2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
110 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
111 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
118 =====================
121 =====================
123 void CL_ClearState(void)
130 // wipe the entire cl structure
131 Mem_EmptyPool(cls.levelmempool);
132 memset (&cl, 0, sizeof(cl));
136 // reset the view zoom interpolation
137 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
138 cl.sensitivityscale = 1.0f;
140 // enable rendering of the world and such
141 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
142 cl.csqc_vidvars.drawenginesbar = true;
143 cl.csqc_vidvars.drawcrosshair = true;
145 // set up the float version of the stats array for easier access to float stats
146 cl.statsf = (float *)cl.stats;
149 cl.num_static_entities = 0;
150 cl.num_brushmodel_entities = 0;
152 // tweak these if the game runs out
153 cl.max_csqcrenderentities = 0;
154 cl.max_entities = MAX_ENTITIES_INITIAL;
155 cl.max_static_entities = MAX_STATICENTITIES;
156 cl.max_effects = MAX_EFFECTS;
157 cl.max_beams = MAX_BEAMS;
158 cl.max_dlights = MAX_DLIGHTS;
159 cl.max_lightstyle = MAX_LIGHTSTYLES;
160 cl.max_brushmodel_entities = MAX_EDICTS;
161 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
168 cl.csqcrenderentities = NULL;
169 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
170 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
171 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
172 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
173 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
174 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
175 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
176 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
177 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
180 // LadyHavoc: have to set up the baseline info for alpha and other stuff
181 for (i = 0;i < cl.max_entities;i++)
183 cl.entities[i].state_baseline = defaultstate;
184 cl.entities[i].state_previous = defaultstate;
185 cl.entities[i].state_current = defaultstate;
188 if (IS_NEXUIZ_DERIVED(gamemode))
190 VectorSet(cl.playerstandmins, -16, -16, -24);
191 VectorSet(cl.playerstandmaxs, 16, 16, 45);
192 VectorSet(cl.playercrouchmins, -16, -16, -24);
193 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
197 VectorSet(cl.playerstandmins, -16, -16, -24);
198 VectorSet(cl.playerstandmaxs, 16, 16, 24);
199 VectorSet(cl.playercrouchmins, -16, -16, -24);
200 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
203 // disable until we get textures for it
206 ent = &cl.entities[0];
207 // entire entity array was cleared, so just fill in a few fields
208 ent->state_current.active = true;
209 ent->render.model = cl.worldmodel = NULL; // no world model yet
210 ent->render.alpha = 1;
211 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
212 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
213 ent->render.allowdecals = true;
214 CL_UpdateRenderEntity(&ent->render);
216 // noclip is turned off at start
217 noclip_anglehack = false;
219 // mark all frames invalid for delta
220 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
222 // set bestweapon data back to Quake data
223 IN_BestWeapon_ResetData();
228 extern cvar_t cl_topcolor;
229 extern cvar_t cl_bottomcolor;
231 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
236 if (!allowstarkey && key[0] == '*')
238 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
240 for (i = 0;key[i];i++)
241 if (ISWHITESPACE(key[i]) || key[i] == '\"')
243 for (i = 0;value[i];i++)
244 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
249 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
252 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
253 if (cls.state == ca_connected && cls.netcon)
255 if (cls.protocol == PROTOCOL_QUAKEWORLD)
257 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
258 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
260 else if (!strcasecmp(key, "name"))
262 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
263 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
265 else if (!strcasecmp(key, "playermodel"))
267 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
270 else if (!strcasecmp(key, "playerskin"))
272 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
273 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
275 else if (!strcasecmp(key, "topcolor"))
277 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
278 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
280 else if (!strcasecmp(key, "bottomcolor"))
282 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
283 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
285 else if (!strcasecmp(key, "rate"))
287 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
288 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
290 else if (!strcasecmp(key, "rate_burstsize"))
292 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
293 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
298 void CL_ExpandEntities(int num)
300 int i, oldmaxentities;
301 entity_t *oldentities;
302 if (num >= cl.max_entities)
305 Sys_Abort("CL_ExpandEntities: cl.entities not initialized");
306 if (num >= MAX_EDICTS)
307 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
308 oldmaxentities = cl.max_entities;
309 oldentities = cl.entities;
310 cl.max_entities = (num & ~255) + 256;
311 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
312 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
313 Mem_Free(oldentities);
314 for (i = oldmaxentities;i < cl.max_entities;i++)
316 cl.entities[i].state_baseline = defaultstate;
317 cl.entities[i].state_previous = defaultstate;
318 cl.entities[i].state_current = defaultstate;
323 void CL_ExpandCSQCRenderEntities(int num)
326 int oldmaxcsqcrenderentities;
327 entity_render_t *oldcsqcrenderentities;
328 if (num >= cl.max_csqcrenderentities)
330 if (num >= MAX_EDICTS)
331 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
332 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
333 oldcsqcrenderentities = cl.csqcrenderentities;
334 cl.max_csqcrenderentities = (num & ~255) + 256;
335 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
336 if (oldcsqcrenderentities)
338 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
339 for (i = 0;i < r_refdef.scene.numentities;i++)
340 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
341 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
342 Mem_Free(oldcsqcrenderentities);
347 static void CL_ToggleMenu_Hook(void)
351 if (key_dest == key_menu || key_dest == key_menu_grabbed)
357 extern cvar_t rcon_secure;
360 =====================
363 Sends a disconnect message to the server
364 This is also called on Host_Error, so it shouldn't cause any errors
365 =====================
368 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
373 if (cls.state == ca_dedicated)
378 va_start(argptr,fmt);
379 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
384 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
387 if (Sys_CheckParm("-profilegameonly"))
388 Sys_AllowProfiling(false);
390 Curl_Clear_forthismap();
392 Con_DPrintf("CL_Disconnect\n");
394 Cvar_SetValueQuick(&csqc_progcrc, -1);
395 Cvar_SetValueQuick(&csqc_progsize, -1);
397 // stop sounds (especially looping!)
399 // prevent dlcache assets from this server from interfering with the next one
400 FS_UnloadPacks_dlcache();
402 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
404 // clear contents blends
405 cl.cshifts[0].percent = 0;
406 cl.cshifts[1].percent = 0;
407 cl.cshifts[2].percent = 0;
408 cl.cshifts[3].percent = 0;
410 cl.worldmodel = NULL;
412 CL_Parse_ErrorCleanUp();
414 if (cls.demoplayback)
419 unsigned char bufdata[520];
420 if (cls.demorecording)
421 CL_Stop_f(cmd_local);
425 // send disconnect message 3 times to improve chances of server
426 // receiving it (but it still fails sometimes)
427 memset(&buf, 0, sizeof(buf));
429 buf.maxsize = sizeof(bufdata);
430 if (cls.protocol == PROTOCOL_QUAKEWORLD)
432 Con_DPrint("Sending drop command\n");
433 MSG_WriteByte(&buf, qw_clc_stringcmd);
434 MSG_WriteString(&buf, "drop");
438 Con_DPrint("Sending clc_disconnect\n");
439 MSG_WriteByte(&buf, clc_disconnect);
440 if(cls.protocol == PROTOCOL_DARKPLACES8)
441 MSG_WriteString(&buf, reason);
442 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
443 // to send a disconnect message indicating we crashed
445 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
446 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
447 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
450 NetConn_Close(cls.netcon);
453 // It's possible for a server to disconnect a player with an empty reason
454 // which is checked here rather than above so we don't print "Disconnect by user".
455 if(fmt && reason[0] != '\0')
456 dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
458 dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
459 Con_Printf("%s\n", cl_connect_status);
461 cls.state = ca_disconnected;
462 cl.islocalgame = false;
464 cls.demoplayback = cls.timedemo = host.restless = false;
465 Cvar_Callback(&vid_vsync); // might need to re-enable vsync
467 Cvar_Callback(&cl_netport);
469 // If we're dropped mid-connection attempt, it won't clear otherwise.
470 SCR_ClearLoadingScreen(false);
472 if(host.hook.SV_Shutdown)
473 host.hook.SV_Shutdown();
476 void CL_Disconnect(void)
478 CL_DisconnectEx(false, NULL);
485 This command causes the client to wait for the signon messages again.
486 This is sent just before a server changes levels
489 static void CL_Reconnect_f(cmd_state_t *cmd)
492 // if not connected, reconnect to the most recent server
495 // if we have connected to a server recently, the userinfo
496 // will still contain its IP address, so get the address...
