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" };
64 cvar_t cl_startdemos = {CF_CLIENT | CF_ARCHIVE, "cl_startdemos", "1", "1 enables the `startdemos` loop used in Quake and some mods, 0 goes straight to the menu"};
66 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
68 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
69 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)"};
70 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
71 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)"};
72 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
74 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
75 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
77 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
78 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)"};
79 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
80 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
82 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
84 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
86 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
87 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
89 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
91 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"};
92 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
94 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
96 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)"};
97 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
99 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"};
100 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
101 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
103 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)"};
104 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
105 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
106 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
107 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)"};
108 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"};
109 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
111 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"};
112 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"};
119 =====================
122 =====================
124 void CL_ClearState(void)
131 // wipe the entire cl structure
132 Mem_EmptyPool(cls.levelmempool);
133 memset (&cl, 0, sizeof(cl));
137 // reset the view zoom interpolation
138 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
139 cl.sensitivityscale = 1.0f;
141 // enable rendering of the world and such
142 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
143 cl.csqc_vidvars.drawenginesbar = true;
144 cl.csqc_vidvars.drawcrosshair = true;
146 // set up the float version of the stats array for easier access to float stats
147 cl.statsf = (float *)cl.stats;
150 cl.num_static_entities = 0;
151 cl.num_brushmodel_entities = 0;
153 // tweak these if the game runs out
154 cl.max_csqcrenderentities = 0;
155 cl.max_entities = MAX_ENTITIES_INITIAL;
156 cl.max_static_entities = MAX_STATICENTITIES;
157 cl.max_effects = MAX_EFFECTS;
158 cl.max_beams = MAX_BEAMS;
159 cl.max_dlights = MAX_DLIGHTS;
160 cl.max_lightstyle = MAX_LIGHTSTYLES;
161 cl.max_brushmodel_entities = MAX_EDICTS;
162 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
169 cl.csqcrenderentities = NULL;
170 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
171 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
172 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
173 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
174 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
175 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
176 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
177 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
178 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
181 // LadyHavoc: have to set up the baseline info for alpha and other stuff
182 for (i = 0;i < cl.max_entities;i++)
184 cl.entities[i].state_baseline = defaultstate;
185 cl.entities[i].state_previous = defaultstate;
186 cl.entities[i].state_current = defaultstate;
189 if (IS_NEXUIZ_DERIVED(gamemode))
191 VectorSet(cl.playerstandmins, -16, -16, -24);
192 VectorSet(cl.playerstandmaxs, 16, 16, 45);
193 VectorSet(cl.playercrouchmins, -16, -16, -24);
194 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
198 VectorSet(cl.playerstandmins, -16, -16, -24);
199 VectorSet(cl.playerstandmaxs, 16, 16, 24);
200 VectorSet(cl.playercrouchmins, -16, -16, -24);
201 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
204 // disable until we get textures for it
207 ent = &cl.entities[0];
208 // entire entity array was cleared, so just fill in a few fields
209 ent->state_current.active = true;
210 ent->render.model = cl.worldmodel = NULL; // no world model yet
211 ent->render.alpha = 1;
212 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
213 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
214 ent->render.allowdecals = true;
215 CL_UpdateRenderEntity(&ent->render);
217 // noclip is turned off at start
218 noclip_anglehack = false;
220 // mark all frames invalid for delta
221 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
223 // set bestweapon data back to Quake data
224 IN_BestWeapon_ResetData();
229 extern cvar_t cl_topcolor;
230 extern cvar_t cl_bottomcolor;
232 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
237 if (!allowstarkey && key[0] == '*')
239 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
241 for (i = 0;key[i];i++)
242 if (ISWHITESPACE(key[i]) || key[i] == '\"')
244 for (i = 0;value[i];i++)
245 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
250 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
253 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
254 if (cls.state == ca_connected && cls.netcon)
256 if (cls.protocol == PROTOCOL_QUAKEWORLD)
258 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
261 else if (!strcasecmp(key, "_cl_name") || !strcasecmp(key, "name"))
263 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
266 else if (!strcasecmp(key, "playermodel"))
268 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
271 else if (!strcasecmp(key, "playerskin"))
273 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
276 else if (!strcasecmp(key, "topcolor"))
278 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
281 else if (!strcasecmp(key, "bottomcolor"))
283 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
286 else if (!strcasecmp(key, "rate"))
288 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
291 else if (!strcasecmp(key, "rate_burstsize"))
293 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
294 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
299 void CL_ExpandEntities(int num)
301 int i, oldmaxentities;
302 entity_t *oldentities;
303 if (num >= cl.max_entities)
306 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
307 if (num >= MAX_EDICTS)
308 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309 oldmaxentities = cl.max_entities;
310 oldentities = cl.entities;
311 cl.max_entities = (num & ~255) + 256;
312 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
313 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
314 Mem_Free(oldentities);
315 for (i = oldmaxentities;i < cl.max_entities;i++)
317 cl.entities[i].state_baseline = defaultstate;
318 cl.entities[i].state_previous = defaultstate;
319 cl.entities[i].state_current = defaultstate;
324 void CL_ExpandCSQCRenderEntities(int num)
327 int oldmaxcsqcrenderentities;
328 entity_render_t *oldcsqcrenderentities;
329 if (num >= cl.max_csqcrenderentities)
331 if (num >= MAX_EDICTS)
332 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
333 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
334 oldcsqcrenderentities = cl.csqcrenderentities;
335 cl.max_csqcrenderentities = (num & ~255) + 256;
336 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
337 if (oldcsqcrenderentities)
339 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
340 for (i = 0;i < r_refdef.scene.numentities;i++)
341 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
342 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
343 Mem_Free(oldcsqcrenderentities);
348 static void CL_ToggleMenu_Hook(void)
352 if (key_dest == key_menu || key_dest == key_menu_grabbed)
358 extern cvar_t rcon_secure;
361 =====================
364 Sends a disconnect message to the server
365 This is also called on Host_Error, so it shouldn't cause any errors
366 =====================
369 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
374 if (cls.state == ca_dedicated)
379 va_start(argptr,fmt);
380 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
385 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
388 if (Sys_CheckParm("-profilegameonly"))
389 Sys_AllowProfiling(false);
391 Curl_Clear_forthismap();
393 Con_DPrintf("CL_Disconnect\n");
395 Cvar_SetValueQuick(&csqc_progcrc, -1);
396 Cvar_SetValueQuick(&csqc_progsize, -1);
398 // stop sounds (especially looping!)
400 // prevent dlcache assets from this server from interfering with the next one
401 FS_UnloadPacks_dlcache();
403 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
405 // clear contents blends
406 cl.cshifts[0].percent = 0;
407 cl.cshifts[1].percent = 0;
408 cl.cshifts[2].percent = 0;
409 cl.cshifts[3].percent = 0;
411 cl.worldmodel = NULL;
413 CL_Parse_ErrorCleanUp();
415 if (cls.demoplayback)
420 unsigned char bufdata[520];
421 if (cls.demorecording)
422 CL_Stop_f(cmd_local);
426 // send disconnect message 3 times to improve chances of server
427 // receiving it (but it still fails sometimes)
428 memset(&buf, 0, sizeof(buf));
430 buf.maxsize = sizeof(bufdata);
431 if (cls.protocol == PROTOCOL_QUAKEWORLD)
433 Con_DPrint("Sending drop command\n");
434 MSG_WriteByte(&buf, qw_clc_stringcmd);
435 MSG_WriteString(&buf, "drop");
439 Con_DPrint("Sending clc_disconnect\n");
440 MSG_WriteByte(&buf, clc_disconnect);
441 if(cls.protocol == PROTOCOL_DARKPLACES8)
442 MSG_WriteString(&buf, reason);
443 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
444 // to send a disconnect message indicating we crashed
446 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
447 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
448 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
451 NetConn_Close(cls.netcon);
454 // It's possible for a server to disconnect a player with an empty reason
455 // which is checked here rather than above so we don't print "Disconnect by user".
456 if(fmt && reason[0] != '\0')
457 dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
459 dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
460 Con_Printf("%s\n", cl_connect_status);
462 cls.state = ca_disconnected;
463 cl.islocalgame = false;
465 cls.demoplayback = cls.timedemo = host.restless = false;
466 Cvar_Callback(&vid_vsync); // might need to re-enable vsync
468 Cvar_Callback(&cl_netport);
470 // If we're dropped mid-connection attempt, it won't clear otherwise.
