2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
114 =====================
117 =====================
119 void CL_ClearState(void)
126 // wipe the entire cl structure
127 Mem_EmptyPool(cls.levelmempool);
128 memset (&cl, 0, sizeof(cl));
132 // reset the view zoom interpolation
133 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134 cl.sensitivityscale = 1.0f;
136 // enable rendering of the world and such
137 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138 cl.csqc_vidvars.drawenginesbar = true;
139 cl.csqc_vidvars.drawcrosshair = true;
141 // set up the float version of the stats array for easier access to float stats
142 cl.statsf = (float *)cl.stats;
145 cl.num_static_entities = 0;
146 cl.num_brushmodel_entities = 0;
148 // tweak these if the game runs out
149 cl.max_csqcrenderentities = 0;
150 cl.max_entities = MAX_ENTITIES_INITIAL;
151 cl.max_static_entities = MAX_STATICENTITIES;
152 cl.max_effects = MAX_EFFECTS;
153 cl.max_beams = MAX_BEAMS;
154 cl.max_dlights = MAX_DLIGHTS;
155 cl.max_lightstyle = MAX_LIGHTSTYLES;
156 cl.max_brushmodel_entities = MAX_EDICTS;
157 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
164 cl.csqcrenderentities = NULL;
165 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
176 // LadyHavoc: have to set up the baseline info for alpha and other stuff
177 for (i = 0;i < cl.max_entities;i++)
179 cl.entities[i].state_baseline = defaultstate;
180 cl.entities[i].state_previous = defaultstate;
181 cl.entities[i].state_current = defaultstate;
184 if (IS_NEXUIZ_DERIVED(gamemode))
186 VectorSet(cl.playerstandmins, -16, -16, -24);
187 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188 VectorSet(cl.playercrouchmins, -16, -16, -24);
189 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
193 VectorSet(cl.playerstandmins, -16, -16, -24);
194 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195 VectorSet(cl.playercrouchmins, -16, -16, -24);
196 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
199 // disable until we get textures for it
202 ent = &cl.entities[0];
203 // entire entity array was cleared, so just fill in a few fields
204 ent->state_current.active = true;
205 ent->render.model = cl.worldmodel = NULL; // no world model yet
206 ent->render.alpha = 1;
207 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209 ent->render.allowdecals = true;
210 CL_UpdateRenderEntity(&ent->render);
212 // noclip is turned off at start
213 noclip_anglehack = false;
215 // mark all frames invalid for delta
216 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
218 // set bestweapon data back to Quake data
219 IN_BestWeapon_ResetData();
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
232 if (!allowstarkey && key[0] == '*')
234 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
236 for (i = 0;key[i];i++)
237 if (ISWHITESPACE(key[i]) || key[i] == '\"')
239 for (i = 0;value[i];i++)
240 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
245 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
248 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249 if (cls.state == ca_connected && cls.netcon)
251 if (cls.protocol == PROTOCOL_QUAKEWORLD)
253 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
256 else if (!strcasecmp(key, "name"))
258 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
261 else if (!strcasecmp(key, "playermodel"))
263 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
266 else if (!strcasecmp(key, "playerskin"))
268 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
271 else if (!strcasecmp(key, "topcolor"))
273 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
276 else if (!strcasecmp(key, "bottomcolor"))
278 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
281 else if (!strcasecmp(key, "rate"))
283 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
286 else if (!strcasecmp(key, "rate_burstsize"))
288 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
294 void CL_ExpandEntities(int num)
296 int i, oldmaxentities;
297 entity_t *oldentities;
298 if (num >= cl.max_entities)
301 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302 if (num >= MAX_EDICTS)
303 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304 oldmaxentities = cl.max_entities;
305 oldentities = cl.entities;
306 cl.max_entities = (num & ~255) + 256;
307 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309 Mem_Free(oldentities);
310 for (i = oldmaxentities;i < cl.max_entities;i++)
312 cl.entities[i].state_baseline = defaultstate;
313 cl.entities[i].state_previous = defaultstate;
314 cl.entities[i].state_current = defaultstate;
319 void CL_ExpandCSQCRenderEntities(int num)
322 int oldmaxcsqcrenderentities;
323 entity_render_t *oldcsqcrenderentities;
324 if (num >= cl.max_csqcrenderentities)
326 if (num >= MAX_EDICTS)
327 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329 oldcsqcrenderentities = cl.csqcrenderentities;
330 cl.max_csqcrenderentities = (num & ~255) + 256;
331 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332 if (oldcsqcrenderentities)
334 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335 for (i = 0;i < r_refdef.scene.numentities;i++)
336 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338 Mem_Free(oldcsqcrenderentities);
343 static void CL_ToggleMenu_Hook(void)
347 if (key_dest == key_menu || key_dest == key_menu_grabbed)
353 extern cvar_t rcon_secure;
356 =====================
359 Sends a disconnect message to the server
360 This is also called on Host_Error, so it shouldn't cause any errors
361 =====================
363 void CL_Disconnect(void)
365 if (cls.state == ca_dedicated)
368 if (Sys_CheckParm("-profilegameonly"))
369 Sys_AllowProfiling(false);
371 Curl_Clear_forthismap();
373 Con_DPrintf("CL_Disconnect\n");
375 Cvar_SetValueQuick(&csqc_progcrc, -1);
376 Cvar_SetValueQuick(&csqc_progsize, -1);
378 // stop sounds (especially looping!)