497 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
499 CL_EstablishConnection(temp, -1);
501 Con_Printf(CON_WARN "Reconnect to what server? (you have not connected to a server yet)\n");
504 // if connected, do something based on protocol
505 if (cls.protocol == PROTOCOL_QUAKEWORLD)
507 // quakeworld can just re-login
508 if (cls.qw_downloadmemory) // don't change when downloading
513 if (cls.state == ca_connected)
515 Con_Printf("Server is changing level...\n");
516 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
517 MSG_WriteString(&cls.netcon->message, "new");
522 // netquake uses reconnect on level changes (silly)
523 if (Cmd_Argc(cmd) != 1)
525 Con_Print("reconnect : wait for signon messages again\n");
530 Con_Print("reconnect: no signon, ignoring reconnect\n");
533 cls.signon = 0; // need new connection messages
538 =====================
541 User command to connect to server
542 =====================
544 static void CL_Connect_f(cmd_state_t *cmd)
546 if (Cmd_Argc(cmd) < 2)
548 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
551 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
552 if(rcon_secure.integer <= 0)
553 Cvar_SetQuick(&rcon_password, "");
554 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
557 void CL_Disconnect_f(cmd_state_t *cmd)
559 Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
566 =====================
567 CL_EstablishConnection
569 Host should be either "local" or a net address
570 =====================
572 void CL_EstablishConnection(const char *address, int firstarg)
574 if (cls.state == ca_dedicated)
577 // don't connect to a server if we're benchmarking a demo
578 if (Sys_CheckParm("-benchmark"))
581 // make sure the client ports are open before attempting to connect
582 NetConn_UpdateSockets();
584 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
586 cls.connect_trying = true;
587 cls.connect_remainingtries = 10;
588 cls.connect_nextsendtime = 0;
590 // only NOW, set connect_userinfo
594 *cls.connect_userinfo = 0;
595 for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
596 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
598 else if(firstarg < -1)
600 // -1: keep as is (reconnect)
602 *cls.connect_userinfo = 0;
605 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
606 SCR_BeginLoadingPlaque(false);
610 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
611 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
615 static void CL_EstablishConnection_Local(void)
617 if(cls.state == ca_disconnected)
618 CL_EstablishConnection("local:1", -2);
621 static qbool CL_Intermission(void)
623 return cl.intermission;
631 static void CL_PrintEntities_f(cmd_state_t *cmd)
636 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
638 const char* modelname;
640 if (!ent->state_current.active)
643 if (ent->render.model)
644 modelname = ent->render.model->name;
646 modelname = "--no model--";
647 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
655 List information on all models in the client modelindex
658 static void CL_ModelIndexList_f(cmd_state_t *cmd)
664 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
666 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
668 model = CL_GetModelByIndex(i);
671 if(model->loaded || i == 1)
672 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
674 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
683 List all sounds in the client soundindex
686 static void CL_SoundIndexList_f(cmd_state_t *cmd)
690 while(cl.sound_precache[i] && i != MAX_SOUNDS)
692 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
699 CL_UpdateRenderEntity
701 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
704 void CL_UpdateRenderEntity(entity_render_t *ent)
708 model_t *model = ent->model;
709 // update the inverse matrix for the renderer
710 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
711 // update the animation blend state
712 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
713 // we need the matrix origin to center the box
714 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
715 // update entity->render.scale because the renderer needs it
716 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
719 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
720 #ifdef MATRIX4x4_OPENGLORIENTATION
721 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
723 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
727 VectorMA(org, scale, model->rotatedmins, ent->mins);
728 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
730 #ifdef MATRIX4x4_OPENGLORIENTATION
731 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
733 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
737 VectorMA(org, scale, model->yawmins, ent->mins);
738 VectorMA(org, scale, model->yawmaxs, ent->maxs);
742 VectorMA(org, scale, model->normalmins, ent->mins);
743 VectorMA(org, scale, model->normalmaxs, ent->maxs);
748 ent->mins[0] = org[0] - 16;
749 ent->mins[1] = org[1] - 16;
750 ent->mins[2] = org[2] - 16;
751 ent->maxs[0] = org[0] + 16;
752 ent->maxs[1] = org[1] + 16;
753 ent->maxs[2] = org[2] + 16;
761 Determines the fraction between the last two messages that the objects
765 static float CL_LerpPoint(void)
769 if (cl_nettimesyncboundmode.integer == 1)
770 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
772 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
773 if (cl.mtime[0] <= cl.mtime[1])
775 cl.time = cl.mtime[0];
779 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
780 return bound(0, f, 1 + cl_lerpexcess.value);
783 void CL_ClearTempEntities (void)
785 r_refdef.scene.numtempentities = 0;
786 // grow tempentities buffer on request
787 if (r_refdef.scene.expandtempentities)
789 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
790 r_refdef.scene.maxtempentities *= 2;
791 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
792 r_refdef.scene.expandtempentities = false;
796 entity_render_t *CL_NewTempEntity(double shadertime)
798 entity_render_t *render;
800 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
802 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
804 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
807 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
808 memset (render, 0, sizeof(*render));
809 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
811 render->shadertime = shadertime;
813 VectorSet(render->colormod, 1, 1, 1);
814 VectorSet(render->glowmod, 1, 1, 1);
818 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
822 if (!model) // sanity check
826 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
831 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
834 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
839 VectorCopy(org, e->origin);
841 e->starttime = cl.time;
842 e->startframe = startframe;
843 e->endframe = startframe + framecount;
844 e->framerate = framerate;
847 e->frame1time = cl.time;
848 e->frame2time = cl.time;
849 cl.num_effects = max(cl.num_effects, i + 1);
854 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
859 // then look for anything else
861 for (i = 0;i < cl.max_dlights;i++, dl++)
865 // unable to find one
866 if (i == cl.max_dlights)
869 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
870 memset (dl, 0, sizeof(*dl));
871 cl.num_dlights = max(cl.num_dlights, i + 1);
872 Matrix4x4_Normalize(&dl->matrix, matrix);
874 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
875 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
876 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
879 dl->color[1] = green;
881 dl->initialradius = radius;
882 dl->initialcolor[0] = red;
883 dl->initialcolor[1] = green;
884 dl->initialcolor[2] = blue;
885 dl->decay = decay / radius; // changed decay to be a percentage decrease
886 dl->intensity = 1; // this is what gets decayed
888 dl->die = cl.time + lifetime;
891 dl->cubemapname[0] = 0;
892 if (cubemapname && cubemapname[0])
893 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
895 dl->shadow = shadowenable;
898 dl->coronasizescale = coronasizescale;
899 dl->ambientscale = ambientscale;
900 dl->diffusescale = diffusescale;
901 dl->specularscale = specularscale;
904 static void CL_DecayLightFlashes(void)
910 time = bound(0, cl.time - cl.oldtime, 0.1);
911 oldmax = cl.num_dlights;
913 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
917 dl->intensity -= time * dl->decay;
918 if (cl.time < dl->die && dl->intensity > 0)
920 if (cl_dlights_decayradius.integer)
921 dl->radius = dl->initialradius * dl->intensity;
923 dl->radius = dl->initialradius;
924 if (cl_dlights_decaybrightness.integer)
925 VectorScale(dl->initialcolor, dl->intensity, dl->color);
927 VectorCopy(dl->initialcolor, dl->color);
928 cl.num_dlights = i + 1;
936 // called before entity relinking
937 void CL_RelinkLightFlashes(void)
942 matrix4x4_t tempmatrix;
944 if (r_dynamic.integer)
946 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
950 tempmatrix = dl->matrix;