471 SCR_ClearLoadingScreen(false);
473 if(host.hook.SV_Shutdown)
474 host.hook.SV_Shutdown();
477 void CL_Disconnect(void)
479 CL_DisconnectEx(false, NULL);
486 This command causes the client to wait for the signon messages again.
487 This is sent just before a server changes levels
490 static void CL_Reconnect_f(cmd_state_t *cmd)
493 // if not connected, reconnect to the most recent server
496 // if we have connected to a server recently, the userinfo
497 // will still contain its IP address, so get the address...
498 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
500 CL_EstablishConnection(temp, -1);
502 Con_Printf(CON_WARN "Reconnect to what server? (you have not connected to a server yet)\n");
505 // if connected, do something based on protocol
506 if (cls.protocol == PROTOCOL_QUAKEWORLD)
508 // quakeworld can just re-login
509 if (cls.qw_downloadmemory) // don't change when downloading
514 if (cls.state == ca_connected)
516 Con_Printf("Server is changing level...\n");
517 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
518 MSG_WriteString(&cls.netcon->message, "new");
523 // netquake uses reconnect on level changes (silly)
524 if (Cmd_Argc(cmd) != 1)
526 Con_Print("reconnect : wait for signon messages again\n");
531 Con_Print("reconnect: no signon, ignoring reconnect\n");
534 cls.signon = 0; // need new connection messages
539 =====================
542 User command to connect to server
543 =====================
545 static void CL_Connect_f(cmd_state_t *cmd)
547 if (Cmd_Argc(cmd) < 2)
549 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
552 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
553 if(rcon_secure.integer <= 0)
554 Cvar_SetQuick(&rcon_password, "");
555 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
558 void CL_Disconnect_f(cmd_state_t *cmd)
560 Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
567 =====================
568 CL_EstablishConnection
570 Host should be either "local" or a net address
571 =====================
573 void CL_EstablishConnection(const char *address, int firstarg)
575 if (cls.state == ca_dedicated)
578 // don't connect to a server if we're benchmarking a demo
579 if (Sys_CheckParm("-benchmark"))
582 // make sure the client ports are open before attempting to connect
583 NetConn_UpdateSockets();
585 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
587 cls.connect_trying = true;
588 cls.connect_remainingtries = 10;
589 cls.connect_nextsendtime = 0;
591 // only NOW, set connect_userinfo
595 *cls.connect_userinfo = 0;
596 for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
597 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
599 else if(firstarg < -1)
601 // -1: keep as is (reconnect)
603 *cls.connect_userinfo = 0;
606 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
607 SCR_BeginLoadingPlaque(false);
611 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
612 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
616 static void CL_EstablishConnection_Local(void)
618 if(cls.state == ca_disconnected)
619 CL_EstablishConnection("local:1", -2);
622 static qbool CL_Intermission(void)
624 return cl.intermission;
632 static void CL_PrintEntities_f(cmd_state_t *cmd)
637 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
639 const char* modelname;
641 if (!ent->state_current.active)
644 if (ent->render.model)
645 modelname = ent->render.model->name;
647 modelname = "--no model--";
648 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);
656 List information on all models in the client modelindex
659 static void CL_ModelIndexList_f(cmd_state_t *cmd)
665 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
667 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
669 model = CL_GetModelByIndex(i);
672 if(model->loaded || i == 1)
673 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
675 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
684 List all sounds in the client soundindex
687 static void CL_SoundIndexList_f(cmd_state_t *cmd)
691 while(cl.sound_precache[i] && i != MAX_SOUNDS)
693 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
700 CL_UpdateRenderEntity
702 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
705 void CL_UpdateRenderEntity(entity_render_t *ent)
709 model_t *model = ent->model;
710 // update the inverse matrix for the renderer
711 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
712 // update the animation blend state
713 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
714 // we need the matrix origin to center the box
715 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
716 // update entity->render.scale because the renderer needs it
717 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
720 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
721 #ifdef MATRIX4x4_OPENGLORIENTATION
722 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
724 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
728 VectorMA(org, scale, model->rotatedmins, ent->mins);
729 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
731 #ifdef MATRIX4x4_OPENGLORIENTATION
732 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
734 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
738 VectorMA(org, scale, model->yawmins, ent->mins);
739 VectorMA(org, scale, model->yawmaxs, ent->maxs);
743 VectorMA(org, scale, model->normalmins, ent->mins);
744 VectorMA(org, scale, model->normalmaxs, ent->maxs);
749 ent->mins[0] = org[0] - 16;
750 ent->mins[1] = org[1] - 16;
751 ent->mins[2] = org[2] - 16;
752 ent->maxs[0] = org[0] + 16;
753 ent->maxs[1] = org[1] + 16;
754 ent->maxs[2] = org[2] + 16;
762 Determines the fraction between the last two messages that the objects
766 static float CL_LerpPoint(void)
770 if (cl_nettimesyncboundmode.integer == 1)
771 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
773 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
774 if (cl.mtime[0] <= cl.mtime[1])
776 cl.time = cl.mtime[0];
780 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
781 return bound(0, f, 1 + cl_lerpexcess.value);
784 void CL_ClearTempEntities (void)
786 r_refdef.scene.numtempentities = 0;
787 // grow tempentities buffer on request
788 if (r_refdef.scene.expandtempentities)
790 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
791 r_refdef.scene.maxtempentities *= 2;
792 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
793 r_refdef.scene.expandtempentities = false;
797 entity_render_t *CL_NewTempEntity(double shadertime)
799 entity_render_t *render;
801 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
803 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
805 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
808 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
809 memset (render, 0, sizeof(*render));
810 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
812 render->shadertime = shadertime;
814 VectorSet(render->colormod, 1, 1, 1);
815 VectorSet(render->glowmod, 1, 1, 1);
819 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
823 if (!model) // sanity check
827 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
832 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
835 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
840 VectorCopy(org, e->origin);
842 e->starttime = cl.time;
843 e->startframe = startframe;
844 e->endframe = startframe + framecount;
845 e->framerate = framerate;
848 e->frame1time = cl.time;
849 e->frame2time = cl.time;
850 cl.num_effects = max(cl.num_effects, i + 1);
855 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)
860 // then look for anything else
862 for (i = 0;i < cl.max_dlights;i++, dl++)
866 // unable to find one
867 if (i == cl.max_dlights)
870 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
871 memset (dl, 0, sizeof(*dl));
872 cl.num_dlights = max(cl.num_dlights, i + 1);
873 Matrix4x4_Normalize(&dl->matrix, matrix);
875 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
876 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
877 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
880 dl->color[1] = green;
882 dl->initialradius = radius;
883 dl->initialcolor[0] = red;
884 dl->initialcolor[1] = green;
885 dl->initialcolor[2] = blue;
886 dl->decay = decay / radius; // changed decay to be a percentage decrease
887 dl->intensity = 1; // this is what gets decayed
889 dl->die = cl.time + lifetime;
892 dl->cubemapname[0] = 0;
893 if (cubemapname && cubemapname[0])
894 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
896 dl->shadow = shadowenable;
899 dl->coronasizescale = coronasizescale;
900 dl->ambientscale = ambientscale;
901 dl->diffusescale = diffusescale;
902 dl->specularscale = specularscale;
905 static void CL_DecayLightFlashes(void)
911 time = bound(0, cl.time - cl.oldtime, 0.1);
912 oldmax = cl.num_dlights;
914 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
918 dl->intensity -= time * dl->decay;
919 if (cl.time < dl->die && dl->intensity > 0)
921 if (cl_dlights_decayradius.integer)
922 dl->radius = dl->initialradius * dl->intensity;
924 dl->radius = dl->initialradius;
925 if (cl_dlights_decaybrightness.integer)
926 VectorScale(dl->initialcolor, dl->intensity, dl->color);
928 VectorCopy(dl->initialcolor, dl->color);