381 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
383 // clear contents blends
384 cl.cshifts[0].percent = 0;
385 cl.cshifts[1].percent = 0;
386 cl.cshifts[2].percent = 0;
387 cl.cshifts[3].percent = 0;
389 cl.worldmodel = NULL;
391 CL_Parse_ErrorCleanUp();
393 if (cls.demoplayback)
398 unsigned char bufdata[8];
399 if (cls.demorecording)
400 CL_Stop_f(cmd_local);
402 // send disconnect message 3 times to improve chances of server
403 // receiving it (but it still fails sometimes)
404 memset(&buf, 0, sizeof(buf));
406 buf.maxsize = sizeof(bufdata);
407 if (cls.protocol == PROTOCOL_QUAKEWORLD)
409 Con_DPrint("Sending drop command\n");
410 MSG_WriteByte(&buf, qw_clc_stringcmd);
411 MSG_WriteString(&buf, "drop");
415 Con_DPrint("Sending clc_disconnect\n");
416 MSG_WriteByte(&buf, clc_disconnect);
418 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
419 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
420 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
421 NetConn_Close(cls.netcon);
423 Con_Printf("Disconnected\n");
425 cls.state = ca_disconnected;
426 cl.islocalgame = false;
428 cls.demoplayback = cls.timedemo = host.restless = false;
431 Cvar_Callback(&cl_netport);
433 // If we're dropped mid-connection attempt, it won't clear otherwise.
434 SCR_ClearLoadingScreen(false);
441 This command causes the client to wait for the signon messages again.
442 This is sent just before a server changes levels
445 static void CL_Reconnect_f(cmd_state_t *cmd)
448 // if not connected, reconnect to the most recent server
451 // if we have connected to a server recently, the userinfo
452 // will still contain its IP address, so get the address...
453 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
455 CL_EstablishConnection(temp, -1);
457 Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
460 // if connected, do something based on protocol
461 if (cls.protocol == PROTOCOL_QUAKEWORLD)
463 // quakeworld can just re-login
464 if (cls.qw_downloadmemory) // don't change when downloading
469 if (cls.state == ca_connected)
471 Con_Printf("Server is changing level...\n");
472 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
473 MSG_WriteString(&cls.netcon->message, "new");
478 // netquake uses reconnect on level changes (silly)
479 if (Cmd_Argc(cmd) != 1)
481 Con_Print("reconnect : wait for signon messages again\n");
486 Con_Print("reconnect: no signon, ignoring reconnect\n");
489 cls.signon = 0; // need new connection messages
494 =====================
497 User command to connect to server
498 =====================
500 static void CL_Connect_f(cmd_state_t *cmd)
502 if (Cmd_Argc(cmd) < 2)
504 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
507 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
508 if(rcon_secure.integer <= 0)
509 Cvar_SetQuick(&rcon_password, "");
510 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
513 void CL_Disconnect_f(cmd_state_t *cmd)
524 =====================
525 CL_EstablishConnection
527 Host should be either "local" or a net address
528 =====================
530 void CL_EstablishConnection(const char *address, int firstarg)
532 if (cls.state == ca_dedicated)
535 // don't connect to a server if we're benchmarking a demo
536 if (Sys_CheckParm("-benchmark"))
539 // clear menu's connect error message
541 M_Update_Return_Reason("");
544 // make sure the client ports are open before attempting to connect
545 NetConn_UpdateSockets();
547 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
549 cls.connect_trying = true;
550 cls.connect_remainingtries = 3;
551 cls.connect_nextsendtime = 0;
553 // only NOW, set connect_userinfo
557 *cls.connect_userinfo = 0;
558 for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
559 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
561 else if(firstarg < -1)
563 // -1: keep as is (reconnect)
565 *cls.connect_userinfo = 0;
569 M_Update_Return_Reason("Trying to connect...");
574 Con_Print("Unable to find a suitable network socket to connect to server.\n");
576 M_Update_Return_Reason("No network");
581 static void CL_EstablishConnection_Local(void)
583 if(cls.state == ca_disconnected)
584 CL_EstablishConnection("local:1", -2);
587 static qbool CL_Intermission(void)
589 return cl.intermission;
597 static void CL_PrintEntities_f(cmd_state_t *cmd)
602 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
604 const char* modelname;
606 if (!ent->state_current.active)
609 if (ent->render.model)
610 modelname = ent->render.model->name;
612 modelname = "--no model--";
613 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);
621 List information on all models in the client modelindex
624 static void CL_ModelIndexList_f(cmd_state_t *cmd)
630 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
632 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
634 model = CL_GetModelByIndex(i);
637 if(model->loaded || i == 1)
638 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
640 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
649 List all sounds in the client soundindex
652 static void CL_SoundIndexList_f(cmd_state_t *cmd)
656 while(cl.sound_precache[i] && i != MAX_SOUNDS)
658 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
665 CL_UpdateRenderEntity
667 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
670 void CL_UpdateRenderEntity(entity_render_t *ent)
674 model_t *model = ent->model;
675 // update the inverse matrix for the renderer
676 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
677 // update the animation blend state
678 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
679 // we need the matrix origin to center the box
680 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
681 // update entity->render.scale because the renderer needs it
682 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
685 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
686 #ifdef MATRIX4x4_OPENGLORIENTATION
687 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
689 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
693 VectorMA(org, scale, model->rotatedmins, ent->mins);
694 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
696 #ifdef MATRIX4x4_OPENGLORIENTATION
697 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
699 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
703 VectorMA(org, scale, model->yawmins, ent->mins);
704 VectorMA(org, scale, model->yawmaxs, ent->maxs);
708 VectorMA(org, scale, model->normalmins, ent->mins);
709 VectorMA(org, scale, model->normalmaxs, ent->maxs);