951 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
952 // we need the corona fading to be persistent
953 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
954 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
961 for (j = 0;j < cl.max_lightstyle;j++)
963 r_refdef.scene.rtlightstylevalue[j] = 1;
964 r_refdef.scene.lightstylevalue[j] = 256;
970 // 'm' is normal light, 'a' is no light, 'z' is double bright
974 for (j = 0;j < cl.max_lightstyle;j++)
976 if (!cl.lightstyle[j].length)
978 r_refdef.scene.rtlightstylevalue[j] = 1;
979 r_refdef.scene.lightstylevalue[j] = 256;
982 // static lightstyle "=value"
983 if (cl.lightstyle[j].map[0] == '=')
985 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
986 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
987 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
990 k = i % cl.lightstyle[j].length;
991 l = (i-1) % cl.lightstyle[j].length;
992 k = cl.lightstyle[j].map[k] - 'a';
993 l = cl.lightstyle[j].map[l] - 'a';
994 // rtlightstylevalue is always interpolated because it has no bad
995 // consequences for performance
996 // lightstylevalue is subject to a cvar for performance reasons;
997 // skipping lightmap updates on most rendered frames substantially
998 // improves framerates (but makes light fades look bad)
999 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1000 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1004 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1006 int frame = player->render.framegroupblend[0].frame;
1008 entity_render_t *flagrender;
1009 matrix4x4_t flagmatrix;
1011 // this code taken from QuakeWorld
1013 if (frame >= 29 && frame <= 40)
1015 if (frame >= 29 && frame <= 34)
1017 if (frame == 29) f = f + 2;
1018 else if (frame == 30) f = f + 8;
1019 else if (frame == 31) f = f + 12;
1020 else if (frame == 32) f = f + 11;
1021 else if (frame == 33) f = f + 10;
1022 else if (frame == 34) f = f + 4;
1024 else if (frame >= 35 && frame <= 40)
1026 if (frame == 35) f = f + 2;
1027 else if (frame == 36) f = f + 10;
1028 else if (frame == 37) f = f + 10;
1029 else if (frame == 38) f = f + 8;
1030 else if (frame == 39) f = f + 4;
1031 else if (frame == 40) f = f + 2;
1034 else if (frame >= 103 && frame <= 118)
1036 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
1037 else if (frame >= 105 && frame <= 106) f = f + 6; //light
1038 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
1039 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
1041 // end of code taken from QuakeWorld
1043 flagrender = CL_NewTempEntity(player->render.shadertime);
1047 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1048 flagrender->skinnum = skin;
1049 flagrender->alpha = 1;
1050 VectorSet(flagrender->colormod, 1, 1, 1);
1051 VectorSet(flagrender->glowmod, 1, 1, 1);
1052 // attach the flag to the player matrix
1053 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1054 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1055 CL_UpdateRenderEntity(flagrender);
1058 matrix4x4_t viewmodelmatrix_withbob;
1059 matrix4x4_t viewmodelmatrix_nobob;
1061 static const vec3_t muzzleflashorigin = {18, 0, 0};
1063 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1065 const unsigned char *cbcolor;
1068 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1069 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1070 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1071 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1075 VectorClear(ent->colormap_pantscolor);
1076 VectorClear(ent->colormap_shirtcolor);
1080 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1081 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1083 const matrix4x4_t *matrix;
1084 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1086 vec_t origin[3], angles[3], lerp;
1089 //entity_persistent_t *p = &e->persistent;
1090 //entity_render_t *r = &e->render;
1091 // skip inactive entities and world
1092 if (!e->state_current.active || e == cl.entities)
1094 if (recursionlimit < 1)
1096 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1097 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1098 e->render.flags = e->state_current.flags;
1099 e->render.effects = e->state_current.effects;
1100 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1101 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1102 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1103 e->render.entitynumber = e - cl.entities;
1105 e->render.entitynumber = 0;
1106 if (e->state_current.flags & RENDER_COLORMAPPED)
1107 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1108 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1109 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1111 CL_SetEntityColormapColors(&e->render, -1);
1112 e->render.skinnum = e->state_current.skin;
1113 if (e->state_current.tagentity)
1115 // attached entity (gun held in player model's hand, etc)
1116 // if the tag entity is currently impossible, skip it
1117 if (e->state_current.tagentity >= cl.num_entities)
1119 t = cl.entities + e->state_current.tagentity;
1120 // if the tag entity is inactive, skip it
1121 if (t->state_current.active)
1123 // update the parent first
1124 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1129 // it may still be a CSQC entity... trying to use its
1130 // info from last render frame (better than nothing)
1131 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1133 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1134 if(!r->entitynumber)
1135 return; // neither CSQC nor legacy entity... can't attach
1137 // make relative to the entity
1138 matrix = &r->matrix;
1139 // some properties of the tag entity carry over
1140 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1141 // if a valid tagindex is used, make it relative to that tag instead
1142 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1144 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1146 // concat the tag matrices onto the entity matrix
1147 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1148 // use the constructed tag matrix
1149 matrix = &tempmatrix;
1153 else if (e->render.flags & RENDER_VIEWMODEL)
1155 // view-relative entity (guns and such)
1156 if (e->render.effects & EF_NOGUNBOB)
1157 matrix = &viewmodelmatrix_nobob; // really attached to view
1159 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1163 // world-relative entity (the normal kind)
1164 matrix = &identitymatrix;
1168 // if it's the predicted player entity, update according to client movement
1169 // but don't lerp if going through a teleporter as it causes a bad lerp
1170 // also don't use the predicted location if fixangle was set on both of
1171 // the most recent server messages, as that cause means you are spectating
1172 // someone or watching a cutscene of some sort
1173 if (cl_nolerp.integer || cls.timedemo)
1174 interpolate = false;
1176 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1178 VectorCopy(cl.movement_origin, origin);
1179 VectorSet(angles, 0, cl.viewangles[1], 0);
1181 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1183 // interpolate the origin and angles
1184 lerp = max(0, lerp);
1185 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1187 // this fails at the singularity of euler angles
1188 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1189 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1190 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1191 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1192 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1195 vec3_t f0, u0, f1, u1;
1196 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1197 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1198 VectorMAM(1-lerp, f0, lerp, f1, f0);
1199 VectorMAM(1-lerp, u0, lerp, u1, u0);
1200 AnglesFromVectors(angles, f0, u0, false);
1207 VectorCopy(e->persistent.neworigin, origin);
1208 VectorCopy(e->persistent.newangles, angles);
1211 // model setup and some modelflags
1212 frame = e->state_current.frame;
1213 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1214 if (e->render.model)
1216 if (e->render.skinnum >= e->render.model->numskins)
1217 e->render.skinnum = 0;
1218 if (frame >= e->render.model->numframes)
1220 // models can set flags such as EF_ROCKET
1221 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1222 if (!(e->render.effects & 0xFF800000))
1223 e->render.effects |= e->render.model->effects;
1224 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1225 if (e->render.model->type == mod_alias)
1226 angles[0] = -angles[0];
1227 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1229 VectorScale(e->render.colormod, 2, e->render.colormod);
1230 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1233 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1234 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1235 angles[0] = -angles[0];
1236 // NOTE: this must be synced to SV_GetPitchSign!