929 cl.num_dlights = i + 1;
937 // called before entity relinking
938 void CL_RelinkLightFlashes(void)
943 matrix4x4_t tempmatrix;
945 if (r_dynamic.integer)
947 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
951 tempmatrix = dl->matrix;
952 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
953 // we need the corona fading to be persistent
954 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);
955 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
962 for (j = 0;j < cl.max_lightstyle;j++)
964 r_refdef.scene.rtlightstylevalue[j] = 1;
965 r_refdef.scene.lightstylevalue[j] = 256;
971 // 'm' is normal light, 'a' is no light, 'z' is double bright
975 for (j = 0;j < cl.max_lightstyle;j++)
977 if (!cl.lightstyle[j].length)
979 r_refdef.scene.rtlightstylevalue[j] = 1;
980 r_refdef.scene.lightstylevalue[j] = 256;
983 // static lightstyle "=value"
984 if (cl.lightstyle[j].map[0] == '=')
986 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
987 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
988 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
991 k = i % cl.lightstyle[j].length;
992 l = (i-1) % cl.lightstyle[j].length;
993 k = cl.lightstyle[j].map[k] - 'a';
994 l = cl.lightstyle[j].map[l] - 'a';
995 // rtlightstylevalue is always interpolated because it has no bad
996 // consequences for performance
997 // lightstylevalue is subject to a cvar for performance reasons;
998 // skipping lightmap updates on most rendered frames substantially
999 // improves framerates (but makes light fades look bad)
1000 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1001 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1005 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1007 int frame = player->render.framegroupblend[0].frame;
1009 entity_render_t *flagrender;
1010 matrix4x4_t flagmatrix;
1012 // this code taken from QuakeWorld
1014 if (frame >= 29 && frame <= 40)
1016 if (frame >= 29 && frame <= 34)
1018 if (frame == 29) f = f + 2;
1019 else if (frame == 30) f = f + 8;
1020 else if (frame == 31) f = f + 12;
1021 else if (frame == 32) f = f + 11;
1022 else if (frame == 33) f = f + 10;
1023 else if (frame == 34) f = f + 4;
1025 else if (frame >= 35 && frame <= 40)
1027 if (frame == 35) f = f + 2;
1028 else if (frame == 36) f = f + 10;
1029 else if (frame == 37) f = f + 10;
1030 else if (frame == 38) f = f + 8;
1031 else if (frame == 39) f = f + 4;
1032 else if (frame == 40) f = f + 2;
1035 else if (frame >= 103 && frame <= 118)
1037 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
1038 else if (frame >= 105 && frame <= 106) f = f + 6; //light
1039 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
1040 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
1042 // end of code taken from QuakeWorld
1044 flagrender = CL_NewTempEntity(player->render.shadertime);
1048 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1049 flagrender->skinnum = skin;
1050 flagrender->alpha = 1;
1051 VectorSet(flagrender->colormod, 1, 1, 1);
1052 VectorSet(flagrender->glowmod, 1, 1, 1);
1053 // attach the flag to the player matrix
1054 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1055 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1056 CL_UpdateRenderEntity(flagrender);
1059 matrix4x4_t viewmodelmatrix_withbob;
1060 matrix4x4_t viewmodelmatrix_nobob;
1062 static const vec3_t muzzleflashorigin = {18, 0, 0};
1064 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1066 const unsigned char *cbcolor;
1069 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1070 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1071 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1072 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1076 VectorClear(ent->colormap_pantscolor);
1077 VectorClear(ent->colormap_shirtcolor);
1081 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1082 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1084 const matrix4x4_t *matrix;
1085 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1087 vec_t origin[3], angles[3], lerp;
1090 //entity_persistent_t *p = &e->persistent;
1091 //entity_render_t *r = &e->render;
1092 // skip inactive entities and world
1093 if (!e->state_current.active || e == cl.entities)
1095 if (recursionlimit < 1)
1097 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1098 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1099 e->render.flags = e->state_current.flags;
1100 e->render.effects = e->state_current.effects;
1101 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1102 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1103 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1104 e->render.entitynumber = e - cl.entities;
1106 e->render.entitynumber = 0;
1107 if (e->state_current.flags & RENDER_COLORMAPPED)
1108 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1109 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1110 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1112 CL_SetEntityColormapColors(&e->render, -1);
1113 e->render.skinnum = e->state_current.skin;
1114 if (e->state_current.tagentity)
1116 // attached entity (gun held in player model's hand, etc)
1117 // if the tag entity is currently impossible, skip it
1118 if (e->state_current.tagentity >= cl.num_entities)
1120 t = cl.entities + e->state_current.tagentity;
1121 // if the tag entity is inactive, skip it
1122 if (t->state_current.active)
1124 // update the parent first
1125 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1130 // it may still be a CSQC entity... trying to use its
1131 // info from last render frame (better than nothing)
1132 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1134 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1135 if(!r->entitynumber)
1136 return; // neither CSQC nor legacy entity... can't attach
1138 // make relative to the entity
1139 matrix = &r->matrix;
1140 // some properties of the tag entity carry over
1141 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1142 // if a valid tagindex is used, make it relative to that tag instead
1143 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1145 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1147 // concat the tag matrices onto the entity matrix
1148 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1149 // use the constructed tag matrix
1150 matrix = &tempmatrix;
1154 else if (e->render.flags & RENDER_VIEWMODEL)
1156 // view-relative entity (guns and such)
1157 if (e->render.effects & EF_NOGUNBOB)
1158 matrix = &viewmodelmatrix_nobob; // really attached to view
1160 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1164 // world-relative entity (the normal kind)
1165 matrix = &identitymatrix;
1169 // if it's the predicted player entity, update according to client movement
1170 // but don't lerp if going through a teleporter as it causes a bad lerp
1171 // also don't use the predicted location if fixangle was set on both of
1172 // the most recent server messages, as that cause means you are spectating
1173 // someone or watching a cutscene of some sort
1174 if (cl_nolerp.integer || cls.timedemo)
1175 interpolate = false;
1177 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1179 VectorCopy(cl.movement_origin, origin);
1180 VectorSet(angles, 0, cl.viewangles[1], 0);
1182 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1184 // interpolate the origin and angles
1185 lerp = max(0, lerp);
1186 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1188 // this fails at the singularity of euler angles
1189 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1190 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1191 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1192 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1193 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1196 vec3_t f0, u0, f1, u1;
1197 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1198 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1199 VectorMAM(1-lerp, f0, lerp, f1, f0);
1200 VectorMAM(1-lerp, u0, lerp, u1, u0);
1201 AnglesFromVectors(angles, f0, u0, false);
1208 VectorCopy(e->persistent.neworigin, origin);
1209 VectorCopy(e->persistent.newangles, angles);
1212 // model setup and some modelflags
1213 frame = e->state_current.frame;
1214 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1215 if (e->render.model)
1217 if (e->render.skinnum >= e->render.model->numskins)
1218 e->render.skinnum = 0;
1219 if (frame >= e->render.model->numframes)
1221 // models can set flags such as EF_ROCKET
1222 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1223 if (!(e->render.effects & 0xFF800000))
1224 e->render.effects |= e->render.model->effects;
1225 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1226 if (e->render.model->type == mod_alias)
1227 angles[0] = -angles[0];
1228 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1230 VectorScale(e->render.colormod, 2, e->render.colormod);
1231 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1234 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1235 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1236 angles[0] = -angles[0];
1237 // NOTE: this must be synced to SV_GetPitchSign!
