc2 = GL_ONE;
1118 m.tex[0] = R_GetTexture(r_lightningbeamtexture);
1120 R_Mesh_Matrix(&r_identitymatrix);
1122 // calculate beam direction (beamdir) vector and beam length
1123 // get difference vector
1124 VectorSubtract(b->end, b->start, beamdir);
1125 // find length of difference vector
1126 length = sqrt(DotProduct(beamdir, beamdir));
1127 // calculate scale to make beamdir a unit vector (normalized)
1129 // scale beamdir so it is now normalized
1130 VectorScale(beamdir, t1, beamdir);
1132 // calculate up vector such that it points toward viewer, and rotates around the beamdir
1133 // get direction from start of beam to viewer
1134 VectorSubtract(r_origin, b->start, up);
1135 // remove the portion of the vector that moves along the beam
1136 // (this leaves only a vector pointing directly away from the beam)
1137 t1 = -DotProduct(up, beamdir);
1138 VectorMA(up, t1, beamdir, up);
1139 // now we have a vector pointing away from the beam, now we need to normalize it
1140 VectorNormalizeFast(up);
1141 // generate right vector from forward and up, the result is already normalized
1142 // (CrossProduct returns a vector of multiplied length of the two inputs)
1143 CrossProduct(beamdir, up, right);
1145 // calculate T coordinate scrolling (start and end texcoord along the beam)
1146 t1 = cl.time * -r_lightningbeam_scroll.value + beamrepeatscale * DotProduct(b->start, beamdir);
1148 t2 = t1 + beamrepeatscale * length;
1150 // the beam is 3 polygons in this configuration:
1156 // they are showing different portions of the beam texture, creating an
1157 // illusion of a beam that appears to curl around in 3D space
1158 // (and realize that the whole polygon assembly orients itself to face
1161 R_Mesh_GetSpace(12);
1163 // polygon 1, verts 0-3
1164 VectorScale(right, r_lightningbeam_thickness.value, offset);
1165 R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
1167 // polygon 2, verts 4-7
1168 VectorAdd(right, up, offset);
1169 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1170 R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
1172 // polygon 3, verts 8-11
1173 VectorSubtract(right, up, offset);
1174 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1175 R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
1179 // per vertex colors if fog is used
1181 R_FogLightningBeamColors(varray_vertex, varray_color, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1185 // solid color if fog is not used
1186 GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1189 // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
1190 R_Mesh_Draw(12, 6, r_lightningbeamelements);
1193 void R_DrawLightningBeams (void)
1199 if (!cl_beams_polygons.integer)
1202 beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
1203 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1205 if (b->model && b->endtime >= cl.time && b->lightning)
1207 VectorAdd(b->start, b->end, org);
1208 VectorScale(org, 0.5f, org);
1209 R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
1215 void CL_LerpPlayer(float frac)
1220 if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
1222 cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
1223 cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
1224 cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
1228 VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
1229 VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
1230 VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
1233 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1235 for (i = 0;i < 3;i++)
1236 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1238 if (cls.demoplayback)
1240 // interpolate the angles
1241 for (i = 0;i < 3;i++)
1243 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1248 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1253 void CL_RelinkEntities (void)
1257 // fraction from previous network update to current
1258 frac = CL_LerpPoint();
1260 CL_ClearTempEntities();
1263 CL_RelinkStaticEntities();
1264 CL_RelinkNetworkEntities();
1268 CL_LerpPlayer(frac);
1278 Read all incoming data from the server
1281 int CL_ReadFromServer (void)
1285 cl.oldtime = cl.time;
1286 cl.time += cl.frametime;
1291 ret = CL_GetMessage ();
1293 Host_Error ("CL_ReadFromServer: lost server connection");
1297 cl.last_received_message = realtime;
1299 if (cl_shownet.integer)
1302 CL_ParseServerMessage ();
1304 while (ret && cls.state == ca_connected);
1309 r_refdef.numentities = 0;
1310 cl_num_entities = 0;
1311 cl_num_brushmodel_entities = 0;
1313 if (cls.state == ca_connected && cls.signon == SIGNONS)
1315 CL_RelinkEntities ();
1317 // run cgame code (which can add more entities)
1322 // bring the links up to date
1332 void CL_SendCmd (void)
1336 if (cls.state != ca_connected)
1339 if (cls.signon == SIGNONS)