1238 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1240 angles[1] = ANGLEMOD(100*cl.time);
1241 if (cl_itembobheight.value)
1242 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1246 e->render.skeleton = NULL;
1247 if (e->render.flags & RENDER_COMPLEXANIMATION)
1249 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1250 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1251 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1252 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1253 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1254 e->render.skeleton = &e->state_current.skeletonobject;
1256 else if (e->render.framegroupblend[0].frame == frame)
1258 // update frame lerp fraction
1259 e->render.framegroupblend[0].lerp = 1;
1260 e->render.framegroupblend[1].lerp = 0;
1261 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1263 // make sure frame lerp won't last longer than 100ms
1264 // (this mainly helps with models that use framegroups and
1265 // switch between them infrequently)
1266 float maxdelta = cl_lerpanim_maxdelta_server.value;
1268 if(e->render.model->animscenes)
1269 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1270 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1271 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1272 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1273 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1274 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1279 // begin a new frame lerp
1280 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1281 e->render.framegroupblend[1].lerp = 1;
1282 e->render.framegroupblend[0].frame = frame;
1283 e->render.framegroupblend[0].start = cl.time;
1284 e->render.framegroupblend[0].lerp = 0;
1287 // set up the render matrix
1290 // attached entity, this requires a matrix multiply (concat)
1291 // FIXME: e->render.scale should go away
1292 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1293 // concat the matrices to make the entity relative to its tag
1294 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1295 // get the origin from the new matrix
1296 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1300 // unattached entities are faster to process
1301 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1304 // tenebrae's sprites are all additive mode (weird)
1305 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1306 e->render.flags |= RENDER_ADDITIVE;
1307 // player model is only shown with chase_active on
1308 if (e->state_current.number == cl.viewentity)
1309 e->render.flags |= RENDER_EXTERIORMODEL;
1310 // either fullbright or lit
1311 if(!r_fullbright.integer)
1313 if (!(e->render.effects & EF_FULLBRIGHT))
1314 e->render.flags |= RENDER_LIGHT;
1316 // hide player shadow during intermission or nehahra movie
1317 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1318 && (e->render.alpha >= 1)
1319 && !(e->render.flags & RENDER_VIEWMODEL)
1320 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1321 e->render.flags |= RENDER_SHADOW;
1322 if (e->render.flags & RENDER_VIEWMODEL)
1323 e->render.flags |= RENDER_NOSELFSHADOW;
1324 if (e->render.effects & EF_NOSELFSHADOW)
1325 e->render.flags |= RENDER_NOSELFSHADOW;
1326 if (e->render.effects & EF_NODEPTHTEST)
1327 e->render.flags |= RENDER_NODEPTHTEST;
1328 if (e->render.effects & EF_ADDITIVE)
1329 e->render.flags |= RENDER_ADDITIVE;
1330 if (e->render.effects & EF_DOUBLESIDED)
1331 e->render.flags |= RENDER_DOUBLESIDED;
1332 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1333 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1335 // make the other useful stuff
1336 e->render.allowdecals = true;
1337 CL_UpdateRenderEntity(&e->render);
1340 // creates light and trails from an entity
1341 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1343 effectnameindex_t trailtype;
1346 // bmodels are treated specially since their origin is usually '0 0 0' and
1347 // their actual geometry is far from '0 0 0'
1348 if (e->render.model && e->render.model->soundfromcenter)
1351 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1352 Matrix4x4_Transform(&e->render.matrix, o, origin);
1355 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1357 // handle particle trails and such effects now that we know where this
1358 // entity is in the world...
1359 trailtype = EFFECT_NONE;
1360 // LadyHavoc: if the entity has no effects, don't check each
1361 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1363 if (e->render.effects & EF_BRIGHTFIELD)
1365 if (IS_NEXUIZ_DERIVED(gamemode))
1366 trailtype = EFFECT_TR_NEXUIZPLASMA;
1368 CL_EntityParticles(e);
1370 if (e->render.effects & EF_FLAME)
1371 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1372 if (e->render.effects & EF_STARDUST)
1373 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1375 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1377 // these are only set on player entities
1378 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1380 // muzzleflash fades over time
1381 if (e->persistent.muzzleflash > 0)
1382 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1383 // LadyHavoc: if the entity has no effects, don't check each
1384 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1386 if (e->render.effects & EF_GIB)
1387 trailtype = EFFECT_TR_BLOOD;
1388 else if (e->render.effects & EF_ZOMGIB)
1389 trailtype = EFFECT_TR_SLIGHTBLOOD;
1390 else if (e->render.effects & EF_TRACER)
1391 trailtype = EFFECT_TR_WIZSPIKE;
1392 else if (e->render.effects & EF_TRACER2)
1393 trailtype = EFFECT_TR_KNIGHTSPIKE;
1394 else if (e->render.effects & EF_ROCKET)
1395 trailtype = EFFECT_TR_ROCKET;
1396 else if (e->render.effects & EF_GRENADE)
1398 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1399 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1401 else if (e->render.effects & EF_TRACER3)
1402 trailtype = EFFECT_TR_VORESPIKE;
1405 if (e->render.flags & RENDER_GLOWTRAIL)
1406 trailtype = EFFECT_TR_GLOWTRAIL;
1407 if (e->state_current.traileffectnum)
1408 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1409 // check if a trail is allowed (it is not after a teleport for example)
1410 if (trailtype && e->persistent.trail_allowed)
1414 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1415 len = e->state_current.time - e->state_previous.time;
1418 VectorScale(vel, len, vel);
1419 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1420 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1422 // now that the entity has survived one trail update it is allowed to
1423 // leave a real trail on later frames
1424 e->persistent.trail_allowed = true;
1425 VectorCopy(origin, e->persistent.trail_origin);
1431 CL_UpdateViewEntities
1434 void CL_UpdateViewEntities(void)
1437 // update any RENDER_VIEWMODEL entities to use the new view matrix
1438 for (i = 1;i < cl.num_entities;i++)
1440 if (cl.entities_active[i])
1442 entity_t *ent = cl.entities + i;
1443 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1444 CL_UpdateNetworkEntity(ent, 32, true);
1447 // and of course the engine viewmodel needs updating as well
1448 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1453 CL_UpdateNetworkCollisionEntities
1456 static void CL_UpdateNetworkCollisionEntities(void)
1461 // start on the entity after the world
1462 cl.num_brushmodel_entities = 0;
1463 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1465 if (cl.entities_active[i])
1467 ent = cl.entities + i;
1468 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1470 // do not interpolate the bmodels for this
1471 CL_UpdateNetworkEntity(ent, 32, false);
1472 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1480 CL_UpdateNetworkEntities
1483 static void CL_UpdateNetworkEntities(void)
1488 // start on the entity after the world
1489 for (i = 1;i < cl.num_entities;i++)
1491 if (cl.entities_active[i])
1493 ent = cl.entities + i;
1494 if (ent->state_current.active)
1496 CL_UpdateNetworkEntity(ent, 32, true);
1497 // view models should never create light/trails
1498 if (!(ent->render.flags & RENDER_VIEWMODEL))
1499 CL_UpdateNetworkEntityTrail(ent);
1503 R_DecalSystem_Reset(&ent->render.decalsystem);
1504 cl.entities_active[i] = false;
1510 static void CL_UpdateViewModel(void)
1514 ent->state_previous = ent->state_current;
1515 ent->state_current = defaultstate;
1516 ent->state_current.time = cl.time;
1517 ent->state_current.number = (unsigned short)-1;
1518 ent->state_current.active = true;
1519 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1520 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1521 ent->state_current.flags = RENDER_VIEWMODEL;
1522 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1523 ent->state_current.modelindex = 0;
1524 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1526 if (gamemode == GAME_TRANSFUSION)
1527 ent->state_current.alpha = 128;
1529 ent->state_current.modelindex = 0;
1531 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1532 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1534 // reset animation interpolation on weaponmodel if model changed
1535 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1537 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1538 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1539 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1541 CL_UpdateNetworkEntity(ent, 32, true);
1544 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1545 static void CL_LinkNetworkEntity(entity_t *e)
1547 effectnameindex_t trailtype;
1553 // skip inactive entities and world
1554 if (!e->state_current.active || e == cl.entities)
1556 if (e->state_current.tagentity)
1558 // if the tag entity is currently impossible, skip it
1559 if (e->state_current.tagentity >= cl.num_entities)
1561 // if the tag entity is inactive, skip it
1562 if (!cl.entities[e->state_current.tagentity].state_current.active)
1564 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1566 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1568 // if we get here, it's properly csqc networked and attached
1572 // create entity dlights associated with this entity
1573 if (e->render.model && e->render.model->soundfromcenter)
1575 // bmodels are treated specially since their origin is usually '0 0 0'
1577 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1578 Matrix4x4_Transform(&e->render.matrix, o, origin);
1581 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1582 trailtype = EFFECT_NONE;
1587 // LadyHavoc: if the entity has no effects, don't check each
1588 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1590 if (e->render.effects & EF_BRIGHTFIELD)
1592 if (IS_NEXUIZ_DERIVED(gamemode))
1593 trailtype = EFFECT_TR_NEXUIZPLASMA;
1595 if (e->render.effects & EF_DIMLIGHT)