714 ent->mins[0] = org[0] - 16;
715 ent->mins[1] = org[1] - 16;
716 ent->mins[2] = org[2] - 16;
717 ent->maxs[0] = org[0] + 16;
718 ent->maxs[1] = org[1] + 16;
719 ent->maxs[2] = org[2] + 16;
727 Determines the fraction between the last two messages that the objects
731 static float CL_LerpPoint(void)
735 if (cl_nettimesyncboundmode.integer == 1)
736 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
738 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
739 if (cl.mtime[0] <= cl.mtime[1])
741 cl.time = cl.mtime[0];
745 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
746 return bound(0, f, 1 + cl_lerpexcess.value);
749 void CL_ClearTempEntities (void)
751 r_refdef.scene.numtempentities = 0;
752 // grow tempentities buffer on request
753 if (r_refdef.scene.expandtempentities)
755 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
756 r_refdef.scene.maxtempentities *= 2;
757 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
758 r_refdef.scene.expandtempentities = false;
762 entity_render_t *CL_NewTempEntity(double shadertime)
764 entity_render_t *render;
766 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
768 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
770 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
773 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
774 memset (render, 0, sizeof(*render));
775 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
777 render->shadertime = shadertime;
779 VectorSet(render->colormod, 1, 1, 1);
780 VectorSet(render->glowmod, 1, 1, 1);
784 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
788 if (!model) // sanity check
792 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
797 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
800 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
805 VectorCopy(org, e->origin);
807 e->starttime = cl.time;
808 e->startframe = startframe;
809 e->endframe = startframe + framecount;
810 e->framerate = framerate;
813 e->frame1time = cl.time;
814 e->frame2time = cl.time;
815 cl.num_effects = max(cl.num_effects, i + 1);
820 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)
825 // then look for anything else
827 for (i = 0;i < cl.max_dlights;i++, dl++)
831 // unable to find one
832 if (i == cl.max_dlights)
835 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
836 memset (dl, 0, sizeof(*dl));
837 cl.num_dlights = max(cl.num_dlights, i + 1);
838 Matrix4x4_Normalize(&dl->matrix, matrix);
840 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
841 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
842 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
845 dl->color[1] = green;
847 dl->initialradius = radius;
848 dl->initialcolor[0] = red;
849 dl->initialcolor[1] = green;
850 dl->initialcolor[2] = blue;
851 dl->decay = decay / radius; // changed decay to be a percentage decrease
852 dl->intensity = 1; // this is what gets decayed
854 dl->die = cl.time + lifetime;
857 dl->cubemapname[0] = 0;
858 if (cubemapname && cubemapname[0])
859 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
861 dl->shadow = shadowenable;
864 dl->coronasizescale = coronasizescale;
865 dl->ambientscale = ambientscale;
866 dl->diffusescale = diffusescale;
867 dl->specularscale = specularscale;
870 static void CL_DecayLightFlashes(void)
876 time = bound(0, cl.time - cl.oldtime, 0.1);
877 oldmax = cl.num_dlights;
879 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
883 dl->intensity -= time * dl->decay;
884 if (cl.time < dl->die && dl->intensity > 0)
886 if (cl_dlights_decayradius.integer)
887 dl->radius = dl->initialradius * dl->intensity;
889 dl->radius = dl->initialradius;
890 if (cl_dlights_decaybrightness.integer)
891 VectorScale(dl->initialcolor, dl->intensity, dl->color);
893 VectorCopy(dl->initialcolor, dl->color);
894 cl.num_dlights = i + 1;
902 // called before entity relinking
903 void CL_RelinkLightFlashes(void)
908 matrix4x4_t tempmatrix;
910 if (r_dynamic.integer)
912 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
916 tempmatrix = dl->matrix;
917 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
918 // we need the corona fading to be persistent
919 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);
920 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
927 for (j = 0;j < cl.max_lightstyle;j++)
929 r_refdef.scene.rtlightstylevalue[j] = 1;
930 r_refdef.scene.lightstylevalue[j] = 256;
936 // 'm' is normal light, 'a' is no light, 'z' is double bright
940 for (j = 0;j < cl.max_lightstyle;j++)
942 if (!cl.lightstyle[j].length)
944 r_refdef.scene.rtlightstylevalue[j] = 1;
945 r_refdef.scene.lightstylevalue[j] = 256;
948 // static lightstyle "=value"
949 if (cl.lightstyle[j].map[0] == '=')
951 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
952 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
953 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
956 k = i % cl.lightstyle[j].length;
957 l = (i-1) % cl.lightstyle[j].length;
958 k = cl.lightstyle[j].map[k] - 'a';
959 l = cl.lightstyle[j].map[l] - 'a';
960 // rtlightstylevalue is always interpolated because it has no bad
961 // consequences for performance
962 // lightstylevalue is subject to a cvar for performance reasons;
963 // skipping lightmap updates on most rendered frames substantially
964 // improves framerates (but makes light fades look bad)
965 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
966 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
970 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
972 int frame = player->render.framegroupblend[0].frame;
974 entity_render_t *flagrender;
975 matrix4x4_t flagmatrix;
977 // this code taken from QuakeWorld
979 if (frame >= 29 && frame <= 40)
981 if (frame >= 29 && frame <= 34)
983 if (frame == 29) f = f + 2;
984 else if (frame == 30) f = f + 8;
985 else if (frame == 31) f = f + 12;
986 else if (frame == 32) f = f + 11;
987 else if (frame == 33) f = f + 10;
988 else if (frame == 34) f = f + 4;
990 else if (frame >= 35 && frame <= 40)
992 if (frame == 35) f = f + 2;
993 else if (frame == 36) f = f + 10;
994 else if (frame == 37) f = f + 10;
995 else if (frame == 38) f = f + 8;
996 else if (frame == 39) f = f + 4;
997 else if (frame == 40) f = f + 2;
1000 else if (frame >= 103 && frame <= 118)
1002 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
1003 else if (frame >= 105 && frame <= 106) f = f + 6; //light
1004 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