1239 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1241 angles[1] = ANGLEMOD(100*cl.time);
1242 if (cl_itembobheight.value)
1243 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1247 e->render.skeleton = NULL;
1248 if (e->render.flags & RENDER_COMPLEXANIMATION)
1250 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1251 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1252 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1253 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1254 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1255 e->render.skeleton = &e->state_current.skeletonobject;
1257 else if (e->render.framegroupblend[0].frame == frame)
1259 // update frame lerp fraction
1260 e->render.framegroupblend[0].lerp = 1;
1261 e->render.framegroupblend[1].lerp = 0;
1262 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1264 // make sure frame lerp won't last longer than 100ms
1265 // (this mainly helps with models that use framegroups and
1266 // switch between them infrequently)
1267 float maxdelta = cl_lerpanim_maxdelta_server.value;
1269 if(e->render.model->animscenes)
1270 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1271 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1272 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1273 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1274 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1275 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1280 // begin a new frame lerp
1281 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1282 e->render.framegroupblend[1].lerp = 1;
1283 e->render.framegroupblend[0].frame = frame;
1284 e->render.framegroupblend[0].start = cl.time;
1285 e->render.framegroupblend[0].lerp = 0;
1288 // set up the render matrix
1291 // attached entity, this requires a matrix multiply (concat)
1292 // FIXME: e->render.scale should go away
1293 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1294 // concat the matrices to make the entity relative to its tag
1295 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1296 // get the origin from the new matrix
1297 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1301 // unattached entities are faster to process
1302 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1305 // tenebrae's sprites are all additive mode (weird)
1306 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1307 e->render.flags |= RENDER_ADDITIVE;
1308 // player model is only shown with chase_active on
1309 if (e->state_current.number == cl.viewentity)
1310 e->render.flags |= RENDER_EXTERIORMODEL;
1311 // either fullbright or lit
1312 if(!r_fullbright.integer)
1314 if (!(e->render.effects & EF_FULLBRIGHT))
1315 e->render.flags |= RENDER_LIGHT;
1317 // hide player shadow during intermission or nehahra movie
1318 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1319 && (e->render.alpha >= 1)
1320 && !(e->render.flags & RENDER_VIEWMODEL)
1321 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1322 e->render.flags |= RENDER_SHADOW;
1323 if (e->render.flags & RENDER_VIEWMODEL)
1324 e->render.flags |= RENDER_NOSELFSHADOW;
1325 if (e->render.effects & EF_NOSELFSHADOW)
1326 e->render.flags |= RENDER_NOSELFSHADOW;
1327 if (e->render.effects & EF_NODEPTHTEST)
1328 e->render.flags |= RENDER_NODEPTHTEST;
1329 if (e->render.effects & EF_ADDITIVE)
1330 e->render.flags |= RENDER_ADDITIVE;
1331 if (e->render.effects & EF_DOUBLESIDED)
1332 e->render.flags |= RENDER_DOUBLESIDED;
1333 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1334 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1336 // make the other useful stuff
1337 e->render.allowdecals = true;
1338 CL_UpdateRenderEntity(&e->render);
1341 // creates light and trails from an entity
1342 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1344 effectnameindex_t trailtype;
1347 // bmodels are treated specially since their origin is usually '0 0 0' and
1348 // their actual geometry is far from '0 0 0'
1349 if (e->render.model && e->render.model->soundfromcenter)
1352 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1353 Matrix4x4_Transform(&e->render.matrix, o, origin);
1356 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1358 // handle particle trails and such effects now that we know where this
1359 // entity is in the world...
1360 trailtype = EFFECT_NONE;
1361 // LadyHavoc: if the entity has no effects, don't check each
1362 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1364 if (e->render.effects & EF_BRIGHTFIELD)
1366 if (IS_NEXUIZ_DERIVED(gamemode))
1367 trailtype = EFFECT_TR_NEXUIZPLASMA;
1369 CL_EntityParticles(e);
1371 if (e->render.effects & EF_FLAME)
1372 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);
1373 if (e->render.effects & EF_STARDUST)
1374 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1376 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1378 // these are only set on player entities
1379 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1381 // muzzleflash fades over time
1382 if (e->persistent.muzzleflash > 0)
1383 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1384 // LadyHavoc: if the entity has no effects, don't check each
1385 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1387 if (e->render.effects & EF_GIB)
1388 trailtype = EFFECT_TR_BLOOD;
1389 else if (e->render.effects & EF_ZOMGIB)
1390 trailtype = EFFECT_TR_SLIGHTBLOOD;
1391 else if (e->render.effects & EF_TRACER)
1392 trailtype = EFFECT_TR_WIZSPIKE;
1393 else if (e->render.effects & EF_TRACER2)
1394 trailtype = EFFECT_TR_KNIGHTSPIKE;
1395 else if (e->render.effects & EF_ROCKET)
1396 trailtype = EFFECT_TR_ROCKET;
1397 else if (e->render.effects & EF_GRENADE)
1399 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1400 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1402 else if (e->render.effects & EF_TRACER3)
1403 trailtype = EFFECT_TR_VORESPIKE;
1406 if (e->render.flags & RENDER_GLOWTRAIL)
1407 trailtype = EFFECT_TR_GLOWTRAIL;
1408 if (e->state_current.traileffectnum)
1409 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1410 // check if a trail is allowed (it is not after a teleport for example)
1411 if (trailtype && e->persistent.trail_allowed)
1415 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1416 len = e->state_current.time - e->state_previous.time;
1419 VectorScale(vel, len, vel);
1420 // 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
1421 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1423 // now that the entity has survived one trail update it is allowed to
1424 // leave a real trail on later frames
1425 e->persistent.trail_allowed = true;
1426 VectorCopy(origin, e->persistent.trail_origin);
1432 CL_UpdateViewEntities
1435 void CL_UpdateViewEntities(void)
1438 // update any RENDER_VIEWMODEL entities to use the new view matrix
1439 for (i = 1;i < cl.num_entities;i++)
1441 if (cl.entities_active[i])
1443 entity_t *ent = cl.entities + i;
1444 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1445 CL_UpdateNetworkEntity(ent, 32, true);
1448 // and of course the engine viewmodel needs updating as well
1449 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1454 CL_UpdateNetworkCollisionEntities
1457 static void CL_UpdateNetworkCollisionEntities(void)
1462 // start on the entity after the world
1463 cl.num_brushmodel_entities = 0;
1464 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1466 if (cl.entities_active[i])
1468 ent = cl.entities + i;
1469 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1471 // do not interpolate the bmodels for this
1472 CL_UpdateNetworkEntity(ent, 32, false);
1473 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1481 CL_UpdateNetworkEntities
1484 static void CL_UpdateNetworkEntities(void)
1489 // start on the entity after the world
1490 for (i = 1;i < cl.num_entities;i++)
1492 if (cl.entities_active[i])
1494 ent = cl.entities + i;
1495 if (ent->state_current.active)
1497 CL_UpdateNetworkEntity(ent, 32, true);
1498 // view models should never create light/trails
1499 if (!(ent->render.flags & RENDER_VIEWMODEL))
1500 CL_UpdateNetworkEntityTrail(ent);
1504 R_DecalSystem_Reset(&ent->render.decalsystem);
1505 cl.entities_active[i] = false;
1511 static void CL_UpdateViewModel(void)
1515 ent->state_previous = ent->state_current;
1516 ent->state_current = defaultstate;
1517 ent->state_current.time = cl.time;
1518 ent->state_current.number = (unsigned short)-1;
1519 ent->state_current.active = true;
1520 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1521 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1522 ent->state_current.flags = RENDER_VIEWMODEL;
1523 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1524 ent->state_current.modelindex = 0;
1525 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1527 if (gamemode == GAME_TRANSFUSION)
1528 ent->state_current.alpha = 128;
1530 ent->state_current.modelindex = 0;
1532 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1533 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1535 // reset animation interpolation on weaponmodel if model changed
1536 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1538 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1539 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1540 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1542 CL_UpdateNetworkEntity(ent, 32, true);
1545 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1546 static void CL_LinkNetworkEntity(entity_t *e)
1548 effectnameindex_t trailtype;
1554 // skip inactive entities and world
1555 if (!e->state_current.active || e == cl.entities)
1557 if (e->state_current.tagentity)
1559 // if the tag entity is currently impossible, skip it
1560 if (e->state_current.tagentity >= cl.num_entities)
1562 // if the tag entity is inactive, skip it
1563 if (!cl.entities[e->state_current.tagentity].state_current.active)
1565 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1567 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1569 // if we get here, it's properly csqc networked and attached
1573 // create entity dlights associated with this entity
1574 if (e->render.model && e->render.model->soundfromcenter)
1576 // bmodels are treated specially since their origin is usually '0 0 0'
1578 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1579 Matrix4x4_Transform(&e->render.matrix, o, origin);
1582 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1583 trailtype = EFFECT_NONE;
1588 // LadyHavoc: if the entity has no effects, don't check each
1589 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1591 if (e->render.effects & EF_BRIGHTFIELD)
1593 if (IS_NEXUIZ_DERIVED(gamemode))
1594 trailtype = EFFECT_TR_NEXUIZPLASMA;
1596 if (e->render.effects & EF_DIMLIGHT)