1597 dlightradius = max(dlightradius, 200);
1598 dlightcolor[0] += 1.50f;
1599 dlightcolor[1] += 1.50f;
1600 dlightcolor[2] += 1.50f;
1602 if (e->render.effects & EF_BRIGHTLIGHT)
1604 dlightradius = max(dlightradius, 400);
1605 dlightcolor[0] += 3.00f;
1606 dlightcolor[1] += 3.00f;
1607 dlightcolor[2] += 3.00f;
1609 // LadyHavoc: more effects
1610 if (e->render.effects & EF_RED) // red
1612 dlightradius = max(dlightradius, 200);
1613 dlightcolor[0] += 1.50f;
1614 dlightcolor[1] += 0.15f;
1615 dlightcolor[2] += 0.15f;
1617 if (e->render.effects & EF_BLUE) // blue
1619 dlightradius = max(dlightradius, 200);
1620 dlightcolor[0] += 0.15f;
1621 dlightcolor[1] += 0.15f;
1622 dlightcolor[2] += 1.50f;
1624 if (e->render.effects & EF_FLAME)
1625 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1626 if (e->render.effects & EF_STARDUST)
1627 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1629 // muzzleflash fades over time, and is offset a bit
1630 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1635 matrix4x4_t tempmatrix;
1636 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1637 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1638 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1639 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1640 Matrix4x4_Scale(&tempmatrix, 150, 1);
1641 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1642 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1643 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1645 // LadyHavoc: if the model has no flags, don't check each
1646 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1648 if (e->render.effects & EF_GIB)
1649 trailtype = EFFECT_TR_BLOOD;
1650 else if (e->render.effects & EF_ZOMGIB)
1651 trailtype = EFFECT_TR_SLIGHTBLOOD;
1652 else if (e->render.effects & EF_TRACER)
1653 trailtype = EFFECT_TR_WIZSPIKE;
1654 else if (e->render.effects & EF_TRACER2)
1655 trailtype = EFFECT_TR_KNIGHTSPIKE;
1656 else if (e->render.effects & EF_ROCKET)
1657 trailtype = EFFECT_TR_ROCKET;
1658 else if (e->render.effects & EF_GRENADE)
1660 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1661 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1663 else if (e->render.effects & EF_TRACER3)
1664 trailtype = EFFECT_TR_VORESPIKE;
1666 // LadyHavoc: customizable glow
1667 if (e->state_current.glowsize)
1669 // * 4 for the expansion from 0-255 to 0-1023 range,
1670 // / 255 to scale down byte colors
1671 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1672 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1675 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1677 matrix4x4_t dlightmatrix;
1679 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1680 light[3] = e->state_current.light[3];
1681 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1682 VectorSet(light, 1, 1, 1);
1685 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1686 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1687 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1688 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1689 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1691 // make the glow dlight
1692 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1694 matrix4x4_t dlightmatrix;
1695 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1696 // hack to make glowing player light shine on their gun
1697 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1698 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1699 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1700 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1701 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1704 if (e->render.flags & RENDER_GLOWTRAIL)
1705 trailtype = EFFECT_TR_GLOWTRAIL;
1706 if (e->state_current.traileffectnum)
1707 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1709 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1711 // don't show entities with no modelindex (note: this still shows
1712 // entities which have a modelindex that resolved to a NULL model)
1713 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1714 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1715 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1716 // Matrix4x4_Print(&e->render.matrix);
1719 static void CL_RelinkWorld(void)
1721 entity_t *ent = &cl.entities[0];
1722 // FIXME: this should be done at load
1723 ent->render.matrix = identitymatrix;
1724 ent->render.flags = RENDER_SHADOW;
1725 if (!r_fullbright.integer)
1726 ent->render.flags |= RENDER_LIGHT;
1727 VectorSet(ent->render.colormod, 1, 1, 1);
1728 VectorSet(ent->render.glowmod, 1, 1, 1);
1729 ent->render.allowdecals = true;
1730 CL_UpdateRenderEntity(&ent->render);
1731 r_refdef.scene.worldentity = &ent->render;
1732 r_refdef.scene.worldmodel = cl.worldmodel;
1734 // if the world is q2bsp, animate the textures
1735 if (ent->render.model && ent->render.model->brush.isq2bsp)
1736 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1739 static void CL_RelinkStaticEntities(void)
1743 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1745 e->render.flags = 0;
1746 // if the model was not loaded when the static entity was created we
1747 // need to re-fetch the model pointer
1748 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1749 // either fullbright or lit
1750 if(!r_fullbright.integer)
1752 if (!(e->render.effects & EF_FULLBRIGHT))
1753 e->render.flags |= RENDER_LIGHT;
1755 // hide player shadow during intermission or nehahra movie
1756 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1757 e->render.flags |= RENDER_SHADOW;
1758 VectorSet(e->render.colormod, 1, 1, 1);
1759 VectorSet(e->render.glowmod, 1, 1, 1);
1760 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1761 e->render.allowdecals = true;
1762 CL_UpdateRenderEntity(&e->render);
1763 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1772 static void CL_RelinkNetworkEntities(void)
1777 // start on the entity after the world
1778 for (i = 1;i < cl.num_entities;i++)
1780 if (cl.entities_active[i])
1782 ent = cl.entities + i;
1783 if (ent->state_current.active)
1784 CL_LinkNetworkEntity(ent);
1786 cl.entities_active[i] = false;
1791 static void CL_RelinkEffects(void)
1795 entity_render_t *entrender;
1798 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1802 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1803 intframe = (int)frame;
1804 if (intframe < 0 || intframe >= e->endframe)
1806 memset(e, 0, sizeof(*e));
1807 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1812 if (intframe != e->frame)
1814 e->frame = intframe;
1815 e->frame1time = e->frame2time;
1816 e->frame2time = cl.time;
1819 // if we're drawing effects, get a new temp entity
1820 // (NewTempEntity adds it to the render entities list for us)
1821 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1823 // interpolation stuff
1824 entrender->framegroupblend[0].frame = intframe;
1825 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1826 entrender->framegroupblend[0].start = e->frame1time;
1827 if (intframe + 1 >= e->endframe)
1829 entrender->framegroupblend[1].frame = 0; // disappear
1830 entrender->framegroupblend[1].lerp = 0;
1831 entrender->framegroupblend[1].start = 0;
1835 entrender->framegroupblend[1].frame = intframe + 1;
1836 entrender->framegroupblend[1].lerp = frame - intframe;
1837 entrender->framegroupblend[1].start = e->frame2time;
1841 entrender->model = e->model;
1842 entrender->alpha = 1;
1843 VectorSet(entrender->colormod, 1, 1, 1);
1844 VectorSet(entrender->glowmod, 1, 1, 1);
1846 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1847 CL_UpdateRenderEntity(entrender);
1853 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1855 VectorCopy(b->start, start);
1856 VectorCopy(b->end, end);
1858 // if coming from the player, update the start position
1859 if (b->entity == cl.viewentity)
1861 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1863 // LadyHavoc: this is a stupid hack from Quake that makes your
1864 // lightning appear to come from your waist and cover less of your
1866 // in Quake this hack was applied to all players (causing the
1867 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1868 // only applies to your own lightning, and only in first person
1869 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1871 if (cl_beams_instantaimhack.integer)
1873 vec3_t dir, localend;
1875 // LadyHavoc: this updates the beam direction to match your
1877 VectorSubtract(end, start, dir);
1878 len = VectorLength(dir);
1879 VectorNormalize(dir);
1880 VectorSet(localend, len, 0, 0);
1881 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1886 void CL_RelinkBeams(void)
1890 vec3_t dist, org, start, end;
1892 entity_render_t *entrender;
1895 matrix4x4_t tempmatrix;
1897 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1901 if (b->endtime < cl.time)
1907 CL_Beam_CalculatePositions(b, start, end);
1911 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1913 // FIXME: create a matrix from the beam start/end orientation
1915 VectorSet(dlightcolor, 0.3, 0.7, 1);
1916 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1917 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1918 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1920 if (cl_beams_polygons.integer)
1922 CL_Beam_AddPolygons(b);
1927 // calculate pitch and yaw
1928 // (this is similar to the QuakeC builtin function vectoangles)
1929 VectorSubtract(end, start, dist);
1930 if (dist[1] == 0 && dist[0] == 0)
1940 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1944 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1945 pitch = atan2(dist[2], forward) * 180 / M_PI;
1950 // add new entities for the lightning
1951 VectorCopy (start, org);
1952 d = VectorNormalizeLength(dist);
1955 entrender = CL_NewTempEntity (0);
1958 entrender->model = b->model;
1959 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1960 CL_UpdateRenderEntity(entrender);
1961 VectorMA(org, 30, dist, org);
1966 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1970 static void CL_RelinkQWNails(void)
1974 entity_render_t *entrender;
1976 for (i = 0;i < cl.qw_num_nails;i++)
1980 // if we're drawing effects, get a new temp entity
1981 // (NewTempEntity adds it to the render entities list for us)
1982 if (!(entrender = CL_NewTempEntity(0)))
1986 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1987 entrender->alpha = 1;
1988 VectorSet(entrender->colormod, 1, 1, 1);
1989 VectorSet(entrender->glowmod, 1, 1, 1);
1991 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1992 CL_UpdateRenderEntity(entrender);
1996 static void CL_LerpPlayer(float frac)
2000 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2001 for (i = 0;i < 3;i++)