1341 // get basic movement from keyboard
1344 IN_PreMove(); // OS independent code
1346 // allow mice or other external controllers to add to the move
1349 IN_PostMove(); // OS independent code
1351 // send the unreliable message
1354 #ifndef NOROUTINGFIX
1355 else if (cls.signon == 0 && !cls.demoplayback)
1357 // LordHavoc: fix for NAT routing of netquake:
1358 // bounce back a clc_nop message to the newly allocated server port,
1359 // to establish a routing connection for incoming frames,
1360 // the server waits for this before sending anything
1361 if (realtime > cl.sendnoptime)
1363 cl.sendnoptime = realtime + 3;
1364 Con_DPrintf("sending clc_nop to get server's attention\n");
1371 MSG_WriteByte(&buf, clc_nop);
1372 if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
1374 Con_Printf ("CL_SendCmd: lost server connection\n");
1382 if (cls.demoplayback)
1384 SZ_Clear (&cls.message);
1388 // send the reliable message
1389 if (!cls.message.cursize)
1390 return; // no message at all
1392 if (!NET_CanSendMessage (cls.netcon))
1394 Con_DPrintf ("CL_WriteToServer: can't send\n");
1395 if (developer.integer)
1396 SZ_HexDumpToConsole(&cls.message);
1400 if (NET_SendMessage (cls.netcon, &cls.message) == -1)
1401 Host_Error ("CL_WriteToServer: lost server connection");
1403 SZ_Clear (&cls.message);
1406 // LordHavoc: pausedemo command
1407 static void CL_PauseDemo_f (void)
1409 cls.demopaused = !cls.demopaused;
1411 Con_Printf("Demo paused\n");
1413 Con_Printf("Demo unpaused\n");
1417 ======================
1419 LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
1420 ======================
1422 static void CL_PModel_f (void)
1427 if (Cmd_Argc () == 1)
1429 Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
1432 i = atoi(Cmd_Argv(1));
1434 if (cmd_source == src_command)
1436 if (cl_pmodel.integer == i)
1438 Cvar_SetValue ("_cl_pmodel", i);
1439 if (cls.state == ca_connected)
1440 Cmd_ForwardToServer ();
1444 host_client->pmodel = i;
1445 if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
1450 ======================
1452 ======================
1454 static void CL_Fog_f (void)
1456 if (Cmd_Argc () == 1)
1458 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1461 fog_density = atof(Cmd_Argv(1));
1462 fog_red = atof(Cmd_Argv(2));
1463 fog_green = atof(Cmd_Argv(3));
1464 fog_blue = atof(Cmd_Argv(4));
1474 cl_scores_mempool = Mem_AllocPool("client player info");
1475 cl_entities_mempool = Mem_AllocPool("client entities");
1476 cl_refdef_mempool = Mem_AllocPool("refdef");
1478 memset(&r_refdef, 0, sizeof(r_refdef));
1479 // max entities sent to renderer per frame
1480 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1481 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1482 // 256k drawqueue buffer
1483 r_refdef.maxdrawqueuesize = 256 * 1024;
1484 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1486 SZ_Alloc (&cls.message, 1024, "cls.message");
1492 // register our commands
1494 Cvar_RegisterVariable (&cl_name);
1495 Cvar_RegisterVariable (&cl_color);
1496 if (gamemode == GAME_NEHAHRA)
1497 Cvar_RegisterVariable (&cl_pmodel);
1498 Cvar_RegisterVariable (&cl_upspeed);
1499 Cvar_RegisterVariable (&cl_forwardspeed);
1500 Cvar_RegisterVariable (&cl_backspeed);
1501 Cvar_RegisterVariable (&cl_sidespeed);
1502 Cvar_RegisterVariable (&cl_movespeedkey);
1503 Cvar_RegisterVariable (&cl_yawspeed);
1504 Cvar_RegisterVariable (&cl_pitchspeed);
1505 Cvar_RegisterVariable (&cl_anglespeedkey);
1506 Cvar_RegisterVariable (&cl_shownet);
1507 Cvar_RegisterVariable (&cl_nolerp);
1508 Cvar_RegisterVariable (&lookspring);
1509 Cvar_RegisterVariable (&lookstrafe);
1510 Cvar_RegisterVariable (&sensitivity);
1511 Cvar_RegisterVariable (&freelook);
1513 Cvar_RegisterVariable (&m_pitch);
1514 Cvar_RegisterVariable (&m_yaw);
1515 Cvar_RegisterVariable (&m_forward);
1516 Cvar_RegisterVariable (&m_side);
1518 Cvar_RegisterVariable (&cl_itembobspeed);
1519 Cvar_RegisterVariable (&cl_itembobheight);
1521 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1522 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1523 Cmd_AddCommand ("record", CL_Record_f);
1524 Cmd_AddCommand ("stop", CL_Stop_f);
1525 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1526 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1528 Cmd_AddCommand ("fog", CL_Fog_f);
1530 // LordHavoc: added pausedemo
1531 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1532 if (gamemode == GAME_NEHAHRA)
1533 Cmd_AddCommand ("pmodel", CL_PModel_f);
1535 Cvar_RegisterVariable(&r_draweffects);
1536 Cvar_RegisterVariable(&cl_explosions);
1537 Cvar_RegisterVariable(&cl_stainmaps);
1538 Cvar_RegisterVariable(&cl_beams_polygons);
1539 Cvar_RegisterVariable(&cl_beams_relative);
1540 Cvar_RegisterVariable(&cl_noplayershadow);
1542 R_LightningBeams_Init();
1545 CL_Particles_Init();