1598 dlightradius = max(dlightradius, 200);
1599 dlightcolor[0] += 1.50f;
1600 dlightcolor[1] += 1.50f;
1601 dlightcolor[2] += 1.50f;
1603 if (e->render.effects & EF_BRIGHTLIGHT)
1605 dlightradius = max(dlightradius, 400);
1606 dlightcolor[0] += 3.00f;
1607 dlightcolor[1] += 3.00f;
1608 dlightcolor[2] += 3.00f;
1610 // LadyHavoc: more effects
1611 if (e->render.effects & EF_RED) // red
1613 dlightradius = max(dlightradius, 200);
1614 dlightcolor[0] += 1.50f;
1615 dlightcolor[1] += 0.15f;
1616 dlightcolor[2] += 0.15f;
1618 if (e->render.effects & EF_BLUE) // blue
1620 dlightradius = max(dlightradius, 200);
1621 dlightcolor[0] += 0.15f;
1622 dlightcolor[1] += 0.15f;
1623 dlightcolor[2] += 1.50f;
1625 if (e->render.effects & EF_FLAME)
1626 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1627 if (e->render.effects & EF_STARDUST)
1628 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1630 // muzzleflash fades over time, and is offset a bit
1631 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1636 matrix4x4_t tempmatrix;
1637 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1638 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1639 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1640 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1641 Matrix4x4_Scale(&tempmatrix, 150, 1);
1642 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1643 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);
1644 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1646 // LadyHavoc: if the model has no flags, don't check each
1647 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1649 if (e->render.effects & EF_GIB)
1650 trailtype = EFFECT_TR_BLOOD;
1651 else if (e->render.effects & EF_ZOMGIB)
1652 trailtype = EFFECT_TR_SLIGHTBLOOD;
1653 else if (e->render.effects & EF_TRACER)
1654 trailtype = EFFECT_TR_WIZSPIKE;
1655 else if (e->render.effects & EF_TRACER2)
1656 trailtype = EFFECT_TR_KNIGHTSPIKE;
1657 else if (e->render.effects & EF_ROCKET)
1658 trailtype = EFFECT_TR_ROCKET;
1659 else if (e->render.effects & EF_GRENADE)
1661 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1662 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1664 else if (e->render.effects & EF_TRACER3)
1665 trailtype = EFFECT_TR_VORESPIKE;
1667 // LadyHavoc: customizable glow
1668 if (e->state_current.glowsize)
1670 // * 4 for the expansion from 0-255 to 0-1023 range,
1671 // / 255 to scale down byte colors
1672 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1673 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1676 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1678 matrix4x4_t dlightmatrix;
1680 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1681 light[3] = e->state_current.light[3];
1682 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1683 VectorSet(light, 1, 1, 1);
1686 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1687 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1688 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1689 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);
1690 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1692 // make the glow dlight
1693 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1695 matrix4x4_t dlightmatrix;
1696 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1697 // hack to make glowing player light shine on their gun
1698 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1699 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1700 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1701 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);
1702 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1705 if (e->render.flags & RENDER_GLOWTRAIL)
1706 trailtype = EFFECT_TR_GLOWTRAIL;
1707 if (e->state_current.traileffectnum)
1708 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1710 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1712 // don't show entities with no modelindex (note: this still shows
1713 // entities which have a modelindex that resolved to a NULL model)
1714 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1715 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1716 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1717 // Matrix4x4_Print(&e->render.matrix);
1720 static void CL_RelinkWorld(void)
1722 entity_t *ent = &cl.entities[0];
1723 // FIXME: this should be done at load
1724 ent->render.matrix = identitymatrix;
1725 ent->render.flags = RENDER_SHADOW;
1726 if (!r_fullbright.integer)
1727 ent->render.flags |= RENDER_LIGHT;
1728 VectorSet(ent->render.colormod, 1, 1, 1);
1729 VectorSet(ent->render.glowmod, 1, 1, 1);
1730 ent->render.allowdecals = true;
1731 CL_UpdateRenderEntity(&ent->render);
1732 r_refdef.scene.worldentity = &ent->render;
1733 r_refdef.scene.worldmodel = cl.worldmodel;
1735 // if the world is q2bsp, animate the textures
1736 if (ent->render.model && ent->render.model->brush.isq2bsp)
1737 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1740 static void CL_RelinkStaticEntities(void)
1744 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1746 e->render.flags = 0;
1747 // if the model was not loaded when the static entity was created we
1748 // need to re-fetch the model pointer
1749 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1750 // either fullbright or lit
1751 if(!r_fullbright.integer)
1753 if (!(e->render.effects & EF_FULLBRIGHT))
1754 e->render.flags |= RENDER_LIGHT;
1756 // hide player shadow during intermission or nehahra movie
1757 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1758 e->render.flags |= RENDER_SHADOW;
1759 VectorSet(e->render.colormod, 1, 1, 1);
1760 VectorSet(e->render.glowmod, 1, 1, 1);
1761 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1762 e->render.allowdecals = true;
1763 CL_UpdateRenderEntity(&e->render);
1764 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1773 static void CL_RelinkNetworkEntities(void)
1778 // start on the entity after the world
1779 for (i = 1;i < cl.num_entities;i++)
1781 if (cl.entities_active[i])
1783 ent = cl.entities + i;
1784 if (ent->state_current.active)
1785 CL_LinkNetworkEntity(ent);
1787 cl.entities_active[i] = false;
1792 static void CL_RelinkEffects(void)
1796 entity_render_t *entrender;
1799 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1803 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1804 intframe = (int)frame;
1805 if (intframe < 0 || intframe >= e->endframe)
1807 memset(e, 0, sizeof(*e));
1808 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1813 if (intframe != e->frame)
1815 e->frame = intframe;
1816 e->frame1time = e->frame2time;
1817 e->frame2time = cl.time;
1820 // if we're drawing effects, get a new temp entity
1821 // (NewTempEntity adds it to the render entities list for us)
1822 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1824 // interpolation stuff
1825 entrender->framegroupblend[0].frame = intframe;
1826 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1827 entrender->framegroupblend[0].start = e->frame1time;
1828 if (intframe + 1 >= e->endframe)
1830 entrender->framegroupblend[1].frame = 0; // disappear
1831 entrender->framegroupblend[1].lerp = 0;
1832 entrender->framegroupblend[1].start = 0;
1836 entrender->framegroupblend[1].frame = intframe + 1;
1837 entrender->framegroupblend[1].lerp = frame - intframe;
1838 entrender->framegroupblend[1].start = e->frame2time;
1842 entrender->model = e->model;
1843 entrender->alpha = 1;
1844 VectorSet(entrender->colormod, 1, 1, 1);
1845 VectorSet(entrender->glowmod, 1, 1, 1);
1847 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1848 CL_UpdateRenderEntity(entrender);
1854 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1856 VectorCopy(b->start, start);
1857 VectorCopy(b->end, end);
1859 // if coming from the player, update the start position
1860 if (b->entity == cl.viewentity)
1862 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1864 // LadyHavoc: this is a stupid hack from Quake that makes your
1865 // lightning appear to come from your waist and cover less of your
1867 // in Quake this hack was applied to all players (causing the
1868 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1869 // only applies to your own lightning, and only in first person
1870 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1872 if (cl_beams_instantaimhack.integer)
1874 vec3_t dir, localend;
1876 // LadyHavoc: this updates the beam direction to match your
1878 VectorSubtract(end, start, dir);
1879 len = VectorLength(dir);
1880 VectorNormalize(dir);
1881 VectorSet(localend, len, 0, 0);
1882 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1887 void CL_RelinkBeams(void)
1891 vec3_t dist, org, start, end;
1893 entity_render_t *entrender;
1896 matrix4x4_t tempmatrix;
1898 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1902 if (b->endtime < cl.time)
1908 CL_Beam_CalculatePositions(b, start, end);
1912 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1914 // FIXME: create a matrix from the beam start/end orientation
1916 VectorSet(dlightcolor, 0.3, 0.7, 1);
1917 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1918 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);
1919 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1921 if (cl_beams_polygons.integer)
1923 CL_Beam_AddPolygons(b);
1928 // calculate pitch and yaw
1929 // (this is similar to the QuakeC builtin function vectoangles)
1930 VectorSubtract(end, start, dist);
1931 if (dist[1] == 0 && dist[0] == 0)
1941 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1945 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1946 pitch = atan2(dist[2], forward) * 180 / M_PI;
1951 // add new entities for the lightning
1952 VectorCopy (start, org);
1953 d = VectorNormalizeLength(dist);
1956 entrender = CL_NewTempEntity (0);
1959 entrender->model = b->model;
1960 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1961 CL_UpdateRenderEntity(entrender);
1962 VectorMA(org, 30, dist, org);
1967 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1971 static void CL_RelinkQWNails(void)
1975 entity_render_t *entrender;
1977 for (i = 0;i < cl.qw_num_nails;i++)
1981 // if we're drawing effects, get a new temp entity
1982 // (NewTempEntity adds it to the render entities list for us)
1983 if (!(entrender = CL_NewTempEntity(0)))
1987 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1988 entrender->alpha = 1;
1989 VectorSet(entrender->colormod, 1, 1, 1);
1990 VectorSet(entrender->glowmod, 1, 1, 1);
1992 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1993 CL_UpdateRenderEntity(entrender);
1997 static void CL_LerpPlayer(float frac)
2001 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2002 for (i = 0;i < 3;i++)