2003 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2004 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2005 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2008 // interpolate the angles if playing a demo or spectating someone
2009 if (cls.demoplayback || cl.fixangle[0])
2011 for (i = 0;i < 3;i++)
2013 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2018 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2023 void CSQC_RelinkAllEntities (int drawmask)
2027 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2028 CL_MeshEntities_Scene_AddRenderEntity();
2029 CL_RelinkStaticEntities();
2032 CL_RelinkLightFlashes();
2035 if (drawmask & ENTMASK_ENGINE)
2037 CL_RelinkNetworkEntities();
2038 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2039 CL_LinkNetworkEntity(&cl.viewent); // link gun model
2043 // update view blend
2051 Update client game world for a new frame
2054 void CL_UpdateWorld(void)
2056 r_refdef.scene.extraupdate = !r_speeds.integer;
2057 r_refdef.scene.numentities = 0;
2058 r_refdef.scene.numlights = 0;
2059 r_refdef.view.matrix = identitymatrix;
2060 r_refdef.view.quality = 1;
2062 cl.num_brushmodel_entities = 0;
2064 if (cls.state == ca_connected && cls.signon == SIGNONS)
2066 // prepare for a new frame
2067 CL_LerpPlayer(CL_LerpPoint());
2068 CL_DecayLightFlashes();
2069 CL_ClearTempEntities();
2073 // if prediction is enabled we have to update all the collidable
2074 // network entities before the prediction code can be run
2075 CL_UpdateNetworkCollisionEntities();
2077 // now update the player prediction
2078 CL_ClientMovement_Replay();
2080 // update the player entity (which may be predicted)
2081 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2083 // now update the view (which depends on that player entity)
2086 // now update all the network entities and create particle trails
2087 // (some entities may depend on the view)
2088 CL_UpdateNetworkEntities();
2090 // update the engine-based viewmodel
2091 CL_UpdateViewModel();
2093 // when csqc is loaded, it will call this in CSQC_UpdateView
2094 if (!cl.csqc_loaded)
2096 // clear the CL_Mesh_Scene() used for some engine effects
2097 CL_MeshEntities_Scene_Clear();
2098 // add engine entities and effects
2099 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2102 // decals, particles, and explosions will be updated during rneder
2105 r_refdef.scene.time = cl.time;
2109 ======================
2111 ======================
2113 static void CL_Fog_f(cmd_state_t *cmd)
2115 if (Cmd_Argc (cmd) == 1)
2117 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
2120 FOG_clear(); // so missing values get good defaults
2121 if(Cmd_Argc(cmd) > 1)
2122 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2123 if(Cmd_Argc(cmd) > 2)
2124 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2125 if(Cmd_Argc(cmd) > 3)
2126 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2127 if(Cmd_Argc(cmd) > 4)
2128 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2129 if(Cmd_Argc(cmd) > 5)
2130 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2131 if(Cmd_Argc(cmd) > 6)
2132 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2133 if(Cmd_Argc(cmd) > 7)
2134 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2135 if(Cmd_Argc(cmd) > 8)
2136 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2137 if(Cmd_Argc(cmd) > 9)
2138 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2142 ======================
2143 CL_FogHeightTexture_f
2144 ======================
2146 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2148 if (Cmd_Argc (cmd) < 11)
2150 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2153 FOG_clear(); // so missing values get good defaults
2154 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2155 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2156 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2157 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2158 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2159 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2160 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2161 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2162 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2163 dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2168 ====================
2171 For program optimization
2172 ====================
2174 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2177 double timestart, timedelta;
2179 r_refdef.scene.extraupdate = false;
2181 timestart = Sys_DirtyTime();
2182 for (i = 0;i < 128;i++)
2184 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2185 r_refdef.view.quality = 1;
2188 timedelta = Sys_DirtyTime() - timestart;
2190 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2193 static void CL_AreaStats_f(cmd_state_t *cmd)
2195 World_PrintAreaStats(&cl.world, "client");
2198 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2203 vec3_t nearestpoint;
2204 vec_t dist, bestdist;
2207 for (loc = cl.locnodes;loc;loc = loc->next)
2209 for (i = 0;i < 3;i++)
2210 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2211 dist = VectorDistance2(nearestpoint, point);
2212 if (bestdist > dist || !best)
2223 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2226 loc = CL_Locs_FindNearest(point);
2228 dp_strlcpy(buffer, loc->name, buffersize);
2230 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2233 static void CL_Locs_FreeNode(cl_locnode_t *node)
2235 cl_locnode_t **pointer, **next;
2236 for (pointer = &cl.locnodes;*pointer;pointer = next)
2238 next = &(*pointer)->next;
2239 if (*pointer == node)
2241 *pointer = node->next;
2246 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2249 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2251 cl_locnode_t *node, **pointer;
2255 namelen = (int)strlen(name);
2256 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2257 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2258 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2259 node->name = (char *)(node + 1);
2260 memcpy(node->name, name, namelen);
2261 node->name[namelen] = 0;
2262 // link it into the tail of the list to preserve the order
2263 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2268 static void CL_Locs_Add_f(cmd_state_t *cmd)
2271 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2273 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2276 mins[0] = atof(Cmd_Argv(cmd, 1));
2277 mins[1] = atof(Cmd_Argv(cmd, 2));
2278 mins[2] = atof(Cmd_Argv(cmd, 3));
2279 if (Cmd_Argc(cmd) == 8)
2281 maxs[0] = atof(Cmd_Argv(cmd, 4));
2282 maxs[1] = atof(Cmd_Argv(cmd, 5));
2283 maxs[2] = atof(Cmd_Argv(cmd, 6));
2284 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2287 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2290 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2293 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2295 CL_Locs_FreeNode(loc);
2297 Con_Printf("no loc point or box found for your location\n");
2300 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2303 CL_Locs_FreeNode(cl.locnodes);
2306 static void CL_Locs_Save_f(cmd_state_t *cmd)
2310 char locfilename[MAX_QPATH];
2313 Con_Printf("No loc points/boxes exist!\n");
2316 if (cls.state != ca_connected || !cl.worldmodel)
2318 Con_Printf("No level loaded!\n");
2321 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2323 outfile = FS_OpenRealFile(locfilename, "w", false);
2326 // if any boxes are used then this is a proquake-format loc file, which
2327 // allows comments, so add some relevant information at the start
2328 for (loc = cl.locnodes;loc;loc = loc->next)
2329 if (!VectorCompare(loc->mins, loc->maxs))
2333 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2334 for (loc = cl.locnodes;loc;loc = loc->next)
2335 if (VectorCompare(loc->mins, loc->maxs))
2338 Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2340 for (loc = cl.locnodes;loc;loc = loc->next)
2342 if (VectorCompare(loc->mins, loc->maxs))
2346 const char *in = loc->name;
2347 char name[MAX_INPUTLINE];
2348 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2350 if (*in == ' ') {s = "$loc_name_separator";in++;}
2351 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2352 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2353 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2354 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2355 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2356 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2357 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2358 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2359 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2360 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2364 while (len < (int)sizeof(name) - 1 && *s)
2368 name[len++] = *in++;
2371 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2374 FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2379 void CL_Locs_Reload_f(cmd_state_t *cmd)
2381 int i, linenumber, limit, len;
2383 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2384 fs_offset_t filesize;
2386 char locfilename[MAX_QPATH];
2387 char name[MAX_INPUTLINE];
2389 if (cls.state != ca_connected || !cl.worldmodel)
2391 Con_Printf("No level loaded!\n");
2395 CL_Locs_Clear_f(cmd);
2397 // try maps/something.loc first (LadyHavoc: where I think they should be)
2398 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2399 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2402 // try proquake name as well (LadyHavoc: I hate path mangling)
2403 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2404 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2409 textend = filedata + filesize;
2410 for (linenumber = 1;text < textend;linenumber++)
2413 for (;text < textend && *text != '\r' && *text != '\n';text++)
2416 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2420 // trim trailing whitespace
2421 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2423 // trim leading whitespace
2424 while (linestart < lineend && ISWHITESPACE(*linestart))
2426 // check if this is a comment
2427 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2429 linetext = linestart;
2431 for (i = 0;i < limit;i++)
2433 if (linetext >= lineend)
2435 // note: a missing number is interpreted as 0
2437 mins[i] = atof(linetext);
2439 maxs[i - 3] = atof(linetext);
2440 // now advance past the number
2441 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2443 // advance through whitespace
2444 if (linetext < lineend)
2446 if (*linetext == ',')
2450 // note: comma can be followed by whitespace
2452 if (ISWHITESPACE(*linetext))
2455 while (linetext < lineend && ISWHITESPACE(*linetext))
2460 // if this is a quoted name, remove the quotes
2463 if (linetext >= lineend || *linetext != '"')