1005 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
1007 // end of code taken from QuakeWorld
1009 flagrender = CL_NewTempEntity(player->render.shadertime);
1013 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1014 flagrender->skinnum = skin;
1015 flagrender->alpha = 1;
1016 VectorSet(flagrender->colormod, 1, 1, 1);
1017 VectorSet(flagrender->glowmod, 1, 1, 1);
1018 // attach the flag to the player matrix
1019 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1020 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1021 CL_UpdateRenderEntity(flagrender);
1024 matrix4x4_t viewmodelmatrix_withbob;
1025 matrix4x4_t viewmodelmatrix_nobob;
1027 static const vec3_t muzzleflashorigin = {18, 0, 0};
1029 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1031 const unsigned char *cbcolor;
1034 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1035 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1036 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1037 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1041 VectorClear(ent->colormap_pantscolor);
1042 VectorClear(ent->colormap_shirtcolor);
1046 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1047 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1049 const matrix4x4_t *matrix;
1050 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1052 vec_t origin[3], angles[3], lerp;
1055 //entity_persistent_t *p = &e->persistent;
1056 //entity_render_t *r = &e->render;
1057 // skip inactive entities and world
1058 if (!e->state_current.active || e == cl.entities)
1060 if (recursionlimit < 1)
1062 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1063 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1064 e->render.flags = e->state_current.flags;
1065 e->render.effects = e->state_current.effects;
1066 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1067 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1068 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1069 e->render.entitynumber = e - cl.entities;
1071 e->render.entitynumber = 0;
1072 if (e->state_current.flags & RENDER_COLORMAPPED)
1073 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1074 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1075 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1077 CL_SetEntityColormapColors(&e->render, -1);
1078 e->render.skinnum = e->state_current.skin;
1079 if (e->state_current.tagentity)
1081 // attached entity (gun held in player model's hand, etc)
1082 // if the tag entity is currently impossible, skip it
1083 if (e->state_current.tagentity >= cl.num_entities)
1085 t = cl.entities + e->state_current.tagentity;
1086 // if the tag entity is inactive, skip it
1087 if (t->state_current.active)
1089 // update the parent first
1090 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1095 // it may still be a CSQC entity... trying to use its
1096 // info from last render frame (better than nothing)
1097 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1099 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1100 if(!r->entitynumber)
1101 return; // neither CSQC nor legacy entity... can't attach
1103 // make relative to the entity
1104 matrix = &r->matrix;
1105 // some properties of the tag entity carry over
1106 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1107 // if a valid tagindex is used, make it relative to that tag instead
1108 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1110 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1112 // concat the tag matrices onto the entity matrix
1113 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1114 // use the constructed tag matrix
1115 matrix = &tempmatrix;
1119 else if (e->render.flags & RENDER_VIEWMODEL)
1121 // view-relative entity (guns and such)
1122 if (e->render.effects & EF_NOGUNBOB)
1123 matrix = &viewmodelmatrix_nobob; // really attached to view
1125 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1129 // world-relative entity (the normal kind)
1130 matrix = &identitymatrix;
1134 // if it's the predicted player entity, update according to client movement
1135 // but don't lerp if going through a teleporter as it causes a bad lerp
1136 // also don't use the predicted location if fixangle was set on both of
1137 // the most recent server messages, as that cause means you are spectating
1138 // someone or watching a cutscene of some sort
1139 if (cl_nolerp.integer || cls.timedemo)
1140 interpolate = false;
1141 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1143 VectorCopy(cl.movement_origin, origin);
1144 VectorSet(angles, 0, cl.viewangles[1], 0);
1146 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1148 // interpolate the origin and angles
1149 lerp = max(0, lerp);
1150 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1152 // this fails at the singularity of euler angles
1153 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1154 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1155 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1156 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1157 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1160 vec3_t f0, u0, f1, u1;
1161 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1162 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1163 VectorMAM(1-lerp, f0, lerp, f1, f0);
1164 VectorMAM(1-lerp, u0, lerp, u1, u0);
1165 AnglesFromVectors(angles, f0, u0, false);
1172 VectorCopy(e->persistent.neworigin, origin);
1173 VectorCopy(e->persistent.newangles, angles);
1176 // model setup and some modelflags
1177 frame = e->state_current.frame;
1178 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1179 if (e->render.model)
1181 if (e->render.skinnum >= e->render.model->numskins)
1182 e->render.skinnum = 0;
1183 if (frame >= e->render.model->numframes)
1185 // models can set flags such as EF_ROCKET
1186 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1187 if (!(e->render.effects & 0xFF800000))
1188 e->render.effects |= e->render.model->effects;
1189 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1190 if (e->render.model->type == mod_alias)
1191 angles[0] = -angles[0];
1192 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1194 VectorScale(e->render.colormod, 2, e->render.colormod);
1195 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1198 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1199 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1200 angles[0] = -angles[0];
1201 // NOTE: this must be synced to SV_GetPitchSign!