2004 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2005 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2006 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2009 // interpolate the angles if playing a demo or spectating someone
2010 if (cls.demoplayback || cl.fixangle[0])
2012 for (i = 0;i < 3;i++)
2014 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2019 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2024 void CSQC_RelinkAllEntities (int drawmask)
2028 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2029 CL_MeshEntities_Scene_AddRenderEntity();
2030 CL_RelinkStaticEntities();
2033 CL_RelinkLightFlashes();
2036 if (drawmask & ENTMASK_ENGINE)
2038 CL_RelinkNetworkEntities();
2039 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2040 CL_LinkNetworkEntity(&cl.viewent); // link gun model
2044 // update view blend
2052 Update client game world for a new frame
2055 void CL_UpdateWorld(void)
2057 r_refdef.scene.extraupdate = !r_speeds.integer;
2058 r_refdef.scene.numentities = 0;
2059 r_refdef.scene.numlights = 0;
2060 r_refdef.view.matrix = identitymatrix;
2061 r_refdef.view.quality = 1;
2063 cl.num_brushmodel_entities = 0;
2065 if (cls.state == ca_connected && cls.signon == SIGNONS)
2067 // prepare for a new frame
2068 CL_LerpPlayer(CL_LerpPoint());
2069 CL_DecayLightFlashes();
2070 CL_ClearTempEntities();
2074 // if prediction is enabled we have to update all the collidable
2075 // network entities before the prediction code can be run
2076 CL_UpdateNetworkCollisionEntities();
2078 // now update the player prediction
2079 CL_ClientMovement_Replay();
2081 // update the player entity (which may be predicted)
2082 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2084 // now update the view (which depends on that player entity)
2087 // now update all the network entities and create particle trails
2088 // (some entities may depend on the view)
2089 CL_UpdateNetworkEntities();
2091 // update the engine-based viewmodel
2092 CL_UpdateViewModel();
2094 // when csqc is loaded, it will call this in CSQC_UpdateView
2095 if (!CLVM_prog->loaded || CLVM_prog->flag & PRVM_CSQC_SIMPLE)
2097 // clear the CL_Mesh_Scene() used for some engine effects
2098 CL_MeshEntities_Scene_Clear();
2099 // add engine entities and effects
2100 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2103 // decals, particles, and explosions will be updated during rneder
2106 r_refdef.scene.time = cl.time;
2110 ======================
2112 ======================
2114 static void CL_Fog_f(cmd_state_t *cmd)
2116 if (Cmd_Argc (cmd) == 1)
2118 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);
2121 FOG_clear(); // so missing values get good defaults
2122 if(Cmd_Argc(cmd) > 1)
2123 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2124 if(Cmd_Argc(cmd) > 2)
2125 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2126 if(Cmd_Argc(cmd) > 3)
2127 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2128 if(Cmd_Argc(cmd) > 4)
2129 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2130 if(Cmd_Argc(cmd) > 5)
2131 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2132 if(Cmd_Argc(cmd) > 6)
2133 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2134 if(Cmd_Argc(cmd) > 7)
2135 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2136 if(Cmd_Argc(cmd) > 8)
2137 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2138 if(Cmd_Argc(cmd) > 9)
2139 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2143 ======================
2144 CL_FogHeightTexture_f
2145 ======================
2147 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2149 if (Cmd_Argc (cmd) < 11)
2151 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);
2154 FOG_clear(); // so missing values get good defaults
2155 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2156 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2157 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2158 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2159 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2160 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2161 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2162 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2163 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2164 dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2169 ====================
2172 For program optimization
2173 ====================
2175 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2178 double timestart, timedelta;
2180 r_refdef.scene.extraupdate = false;
2182 timestart = Sys_DirtyTime();
2183 for (i = 0;i < 128;i++)
2185 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);
2186 r_refdef.view.quality = 1;
2189 timedelta = Sys_DirtyTime() - timestart;
2191 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2194 static void CL_AreaStats_f(cmd_state_t *cmd)
2196 World_PrintAreaStats(&cl.world, "client");
2199 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2204 vec3_t nearestpoint;
2205 vec_t dist, bestdist;
2208 for (loc = cl.locnodes;loc;loc = loc->next)
2210 for (i = 0;i < 3;i++)
2211 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2212 dist = VectorDistance2(nearestpoint, point);
2213 if (bestdist > dist || !best)
2224 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2227 loc = CL_Locs_FindNearest(point);
2229 dp_strlcpy(buffer, loc->name, buffersize);
2231 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2234 static void CL_Locs_FreeNode(cl_locnode_t *node)
2236 cl_locnode_t **pointer, **next;
2237 for (pointer = &cl.locnodes;*pointer;pointer = next)
2239 next = &(*pointer)->next;
2240 if (*pointer == node)
2242 *pointer = node->next;
2247 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2250 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2252 cl_locnode_t *node, **pointer;
2256 namelen = (int)strlen(name);
2257 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2258 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2259 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2260 node->name = (char *)(node + 1);
2261 memcpy(node->name, name, namelen);
2262 node->name[namelen] = 0;
2263 // link it into the tail of the list to preserve the order
2264 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2269 static void CL_Locs_Add_f(cmd_state_t *cmd)
2272 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2274 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2277 mins[0] = atof(Cmd_Argv(cmd, 1));
2278 mins[1] = atof(Cmd_Argv(cmd, 2));
2279 mins[2] = atof(Cmd_Argv(cmd, 3));
2280 if (Cmd_Argc(cmd) == 8)
2282 maxs[0] = atof(Cmd_Argv(cmd, 4));
2283 maxs[1] = atof(Cmd_Argv(cmd, 5));
2284 maxs[2] = atof(Cmd_Argv(cmd, 6));
2285 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2288 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2291 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2294 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2296 CL_Locs_FreeNode(loc);
2298 Con_Printf("no loc point or box found for your location\n");
2301 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2304 CL_Locs_FreeNode(cl.locnodes);
2307 static void CL_Locs_Save_f(cmd_state_t *cmd)
2311 char locfilename[MAX_QPATH];
2314 Con_Printf("No loc points/boxes exist!\n");
2317 if (cls.state != ca_connected || !cl.worldmodel)
2319 Con_Printf("No level loaded!\n");
2322 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2324 outfile = FS_OpenRealFile(locfilename, "w", false);
2327 // if any boxes are used then this is a proquake-format loc file, which
2328 // allows comments, so add some relevant information at the start
2329 for (loc = cl.locnodes;loc;loc = loc->next)
2330 if (!VectorCompare(loc->mins, loc->maxs))
2334 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);
2335 for (loc = cl.locnodes;loc;loc = loc->next)
2336 if (VectorCompare(loc->mins, loc->maxs))
2339 Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2341 for (loc = cl.locnodes;loc;loc = loc->next)
2343 if (VectorCompare(loc->mins, loc->maxs))
2347 const char *in = loc->name;
2348 char name[MAX_INPUTLINE];
2349 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2351 if (*in == ' ') {s = "$loc_name_separator";in++;}
2352 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2353 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2354 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2355 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2356 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2357 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2358 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2359 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2360 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2361 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2365 while (len < (int)sizeof(name) - 1 && *s)
2369 name[len++] = *in++;
2372 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2375 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);
2380 void CL_Locs_Reload_f(cmd_state_t *cmd)
2382 int i, linenumber, limit, len;
2384 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2385 fs_offset_t filesize;
2387 char locfilename[MAX_QPATH];
2388 char name[MAX_INPUTLINE];
2390 if (cls.state != ca_connected || !cl.worldmodel)
2392 Con_Printf("No level loaded!\n");
2396 CL_Locs_Clear_f(cmd);
2398 // try maps/something.loc first (LadyHavoc: where I think they should be)
2399 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2400 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2403 // try proquake name as well (LadyHavoc: I hate path mangling)
2404 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2405 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2410 textend = filedata + filesize;
2411 for (linenumber = 1;text < textend;linenumber++)
2414 for (;text < textend && *text != '\r' && *text != '\n';text++)
2417 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2421 // trim trailing whitespace
2422 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2424 // trim leading whitespace
2425 while (linestart < lineend && ISWHITESPACE(*linestart))
2427 // check if this is a comment
2428 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2430 linetext = linestart;
2432 for (i = 0;i < limit;i++)
2434 if (linetext >= lineend)
2436 // note: a missing number is interpreted as 0
2438 mins[i] = atof(linetext);
2440 maxs[i - 3] = atof(linetext);
2441 // now advance past the number
2442 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2444 // advance through whitespace
2445 if (linetext < lineend)
2447 if (*linetext == ',')
2451 // note: comma can be followed by whitespace
2453 if (ISWHITESPACE(*linetext))
2456 while (linetext < lineend && ISWHITESPACE(*linetext))
2461 // if this is a quoted name, remove the quotes
2464 if (linetext >= lineend || *linetext != '"')