2464 continue; // proquake location names are always quoted
2467 len = min(lineend - linetext, (int)sizeof(name) - 1);
2468 memcpy(name, linetext, len);
2470 // add the box to the list
2471 CL_Locs_AddNode(mins, maxs, name);
2473 // if a point was parsed, it needs to be scaled down by 8 (since
2474 // point-based loc files were invented by a proxy which dealt
2475 // directly with quake protocol coordinates, which are *8), turn
2479 // interpret silly fuhquake macros
2480 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2482 if (*linetext == '$')
2484 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2485 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2486 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2487 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2488 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2489 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2490 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2491 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2492 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2493 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2494 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2498 while (len < (int)sizeof(name) - 1 && *s)
2503 name[len++] = *linetext++;
2506 // add the point to the list
2507 VectorScale(mins, (1.0 / 8.0), mins);
2508 CL_Locs_AddNode(mins, mins, name);
2515 entity_t cl_meshentities[NUM_MESHENTITIES];
2516 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2517 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2523 static void CL_MeshEntities_Restart(void)
2527 for (i = 0; i < NUM_MESHENTITIES; i++)
2529 ent = cl_meshentities + i;
2530 Mod_Mesh_Destroy(ent->render.model);
2531 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2535 static void CL_MeshEntities_Start(void)
2539 for(i = 0; i < NUM_MESHENTITIES; i++)
2541 ent = cl_meshentities + i;
2542 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2546 static void CL_MeshEntities_Shutdown(void)
2550 for(i = 0; i < NUM_MESHENTITIES; i++)
2552 ent = cl_meshentities + i;
2553 Mod_Mesh_Destroy(ent->render.model);
2557 void CL_MeshEntities_Init(void)
2561 for (i = 0; i < NUM_MESHENTITIES; i++)
2563 ent = cl_meshentities + i;
2564 ent->state_current.active = true;
2565 ent->render.model = cl_meshentitymodels + i;
2566 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2567 ent->render.alpha = 1;
2568 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2569 ent->render.framegroupblend[0].lerp = 1;
2570 ent->render.frameblend[0].lerp = 1;
2571 VectorSet(ent->render.colormod, 1, 1, 1);
2572 VectorSet(ent->render.glowmod, 1, 1, 1);
2573 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2574 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2575 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2576 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2577 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2578 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2579 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2580 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2581 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2582 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2583 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2584 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2585 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2586 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2587 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2589 Matrix4x4_CreateIdentity(&ent->render.matrix);
2590 CL_UpdateRenderEntity(&ent->render);
2592 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2593 R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2596 void CL_MeshEntities_Scene_Clear(void)
2598 Mod_Mesh_Reset(CL_Mesh_Scene());
2601 void CL_MeshEntities_Scene_AddRenderEntity(void)
2603 entity_t* ent = &cl_meshentities[MESH_SCENE];
2604 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2607 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2609 entity_t *ent = &cl_meshentities[MESH_SCENE];
2610 Mod_Mesh_Finalize(ent->render.model);
2611 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2612 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2615 extern cvar_t r_overheadsprites_pushback;
2616 extern cvar_t r_fullbright_directed_pitch_relative;
2617 extern cvar_t r_fullbright_directed_pitch;
2618 extern cvar_t r_fullbright_directed_ambient;
2619 extern cvar_t r_fullbright_directed_diffuse;
2620 extern cvar_t r_fullbright_directed;
2621 extern cvar_t r_hdr_glowintensity;
2623 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2627 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2628 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2630 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2631 // same for all stereo views, and to better handle pitches outside
2632 // [-90, 90] (in_pitch_* cvars allow that).
2633 VectorCopy(cl.viewangles, angles);
2634 if (r_fullbright_directed_pitch_relative.integer) {
2635 angles[PITCH] += r_fullbright_directed_pitch.value;
2638 angles[PITCH] = r_fullbright_directed_pitch.value;
2640 AngleVectors(angles, worldspacenormal, NULL, NULL);
2641 VectorNegate(worldspacenormal, worldspacenormal);
2644 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2646 float shadingorigin[3], a[3], c[3], dir[3];
2649 for (q = 0; q < 3; q++)
2650 a[q] = c[q] = dir[q] = 0;
2652 ent->render_lightgrid = false;
2653 ent->render_modellight_forced = false;
2654 ent->render_rtlight_disabled = false;
2656 // pick an appropriate value for render_modellight_origin - if this is an
2657 // attachment we want to use the parent's render_modellight_origin so that
2658 // shading is the same (also important for r_shadows to cast shadows in the
2660 if (VectorLength2(ent->custommodellight_origin))
2662 // CSQC entities always provide this (via CL_GetTagMatrix)
2663 for (q = 0; q < 3; q++)
2664 shadingorigin[q] = ent->custommodellight_origin[q];
2666 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2668 // network entity - follow attachment chain back to a root entity,
2669 int entnum = ent->entitynumber, recursion;
2670 for (recursion = 32; recursion > 0; --recursion)
2672 int parentnum = cl.entities[entnum].state_current.tagentity;
2673 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2677 // grab the root entity's origin
2678 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2682 // not a CSQC entity (which sets custommodellight_origin), not a network
2683 // entity - so it's probably not attached to anything
2684 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2687 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2689 // intentionally EF_FULLBRIGHT entity
2690 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2691 // CSQC can still provide its own customized modellight values
2692 ent->render_rtlight_disabled = true;
2693 ent->render_modellight_forced = true;
2694 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2696 // custom colors provided by CSQC
2697 for (q = 0; q < 3; q++)
2699 a[q] = ent->custommodellight_ambient[q];
2700 c[q] = ent->custommodellight_diffuse[q];
2701 dir[q] = ent->custommodellight_lightdir[q];
2704 else if (r_fullbright_directed.integer)
2705 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2707 for (q = 0; q < 3; q++)
2712 // fetch the lighting from the worldmodel data
2714 // CSQC can provide its own customized modellight values
2715 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2717 ent->render_modellight_forced = true;
2718 for (q = 0; q < 3; q++)
2720 a[q] = ent->custommodellight_ambient[q];
2721 c[q] = ent->custommodellight_diffuse[q];
2722 dir[q] = ent->custommodellight_lightdir[q];
2725 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2727 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2728 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2729 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2730 ent->render_modellight_forced = true;
2731 ent->render_rtlight_disabled = true;
2733 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2734 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2736 ent->render_lightgrid = true;
2737 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2739 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2740 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2741 else if (r_fullbright_directed.integer)
2742 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2744 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2747 for (q = 0; q < 3; q++)
2749 ent->render_fullbright[q] = ent->colormod[q];
2750 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2751 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2752 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2753 ent->render_modellight_specular[q] = c[q];
2754 ent->render_modellight_lightdir_world[q] = dir[q];
2755 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2756 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2757 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2758 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2759 ent->render_rtlight_specular[q] = 1;
2762 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2763 if (ent->render_modellight_forced)
2764 for (q = 0; q < 3; q++)
2765 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2766 if (ent->render_rtlight_disabled)
2767 for (q = 0; q < 3; q++)
2768 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2770 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2771 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2772 VectorNormalize(ent->render_modellight_lightdir_world);
2773 // transform into local space for the entity as well
2774 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2775 VectorNormalize(ent->render_modellight_lightdir_local);
2779 void CL_UpdateEntityShading(void)
2782 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2783 for (i = 0; i < r_refdef.scene.numentities; i++)
2784 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2787 qbool vid_opened = false;
2788 void CL_StartVideo(void)
2790 if (!vid_opened && cls.state != ca_dedicated)
2794 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2795 NetConn_UpdateSockets();
2801 extern cvar_t host_framerate;
2802 extern cvar_t host_speeds;
2803 extern qbool serverlist_querystage;
2804 double CL_Frame (double time)
2806 static double clframetime;
2807 static double cl_timer = 0;
2808 static double time1 = 0, time2 = 0, time3 = 0;
2809 int pass1, pass2, pass3;
2812 CL_VM_PreventInformationLeaks();
2815 * If the accumulator hasn't become positive, don't
2816 * run the frame. Everything that happens before this
2817 * point will happen even if we're sleeping this frame.