1203 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1205 angles[1] = ANGLEMOD(100*cl.time);
1206 if (cl_itembobheight.value)
1207 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1211 e->render.skeleton = NULL;
1212 if (e->render.flags & RENDER_COMPLEXANIMATION)
1214 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1215 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1216 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1217 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1218 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1219 e->render.skeleton = &e->state_current.skeletonobject;
1221 else if (e->render.framegroupblend[0].frame == frame)
1223 // update frame lerp fraction
1224 e->render.framegroupblend[0].lerp = 1;
1225 e->render.framegroupblend[1].lerp = 0;
1226 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1228 // make sure frame lerp won't last longer than 100ms
1229 // (this mainly helps with models that use framegroups and
1230 // switch between them infrequently)
1231 float maxdelta = cl_lerpanim_maxdelta_server.value;
1233 if(e->render.model->animscenes)
1234 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1235 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1236 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1237 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1238 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1239 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1244 // begin a new frame lerp
1245 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1246 e->render.framegroupblend[1].lerp = 1;
1247 e->render.framegroupblend[0].frame = frame;
1248 e->render.framegroupblend[0].start = cl.time;
1249 e->render.framegroupblend[0].lerp = 0;
1252 // set up the render matrix
1255 // attached entity, this requires a matrix multiply (concat)
1256 // FIXME: e->render.scale should go away
1257 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1258 // concat the matrices to make the entity relative to its tag
1259 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1260 // get the origin from the new matrix
1261 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1265 // unattached entities are faster to process
1266 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1269 // tenebrae's sprites are all additive mode (weird)
1270 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1271 e->render.flags |= RENDER_ADDITIVE;
1272 // player model is only shown with chase_active on
1273 if (e->state_current.number == cl.viewentity)
1274 e->render.flags |= RENDER_EXTERIORMODEL;
1275 // either fullbright or lit
1276 if(!r_fullbright.integer)
1278 if (!(e->render.effects & EF_FULLBRIGHT))
1279 e->render.flags |= RENDER_LIGHT;
1281 // hide player shadow during intermission or nehahra movie
1282 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1283 && (e->render.alpha >= 1)
1284 && !(e->render.flags & RENDER_VIEWMODEL)
1285 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1286 e->render.flags |= RENDER_SHADOW;
1287 if (e->render.flags & RENDER_VIEWMODEL)
1288 e->render.flags |= RENDER_NOSELFSHADOW;
1289 if (e->render.effects & EF_NOSELFSHADOW)
1290 e->render.flags |= RENDER_NOSELFSHADOW;
1291 if (e->render.effects & EF_NODEPTHTEST)
1292 e->render.flags |= RENDER_NODEPTHTEST;
1293 if (e->render.effects & EF_ADDITIVE)
1294 e->render.flags |= RENDER_ADDITIVE;
1295 if (e->render.effects & EF_DOUBLESIDED)
1296 e->render.flags |= RENDER_DOUBLESIDED;
1297 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1298 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1300 // make the other useful stuff
1301 e->render.allowdecals = true;
1302 CL_UpdateRenderEntity(&e->render);
1305 // creates light and trails from an entity
1306 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1308 effectnameindex_t trailtype;
1311 // bmodels are treated specially since their origin is usually '0 0 0' and
1312 // their actual geometry is far from '0 0 0'
1313 if (e->render.model && e->render.model->soundfromcenter)
1316 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1317 Matrix4x4_Transform(&e->render.matrix, o, origin);
1320 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1322 // handle particle trails and such effects now that we know where this
1323 // entity is in the world...
1324 trailtype = EFFECT_NONE;
1325 // LadyHavoc: if the entity has no effects, don't check each
1326 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1328 if (e->render.effects & EF_BRIGHTFIELD)
1330 if (IS_NEXUIZ_DERIVED(gamemode))
1331 trailtype = EFFECT_TR_NEXUIZPLASMA;
1333 CL_EntityParticles(e);
1335 if (e->render.effects & EF_FLAME)
1336 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);
1337 if (e->render.effects & EF_STARDUST)
1338 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);
1340 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1342 // these are only set on player entities
1343 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1345 // muzzleflash fades over time
1346 if (e->persistent.muzzleflash > 0)
1347 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1348 // LadyHavoc: if the entity has no effects, don't check each
1349 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1351 if (e->render.effects & EF_GIB)
1352 trailtype = EFFECT_TR_BLOOD;
1353 else if (e->render.effects & EF_ZOMGIB)
1354 trailtype = EFFECT_TR_SLIGHTBLOOD;
1355 else if (e->render.effects & EF_TRACER)
1356 trailtype = EFFECT_TR_WIZSPIKE;
1357 else if (e->render.effects & EF_TRACER2)
1358 trailtype = EFFECT_TR_KNIGHTSPIKE;
1359 else if (e->render.effects & EF_ROCKET)
1360 trailtype = EFFECT_TR_ROCKET;
1361 else if (e->render.effects & EF_GRENADE)
1363 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1364 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1366 else if (e->render.effects & EF_TRACER3)
1367 trailtype = EFFECT_TR_VORESPIKE;
1370 if (e->render.flags & RENDER_GLOWTRAIL)
1371 trailtype = EFFECT_TR_GLOWTRAIL;
1372 if (e->state_current.traileffectnum)
1373 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1374 // check if a trail is allowed (it is not after a teleport for example)
1375 if (trailtype && e->persistent.trail_allowed)
1379 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1380 len = e->state_current.time - e->state_previous.time;
1383 VectorScale(vel, len, vel);
1384 // 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
1385 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);
1387 // now that the entity has survived one trail update it is allowed to
1388 // leave a real trail on later frames
1389 e->persistent.trail_allowed = true;
1390 VectorCopy(origin, e->persistent.trail_origin);
1396 CL_UpdateViewEntities
1399 void CL_UpdateViewEntities(void)
1402 // update any RENDER_VIEWMODEL entities to use the new view matrix
1403 for (i = 1;i < cl.num_entities;i++)