2465 continue; // proquake location names are always quoted
2468 len = min(lineend - linetext, (int)sizeof(name) - 1);
2469 memcpy(name, linetext, len);
2471 // add the box to the list
2472 CL_Locs_AddNode(mins, maxs, name);
2474 // if a point was parsed, it needs to be scaled down by 8 (since
2475 // point-based loc files were invented by a proxy which dealt
2476 // directly with quake protocol coordinates, which are *8), turn
2480 // interpret silly fuhquake macros
2481 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2483 if (*linetext == '$')
2485 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2486 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2487 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2488 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2489 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2490 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2491 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2492 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2493 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2494 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2495 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2499 while (len < (int)sizeof(name) - 1 && *s)
2504 name[len++] = *linetext++;
2507 // add the point to the list
2508 VectorScale(mins, (1.0 / 8.0), mins);
2509 CL_Locs_AddNode(mins, mins, name);
2516 entity_t cl_meshentities[NUM_MESHENTITIES];
2517 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2518 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2524 static void CL_MeshEntities_Restart(void)
2528 for (i = 0; i < NUM_MESHENTITIES; i++)
2530 ent = cl_meshentities + i;
2531 Mod_Mesh_Destroy(ent->render.model);
2532 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2536 static void CL_MeshEntities_Start(void)
2540 for(i = 0; i < NUM_MESHENTITIES; i++)
2542 ent = cl_meshentities + i;
2543 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2547 static void CL_MeshEntities_Shutdown(void)
2551 for(i = 0; i < NUM_MESHENTITIES; i++)
2553 ent = cl_meshentities + i;
2554 Mod_Mesh_Destroy(ent->render.model);
2558 void CL_MeshEntities_Init(void)
2562 for (i = 0; i < NUM_MESHENTITIES; i++)
2564 ent = cl_meshentities + i;
2565 ent->state_current.active = true;
2566 ent->render.model = cl_meshentitymodels + i;
2567 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2568 ent->render.alpha = 1;
2569 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2570 ent->render.framegroupblend[0].lerp = 1;
2571 ent->render.frameblend[0].lerp = 1;
2572 VectorSet(ent->render.colormod, 1, 1, 1);
2573 VectorSet(ent->render.glowmod, 1, 1, 1);
2574 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2575 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2576 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2577 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2578 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2579 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2580 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2581 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2582 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2583 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2584 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2585 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2586 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2587 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2588 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2590 Matrix4x4_CreateIdentity(&ent->render.matrix);
2591 CL_UpdateRenderEntity(&ent->render);
2593 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2594 R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2597 void CL_MeshEntities_Scene_Clear(void)
2599 Mod_Mesh_Reset(CL_Mesh_Scene());
2602 void CL_MeshEntities_Scene_AddRenderEntity(void)
2604 entity_t* ent = &cl_meshentities[MESH_SCENE];
2605 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2608 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2610 entity_t *ent = &cl_meshentities[MESH_SCENE];
2611 Mod_Mesh_Finalize(ent->render.model);
2612 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2613 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2616 extern cvar_t r_overheadsprites_pushback;
2617 extern cvar_t r_fullbright_directed_pitch_relative;
2618 extern cvar_t r_fullbright_directed_pitch;
2619 extern cvar_t r_fullbright_directed_ambient;
2620 extern cvar_t r_fullbright_directed_diffuse;
2621 extern cvar_t r_fullbright_directed;
2622 extern cvar_t r_hdr_glowintensity;
2624 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2628 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2629 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2631 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2632 // same for all stereo views, and to better handle pitches outside
2633 // [-90, 90] (in_pitch_* cvars allow that).
2634 VectorCopy(cl.viewangles, angles);
2635 if (r_fullbright_directed_pitch_relative.integer) {
2636 angles[PITCH] += r_fullbright_directed_pitch.value;
2639 angles[PITCH] = r_fullbright_directed_pitch.value;
2641 AngleVectors(angles, worldspacenormal, NULL, NULL);
2642 VectorNegate(worldspacenormal, worldspacenormal);
2645 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2647 float shadingorigin[3], a[3], c[3], dir[3];
2650 for (q = 0; q < 3; q++)
2651 a[q] = c[q] = dir[q] = 0;
2653 ent->render_lightgrid = false;
2654 ent->render_modellight_forced = false;
2655 ent->render_rtlight_disabled = false;
2657 // pick an appropriate value for render_modellight_origin - if this is an
2658 // attachment we want to use the parent's render_modellight_origin so that
2659 // shading is the same (also important for r_shadows to cast shadows in the
2661 if (VectorLength2(ent->custommodellight_origin))
2663 // CSQC entities always provide this (via CL_GetTagMatrix)
2664 for (q = 0; q < 3; q++)
2665 shadingorigin[q] = ent->custommodellight_origin[q];
2667 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2669 // network entity - follow attachment chain back to a root entity,
2670 int entnum = ent->entitynumber, recursion;
2671 for (recursion = 32; recursion > 0; --recursion)
2673 int parentnum = cl.entities[entnum].state_current.tagentity;
2674 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2678 // grab the root entity's origin
2679 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2683 // not a CSQC entity (which sets custommodellight_origin), not a network
2684 // entity - so it's probably not attached to anything
2685 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2688 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2690 // intentionally EF_FULLBRIGHT entity
2691 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2692 // CSQC can still provide its own customized modellight values
2693 ent->render_rtlight_disabled = true;
2694 ent->render_modellight_forced = true;
2695 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2697 // custom colors provided by CSQC
2698 for (q = 0; q < 3; q++)
2700 a[q] = ent->custommodellight_ambient[q];
2701 c[q] = ent->custommodellight_diffuse[q];
2702 dir[q] = ent->custommodellight_lightdir[q];
2705 else if (r_fullbright_directed.integer)
2706 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2708 for (q = 0; q < 3; q++)
2713 // fetch the lighting from the worldmodel data
2715 // CSQC can provide its own customized modellight values
2716 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2718 ent->render_modellight_forced = true;
2719 for (q = 0; q < 3; q++)
2721 a[q] = ent->custommodellight_ambient[q];
2722 c[q] = ent->custommodellight_diffuse[q];
2723 dir[q] = ent->custommodellight_lightdir[q];
2726 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2728 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2729 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2730 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2731 ent->render_modellight_forced = true;
2732 ent->render_rtlight_disabled = true;
2734 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))
2735 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2737 ent->render_lightgrid = true;
2738 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2740 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2741 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2742 else if (r_fullbright_directed.integer)
2743 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2745 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2748 for (q = 0; q < 3; q++)
2750 ent->render_fullbright[q] = ent->colormod[q];
2751 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2752 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2753 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2754 ent->render_modellight_specular[q] = c[q];
2755 ent->render_modellight_lightdir_world[q] = dir[q];
2756 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2757 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2758 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2759 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2760 ent->render_rtlight_specular[q] = 1;
2763 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2764 if (ent->render_modellight_forced)
2765 for (q = 0; q < 3; q++)
2766 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2767 if (ent->render_rtlight_disabled)
2768 for (q = 0; q < 3; q++)
2769 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2771 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2772 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2773 VectorNormalize(ent->render_modellight_lightdir_world);
2774 // transform into local space for the entity as well
2775 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2776 VectorNormalize(ent->render_modellight_lightdir_local);
2780 void CL_UpdateEntityShading(void)
2783 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2784 for (i = 0; i < r_refdef.scene.numentities; i++)
2785 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2788 qbool vid_opened = false;
2789 void CL_StartVideo(void)
2791 if (!vid_opened && cls.state != ca_dedicated)
2795 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2796 NetConn_UpdateSockets();
2802 extern cvar_t host_framerate;
2803 extern cvar_t host_speeds;
2804 extern uint8_t serverlist_querystage;
2805 double CL_Frame (double time)
2807 static double clframetime;
2808 static double cl_timer = 0;
2809 static double time1 = 0, time2 = 0, time3 = 0;
2810 int pass1, pass2, pass3;
2813 CL_VM_PreventInformationLeaks();
2816 * If the accumulator hasn't become positive, don't
2817 * run the frame. Everything that happens before this
2818 * point will happen even if we're sleeping this frame.