2819 if((cl_timer += time) < 0)
2822 // limit the frametime steps to no more than 100ms each
2826 // Run at full speed when querying servers, compared to waking up early to parse
2827 // this is simpler and gives pings more representative of what can be expected when playing.
2828 maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2830 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2832 R_TimeReport("---");
2833 Collision_Cache_NewFrame();
2834 R_TimeReport("photoncache");
2835 #ifdef CONFIG_VIDEO_CAPTURE
2836 // decide the simulation time
2837 if (cls.capturevideo.active)
2839 if (cls.capturevideo.realtime)
2840 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2843 clframetime = 1.0 / cls.capturevideo.framerate;
2844 cl.realframetime = max(time, clframetime);
2850 if (maxfps <= 0 || cls.timedemo)
2851 clframetime = cl.realframetime = cl_timer;
2853 // networking assumes at least 10fps
2854 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2856 // on some legacy systems, we need to sleep to keep input responsive
2857 if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2858 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2861 // apply slowmo scaling
2862 clframetime *= cl.movevars_timescale;
2863 // scale playback speed of demos by slowmo cvar
2864 if (cls.demoplayback)
2866 clframetime *= host_timescale.value;
2867 // if demo playback is paused, don't advance time at all
2873 // host_framerate overrides all else
2874 if (host_framerate.value)
2875 clframetime = host_framerate.value;
2877 if (cl.paused || host.paused)
2882 clframetime = cl.realframetime = cl_timer;
2884 // deduct the frame time from the accumulator
2885 cl_timer -= cl.realframetime;
2887 cl.oldtime = cl.time;
2888 cl.time += clframetime;
2891 if (host_speeds.integer)
2892 time1 = Sys_DirtyTime();
2893 R_TimeReport("pre-input");
2895 // Collect input into cmd
2898 R_TimeReport("input");
2900 // check for new packets
2901 NetConn_ClientFrame();
2903 // read a new frame from a demo if needed
2904 CL_ReadDemoMessage();
2905 R_TimeReport("clientnetwork");
2907 // now that packets have been read, send input to server
2909 R_TimeReport("sendmove");
2911 // update client world (interpolate entities, create trails, etc)
2913 R_TimeReport("lerpworld");
2917 R_TimeReport("client");
2920 R_TimeReport("render");
2922 if (host_speeds.integer)
2923 time2 = Sys_DirtyTime();
2926 if(cl.csqc_usecsqclistener)
2928 S_Update(&cl.csqc_listenermatrix);
2929 cl.csqc_usecsqclistener = false;
2932 S_Update(&r_refdef.view.matrix);
2935 R_TimeReport("audio");
2937 // reset gathering of mouse input
2938 in_mouse_x = in_mouse_y = 0;
2940 if (host_speeds.integer)
2942 pass1 = (int)((time1 - time3)*1000000);
2943 time3 = Sys_DirtyTime();
2944 pass2 = (int)((time2 - time1)*1000000);
2945 pass3 = (int)((time3 - time2)*1000000);
2946 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2947 pass1+pass2+pass3, pass1, pass2, pass3);
2950 // if there is some time remaining from this frame, reset the timer
2951 return cl_timer >= 0 ? 0 : cl_timer;
2959 void CL_Shutdown (void)
2961 // be quiet while shutting down
2964 // disconnect client from server if active
2967 CL_Video_Shutdown();
2977 R_Modules_Shutdown();
2980 CL_Screen_Shutdown();
2981 CL_Particles_Shutdown();
2982 CL_Parse_Shutdown();
2983 CL_MeshEntities_Shutdown();
2987 Mem_FreePool (&cls.permanentmempool);
2988 Mem_FreePool (&cls.levelmempool);
2998 if (cls.state == ca_dedicated)
3000 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3004 Con_Printf("Initializing client\n");
3006 Cvar_SetValueQuick(&host_isclient, 1);
3020 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3021 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3023 memset(&r_refdef, 0, sizeof(r_refdef));
3024 // max entities sent to renderer per frame
3025 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3026 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3028 // max temp entities
3029 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3030 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3035 // register our commands
3039 Cvar_RegisterVariable (&cl_upspeed);
3040 Cvar_RegisterVariable (&cl_forwardspeed);
3041 Cvar_RegisterVariable (&cl_backspeed);
3042 Cvar_RegisterVariable (&cl_sidespeed);
3043 Cvar_RegisterVariable (&cl_movespeedkey);
3044 Cvar_RegisterVariable (&cl_yawspeed);
3045 Cvar_RegisterVariable (&cl_pitchspeed);
3046 Cvar_RegisterVariable (&cl_anglespeedkey);
3047 Cvar_RegisterVariable (&cl_shownet);
3048 Cvar_RegisterVariable (&cl_nolerp);
3049 Cvar_RegisterVariable (&cl_lerpexcess);
3050 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3051 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3052 Cvar_RegisterVariable (&cl_deathfade);
3053 Cvar_RegisterVariable (&lookspring);
3054 Cvar_RegisterVariable (&lookstrafe);
3055 Cvar_RegisterVariable (&sensitivity);
3056 Cvar_RegisterVariable (&freelook);
3058 Cvar_RegisterVariable (&m_pitch);
3059 Cvar_RegisterVariable (&m_yaw);
3060 Cvar_RegisterVariable (&m_forward);
3061 Cvar_RegisterVariable (&m_side);
3063 Cvar_RegisterVariable (&cl_itembobspeed);
3064 Cvar_RegisterVariable (&cl_itembobheight);
3068 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3069 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3070 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3071 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3073 // Support Client-side Model Index List
3074 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3075 // Support Client-side Sound Index List
3076 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3078 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3079 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3081 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3083 Cvar_RegisterVariable(&r_draweffects);
3084 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3085 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3086 Cvar_RegisterVariable(&cl_explosions_size_start);
3087 Cvar_RegisterVariable(&cl_explosions_size_end);
3088 Cvar_RegisterVariable(&cl_explosions_lifetime);
3089 Cvar_RegisterVariable(&cl_stainmaps);
3090 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3091 Cvar_RegisterVariable(&cl_beams_polygons);
3092 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3093 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3094 Cvar_RegisterVariable(&cl_beams_lightatend);
3095 Cvar_RegisterVariable(&cl_noplayershadow);
3096 Cvar_RegisterVariable(&cl_dlights_decayradius);
3097 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3099 Cvar_RegisterVariable(&cl_prydoncursor);
3100 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3102 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3104 // for QW connections
3105 Cvar_RegisterVariable(&qport);
3106 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3107 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3109 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3111 Cvar_RegisterVariable(&cl_locs_enable);
3112 Cvar_RegisterVariable(&cl_locs_show);
3113 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3114 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3115 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3116 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3117 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3119 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3121 Cvar_RegisterVariable (&cl_minfps);
3122 Cvar_RegisterVariable (&cl_minfps_fade);
3123 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3124 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3125 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3126 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3127 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3128 Cvar_RegisterVariable (&cl_minfps_force);
3129 Cvar_RegisterVariable (&cl_maxfps);
3130 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3131 Cvar_RegisterVariable (&cl_maxidlefps);
3133 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3134 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3137 CL_Particles_Init();
3142 Cvar_Callback(&cl_netport);
3144 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3145 host.hook.Disconnect = CL_DisconnectEx;
3146 host.hook.CL_Intermission = CL_Intermission;
3147 host.hook.ToggleMenu = CL_ToggleMenu_Hook;