1405 if (cl.entities_active[i])
1407 entity_t *ent = cl.entities + i;
1408 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1409 CL_UpdateNetworkEntity(ent, 32, true);
1412 // and of course the engine viewmodel needs updating as well
1413 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1418 CL_UpdateNetworkCollisionEntities
1421 static void CL_UpdateNetworkCollisionEntities(void)
1426 // start on the entity after the world
1427 cl.num_brushmodel_entities = 0;
1428 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1430 if (cl.entities_active[i])
1432 ent = cl.entities + i;
1433 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1435 // do not interpolate the bmodels for this
1436 CL_UpdateNetworkEntity(ent, 32, false);
1437 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1445 CL_UpdateNetworkEntities
1448 static void CL_UpdateNetworkEntities(void)
1453 // start on the entity after the world
1454 for (i = 1;i < cl.num_entities;i++)
1456 if (cl.entities_active[i])
1458 ent = cl.entities + i;
1459 if (ent->state_current.active)
1461 CL_UpdateNetworkEntity(ent, 32, true);
1462 // view models should never create light/trails
1463 if (!(ent->render.flags & RENDER_VIEWMODEL))
1464 CL_UpdateNetworkEntityTrail(ent);
1468 R_DecalSystem_Reset(&ent->render.decalsystem);
1469 cl.entities_active[i] = false;
1475 static void CL_UpdateViewModel(void)
1479 ent->state_previous = ent->state_current;
1480 ent->state_current = defaultstate;
1481 ent->state_current.time = cl.time;
1482 ent->state_current.number = (unsigned short)-1;
1483 ent->state_current.active = true;
1484 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1485 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1486 ent->state_current.flags = RENDER_VIEWMODEL;
1487 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1488 ent->state_current.modelindex = 0;
1489 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1491 if (gamemode == GAME_TRANSFUSION)
1492 ent->state_current.alpha = 128;
1494 ent->state_current.modelindex = 0;
1496 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1497 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1499 // reset animation interpolation on weaponmodel if model changed
1500 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1502 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1503 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1504 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1506 CL_UpdateNetworkEntity(ent, 32, true);
1509 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1510 static void CL_LinkNetworkEntity(entity_t *e)
1512 effectnameindex_t trailtype;
1518 // skip inactive entities and world
1519 if (!e->state_current.active || e == cl.entities)
1521 if (e->state_current.tagentity)
1523 // if the tag entity is currently impossible, skip it
1524 if (e->state_current.tagentity >= cl.num_entities)
1526 // if the tag entity is inactive, skip it
1527 if (!cl.entities[e->state_current.tagentity].state_current.active)
1529 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1531 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1533 // if we get here, it's properly csqc networked and attached
1537 // create entity dlights associated with this entity
1538 if (e->render.model && e->render.model->soundfromcenter)
1540 // bmodels are treated specially since their origin is usually '0 0 0'
1542 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1543 Matrix4x4_Transform(&e->render.matrix, o, origin);
1546 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1547 trailtype = EFFECT_NONE;
1552 // LadyHavoc: if the entity has no effects, don't check each
1553 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1555 if (e->render.effects & EF_BRIGHTFIELD)
1557 if (IS_NEXUIZ_DERIVED(gamemode))
1558 trailtype = EFFECT_TR_NEXUIZPLASMA;
1560 if (e->render.effects & EF_DIMLIGHT)
1562 dlightradius = max(dlightradius, 200);
1563 dlightcolor[0] += 1.50f;
1564 dlightcolor[1] += 1.50f;
1565 dlightcolor[2] += 1.50f;
1567 if (e->render.effects & EF_BRIGHTLIGHT)
1569 dlightradius = max(dlightradius, 400);
1570 dlightcolor[0] += 3.00f;
1571 dlightcolor[1] += 3.00f;
1572 dlightcolor[2] += 3.00f;
1574 // LadyHavoc: more effects
1575 if (e->render.effects & EF_RED) // red
1577 dlightradius = max(dlightradius, 200);
1578 dlightcolor[0] += 1.50f;
1579 dlightcolor[1] += 0.15f;
1580 dlightcolor[2] += 0.15f;
1582 if (e->render.effects & EF_BLUE) // blue
1584 dlightradius = max(dlightradius, 200);
1585 dlightcolor[0] += 0.15f;
1586 dlightcolor[1] += 0.15f;
1587 dlightcolor[2] += 1.50f;
1589 if (e->render.effects & EF_FLAME)
1590 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1591 if (e->render.effects & EF_STARDUST)
1592 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1594 // muzzleflash fades over time, and is offset a bit
1595 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1600 matrix4x4_t tempmatrix;
1601 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1602 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1603 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1604 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1605 Matrix4x4_Scale(&tempmatrix, 150, 1);
1606 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1607 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);
1608 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1610 // LadyHavoc: if the model has no flags, don't check each
1611 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1613 if (e->render.effects & EF_GIB)
1614 trailtype = EFFECT_TR_BLOOD;
1615 else if (e->render.effects & EF_ZOMGIB)
1616 trailtype = EFFECT_TR_SLIGHTBLOOD;
1617 else if (e->render.effects & EF_TRACER)
1618 trailtype = EFFECT_TR_WIZSPIKE;
1619 else if (e->render.effects & EF_TRACER2)
1620 trailtype = EFFECT_TR_KNIGHTSPIKE;
1621 else if (e->render.effects & EF_ROCKET)
1622 trailtype = EFFECT_TR_ROCKET;
1623 else if (e->render.effects & EF_GRENADE)
1625 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1626 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1628 else if (e->render.effects & EF_TRACER3)
1629 trailtype = EFFECT_TR_VORESPIKE;
1631 // LadyHavoc: customizable glow
1632 if (e->state_current.glowsize)
1634 // * 4 for the expansion from 0-255 to 0-1023 range,
1635 // / 255 to scale down byte colors
1636 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1637 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1640 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1642 matrix4x4_t dlightmatrix;
1644 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1645 light[3] = e->state_current.light[3];
1646 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1647 VectorSet(light, 1, 1, 1);
1650 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1651 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1652 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1653 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);