2820 if((cl_timer += time) < 0)
2823 // limit the frametime steps to no more than 100ms each
2827 // Run at full speed when querying servers, compared to waking up early to parse
2828 // this is simpler and gives pings more representative of what can be expected when playing.
2829 maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2831 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2833 R_TimeReport("---");
2834 Collision_Cache_NewFrame();
2835 R_TimeReport("photoncache");
2836 #ifdef CONFIG_VIDEO_CAPTURE
2837 // decide the simulation time
2838 if (cls.capturevideo.active)
2840 if (cls.capturevideo.realtime)
2841 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2844 clframetime = 1.0 / cls.capturevideo.framerate;
2845 cl.realframetime = max(time, clframetime);
2851 if (maxfps <= 0 || cls.timedemo)
2852 clframetime = cl.realframetime = cl_timer;
2854 // networking assumes at least 10fps
2855 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2857 // on some legacy systems, we need to sleep to keep input responsive
2858 if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2859 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2862 // apply slowmo scaling
2863 clframetime *= cl.movevars_timescale;
2864 // scale playback speed of demos by slowmo cvar
2865 if (cls.demoplayback)
2867 clframetime *= host_timescale.value;
2868 // if demo playback is paused, don't advance time at all
2874 // host_framerate overrides all else
2875 if (host_framerate.value)
2876 clframetime = host_framerate.value;
2878 if (cl.paused || host.paused)
2883 clframetime = cl.realframetime = cl_timer;
2885 // deduct the frame time from the accumulator
2886 cl_timer -= cl.realframetime;
2888 cl.oldtime = cl.time;
2889 cl.time += clframetime;
2892 if (host_speeds.integer)
2893 time1 = Sys_DirtyTime();
2894 R_TimeReport("pre-input");
2896 // Collect input into cmd
2899 R_TimeReport("input");
2901 // check for new packets
2902 NetConn_ClientFrame();
2904 // read a new frame from a demo if needed
2905 CL_ReadDemoMessage();
2906 R_TimeReport("clientnetwork");
2908 // now that packets have been read, send input to server
2910 R_TimeReport("sendmove");
2912 // update client world (interpolate entities, create trails, etc)
2914 R_TimeReport("lerpworld");
2918 R_TimeReport("client");
2921 R_TimeReport("render");
2923 if (host_speeds.integer)
2924 time2 = Sys_DirtyTime();
2927 if(cl.csqc_usecsqclistener)
2929 S_Update(&cl.csqc_listenermatrix);
2930 cl.csqc_usecsqclistener = false;
2933 S_Update(&r_refdef.view.matrix);
2936 R_TimeReport("audio");
2938 // reset gathering of mouse input
2939 in_mouse_x = in_mouse_y = 0;
2941 if (host_speeds.integer)
2943 pass1 = (int)((time1 - time3)*1000000);
2944 time3 = Sys_DirtyTime();
2945 pass2 = (int)((time2 - time1)*1000000);
2946 pass3 = (int)((time3 - time2)*1000000);
2947 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2948 pass1+pass2+pass3, pass1, pass2, pass3);
2951 // if there is some time remaining from this frame, reset the timer
2952 return cl_timer >= 0 ? 0 : cl_timer;
2960 void CL_Shutdown (void)
2962 // be quiet while shutting down
2965 // disconnect client from server if active
2968 CL_Video_Shutdown();
2978 R_Modules_Shutdown();
2981 CL_Screen_Shutdown();
2982 CL_Particles_Shutdown();
2983 CL_Parse_Shutdown();
2984 CL_MeshEntities_Shutdown();
2988 Mem_FreePool (&cls.permanentmempool);
2989 Mem_FreePool (&cls.levelmempool);
2999 if (cls.state == ca_dedicated)
3001 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3005 Con_Printf("Initializing client\n");
3007 Cvar_SetValueQuick(&host_isclient, 1);
3021 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3022 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3024 memset(&r_refdef, 0, sizeof(r_refdef));
3025 // max entities sent to renderer per frame
3026 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3027 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3029 // max temp entities
3030 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3031 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3036 // register our commands
3040 Cvar_RegisterVariable (&cl_upspeed);
3041 Cvar_RegisterVariable (&cl_forwardspeed);
3042 Cvar_RegisterVariable (&cl_backspeed);
3043 Cvar_RegisterVariable (&cl_sidespeed);
3044 Cvar_RegisterVariable (&cl_movespeedkey);
3045 Cvar_RegisterVariable (&cl_yawspeed);
3046 Cvar_RegisterVariable (&cl_pitchspeed);
3047 Cvar_RegisterVariable (&cl_anglespeedkey);
3048 Cvar_RegisterVariable (&cl_shownet);
3049 Cvar_RegisterVariable (&cl_nolerp);
3050 Cvar_RegisterVariable (&cl_lerpexcess);
3051 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3052 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3053 Cvar_RegisterVariable (&cl_deathfade);
3054 Cvar_RegisterVariable (&lookspring);
3055 Cvar_RegisterVariable (&lookstrafe);
3056 Cvar_RegisterVariable (&sensitivity);
3057 Cvar_RegisterVariable (&freelook);
3059 Cvar_RegisterVariable (&m_pitch);
3060 Cvar_RegisterVariable (&m_yaw);
3061 Cvar_RegisterVariable (&m_forward);
3062 Cvar_RegisterVariable (&m_side);
3064 Cvar_RegisterVariable (&cl_itembobspeed);
3065 Cvar_RegisterVariable (&cl_itembobheight);
3069 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3070 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3071 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3072 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3074 // Support Client-side Model Index List
3075 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3076 // Support Client-side Sound Index List
3077 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3079 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3080 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3082 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3084 Cvar_RegisterVariable(&r_draweffects);
3085 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3086 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3087 Cvar_RegisterVariable(&cl_explosions_size_start);
3088 Cvar_RegisterVariable(&cl_explosions_size_end);
3089 Cvar_RegisterVariable(&cl_explosions_lifetime);
3090 Cvar_RegisterVariable(&cl_stainmaps);
3091 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3092 Cvar_RegisterVariable(&cl_beams_polygons);
3093 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3094 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3095 Cvar_RegisterVariable(&cl_beams_lightatend);
3096 Cvar_RegisterVariable(&cl_noplayershadow);
3097 Cvar_RegisterVariable(&cl_dlights_decayradius);
3098 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3100 Cvar_RegisterVariable(&cl_prydoncursor);
3101 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3103 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3105 // for QW connections
3106 Cvar_RegisterVariable(&qport);
3107 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3108 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3110 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3112 Cvar_RegisterVariable(&cl_locs_enable);
3113 Cvar_RegisterVariable(&cl_locs_show);
3114 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)");
3115 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)");
3116 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3117 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3118 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3120 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3122 Cvar_RegisterVariable (&cl_minfps);
3123 Cvar_RegisterVariable (&cl_minfps_fade);
3124 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3125 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3126 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3127 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3128 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3129 Cvar_RegisterVariable (&cl_minfps_force);
3130 Cvar_RegisterVariable (&cl_maxfps);
3131 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3132 Cvar_RegisterVariable (&cl_maxidlefps);
3134 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3135 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3138 CL_Particles_Init();
3143 Cvar_Callback(&cl_netport);
3145 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3146 host.hook.Disconnect = CL_DisconnectEx;
3147 host.hook.CL_Intermission = CL_Intermission;
3148 host.hook.ToggleMenu = CL_ToggleMenu_Hook;