1654 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1656 // make the glow dlight
1657 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1659 matrix4x4_t dlightmatrix;
1660 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1661 // hack to make glowing player light shine on their gun
1662 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1663 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1664 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1665 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);
1666 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1669 if (e->render.flags & RENDER_GLOWTRAIL)
1670 trailtype = EFFECT_TR_GLOWTRAIL;
1671 if (e->state_current.traileffectnum)
1672 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1674 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1676 // don't show entities with no modelindex (note: this still shows
1677 // entities which have a modelindex that resolved to a NULL model)
1678 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1679 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1680 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1681 // Matrix4x4_Print(&e->render.matrix);
1684 static void CL_RelinkWorld(void)
1686 entity_t *ent = &cl.entities[0];
1687 // FIXME: this should be done at load
1688 ent->render.matrix = identitymatrix;
1689 ent->render.flags = RENDER_SHADOW;
1690 if (!r_fullbright.integer)
1691 ent->render.flags |= RENDER_LIGHT;
1692 VectorSet(ent->render.colormod, 1, 1, 1);
1693 VectorSet(ent->render.glowmod, 1, 1, 1);
1694 ent->render.allowdecals = true;
1695 CL_UpdateRenderEntity(&ent->render);
1696 r_refdef.scene.worldentity = &ent->render;
1697 r_refdef.scene.worldmodel = cl.worldmodel;
1699 // if the world is q2bsp, animate the textures
1700 if (ent->render.model && ent->render.model->brush.isq2bsp)
1701 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1704 static void CL_RelinkStaticEntities(void)
1708 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1710 e->render.flags = 0;
1711 // if the model was not loaded when the static entity was created we
1712 // need to re-fetch the model pointer
1713 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1714 // either fullbright or lit
1715 if(!r_fullbright.integer)
1717 if (!(e->render.effects & EF_FULLBRIGHT))
1718 e->render.flags |= RENDER_LIGHT;
1720 // hide player shadow during intermission or nehahra movie
1721 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1722 e->render.flags |= RENDER_SHADOW;
1723 VectorSet(e->render.colormod, 1, 1, 1);
1724 VectorSet(e->render.glowmod, 1, 1, 1);
1725 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1726 e->render.allowdecals = true;
1727 CL_UpdateRenderEntity(&e->render);
1728 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1737 static void CL_RelinkNetworkEntities(void)
1742 // start on the entity after the world
1743 for (i = 1;i < cl.num_entities;i++)
1745 if (cl.entities_active[i])
1747 ent = cl.entities + i;
1748 if (ent->state_current.active)
1749 CL_LinkNetworkEntity(ent);
1751 cl.entities_active[i] = false;
1756 static void CL_RelinkEffects(void)
1760 entity_render_t *entrender;
1763 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1767 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1768 intframe = (int)frame;
1769 if (intframe < 0 || intframe >= e->endframe)
1771 memset(e, 0, sizeof(*e));
1772 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1777 if (intframe != e->frame)
1779 e->frame = intframe;
1780 e->frame1time = e->frame2time;
1781 e->frame2time = cl.time;
1784 // if we're drawing effects, get a new temp entity
1785 // (NewTempEntity adds it to the render entities list for us)
1786 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1788 // interpolation stuff
1789 entrender->framegroupblend[0].frame = intframe;
1790 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1791 entrender->framegroupblend[0].start = e->frame1time;
1792 if (intframe + 1 >= e->endframe)
1794 entrender->framegroupblend[1].frame = 0; // disappear
1795 entrender->framegroupblend[1].lerp = 0;
1796 entrender->framegroupblend[1].start = 0;
1800 entrender->framegroupblend[1].frame = intframe + 1;
1801 entrender->framegroupblend[1].lerp = frame - intframe;
1802 entrender->framegroupblend[1].start = e->frame2time;
1806 entrender->model = e->model;
1807 entrender->alpha = 1;
1808 VectorSet(entrender->colormod, 1, 1, 1);
1809 VectorSet(entrender->glowmod, 1, 1, 1);
1811 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1812 CL_UpdateRenderEntity(entrender);
1818 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1820 VectorCopy(b->start, start);
1821 VectorCopy(b->end, end);
1823 // if coming from the player, update the start position
1824 if (b->entity == cl.viewentity)
1826 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1828 // LadyHavoc: this is a stupid hack from Quake that makes your
1829 // lightning appear to come from your waist and cover less of your
1831 // in Quake this hack was applied to all players (causing the
1832 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1833 // only applies to your own lightning, and only in first person
1834 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1836 if (cl_beams_instantaimhack.integer)
1838 vec3_t dir, localend;
1840 // LadyHavoc: this updates the beam direction to match your
1842 VectorSubtract(end, start, dir);
1843 len = VectorLength(dir);
1844 VectorNormalize(dir);
1845 VectorSet(localend, len, 0, 0);
1846 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1851 void CL_RelinkBeams(void)
1855 vec3_t dist, org, start, end;
1857 entity_render_t *entrender;
1860 matrix4x4_t tempmatrix;
1862 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1866 if (b->endtime < cl.time)
1872 CL_Beam_CalculatePositions(b, start, end);
1876 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1878 // FIXME: create a matrix from the beam start/end orientation
1880 VectorSet(dlightcolor, 0.3, 0.7, 1);
1881 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1882 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);
1883 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1885 if (cl_beams_polygons.integer)
1887 CL_Beam_AddPolygons(b);
1892 // calculate pitch and yaw
1893 // (this is similar to the QuakeC builtin function vectoangles)
1894 VectorSubtract(end, start, dist);
1895 if (dist[1] == 0 && dist[0] == 0)
1905 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1909 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1910 pitch = atan2(dist[2], forward) * 180 / M_PI;
1915 // add new entities for the lightning
1916 VectorCopy (start, org);
1917 d = VectorNormalizeLength(dist);
1920 entrender = CL_NewTempEntity (0);
1923 entrender->model = b->model;
1924 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1925 CL_UpdateRenderEntity(entrender);
1926 VectorMA(org, 30, dist, org);
1931 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1935 static void CL_RelinkQWNails(void)
1939 entity_render_t *entrender;
1941 for (i = 0;i < cl.qw_num_nails;i++)
1945 // if we're drawing effects, get a new temp entity
1946 // (NewTempEntity adds it to the render entities list for us)
1947 if (!(entrender = CL_NewTempEntity(0)))
1951 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1952 entrender->alpha = 1;
1953 VectorSet(entrender->colormod, 1, 1, 1);
1954 VectorSet(entrender->glowmod, 1, 1, 1);
1956 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1957 CL_UpdateRenderEntity(entrender);
1961 static void CL_LerpPlayer(float frac)
1965 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1966 for (i = 0;i < 3;i++)
1968 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1969 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1970 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1973 // interpolate the angles if playing a demo or spectating someone
1974 if (cls.demoplayback || cl.fixangle[0])
1976 for (i = 0;i < 3;i++)
1978 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1983 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1988 void CSQC_RelinkAllEntities (int drawmask)
1992 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1993 CL_MeshEntities_Scene_AddRenderEntity();
1994 CL_RelinkStaticEntities();
1997 CL_RelinkLightFlashes();
2000 if (drawmask & ENTMASK_ENGINE)
2002 CL_RelinkNetworkEntities();
2003 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2004 CL_LinkNetworkEntity(&cl.viewent); // link gun model
2008 // update view blend
2016 Update client game world for a new frame
2019 void CL_UpdateWorld(void)
2021 r_refdef.scene.extraupdate = !r_speeds.integer;
2022 r_refdef.scene.numentities = 0;
2023 r_refdef.scene.numlights = 0;
2024 r_refdef.view.matrix = identitymatrix;
2025 r_refdef.view.quality = 1;
2027 cl.num_brushmodel_entities = 0;
2029 if (cls.state == ca_connected && cls.signon == SIGNONS)
2031 // prepare for a new frame
2032 CL_LerpPlayer(CL_LerpPoint());
2033 CL_DecayLightFlashes();
2034 CL_ClearTempEntities();
2038 // if prediction is enabled we have to update all the collidable
2039 // network entities before the prediction code can be run
2040 CL_UpdateNetworkCollisionEntities();
2042 // now update the player prediction
2043 CL_ClientMovement_Replay();
2045 // update the player entity (which may be predicted)
2046 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2048 // now update the view (which depends on that player entity)
2051 // now update all the network entities and create particle trails
2052 // (some entities may depend on the view)
2053 CL_UpdateNetworkEntities();
2055 // update the engine-based viewmodel
2056 CL_UpdateViewModel();
2058 // when csqc is loaded, it will call this in CSQC_UpdateView
2059 if (!cl.csqc_loaded)
2061 // clear the CL_Mesh_Scene() used for some engine effects
2062 CL_MeshEntities_Scene_Clear();
2063 // add engine entities and effects
2064 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2067 // decals, particles, and explosions will be updated during rneder
2070 r_refdef.scene.time = cl.time;
2074 ======================
2076 ======================
2078 static void CL_Fog_f(cmd_state_t *cmd)
2080 if (Cmd_Argc (cmd) == 1)
2082 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);
2085 FOG_clear(); // so missing values get good defaults
2086 if(Cmd_Argc(cmd) > 1)
2087 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2088 if(Cmd_Argc(cmd) > 2)
2089 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2090 if(Cmd_Argc(cmd) > 3)
2091 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2092 if(Cmd_Argc(cmd) > 4)
2093 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2094 if(Cmd_Argc(cmd) > 5)
2095 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2096 if(Cmd_Argc(cmd) > 6)
2097 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2098 if(Cmd_Argc(cmd) > 7)
2099 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2100 if(Cmd_Argc(cmd) > 8)
2101 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2102 if(Cmd_Argc(cmd) > 9)
2103 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2107 ======================
2108 CL_FogHeightTexture_f
2109 ======================
2111 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2113 if (Cmd_Argc (cmd) < 11)
2115 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);
2118 FOG_clear(); // so missing values get good defaults
2119 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2120 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2121 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2122 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2123 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2124 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2125 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2126 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2127 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2128 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2133 ====================
2136 For program optimization
2137 ====================
2139 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2142 double timestart, timedelta;
2144 r_refdef.scene.extraupdate = false;
2146 timestart = Sys_DirtyTime();
2147 for (i = 0;i < 128;i++)
2149 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);
2150 r_refdef.view.quality = 1;
2153 timedelta = Sys_DirtyTime() - timestart;
2155 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2158 static void CL_AreaStats_f(cmd_state_t *cmd)
2160 World_PrintAreaStats(&cl.world, "client");
2163 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2168 vec3_t nearestpoint;
2169 vec_t dist, bestdist;
2172 for (loc = cl.locnodes;loc;loc = loc->next)
2174 for (i = 0;i < 3;i++)
2175 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2176 dist = VectorDistance2(nearestpoint, point);
2177 if (bestdist > dist || !best)
2188 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2191 loc = CL_Locs_FindNearest(point);
2193 strlcpy(buffer, loc->name, buffersize);
2195 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2198 static void CL_Locs_FreeNode(cl_locnode_t *node)
2200 cl_locnode_t **pointer, **next;
2201 for (pointer = &cl.locnodes;*pointer;pointer = next)
2203 next = &(*pointer)->next;
2204 if (*pointer == node)
2206 *pointer = node->next;
2211 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2214 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2216 cl_locnode_t *node, **pointer;
2220 namelen = (int)strlen(name);
2221 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2222 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2223 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2224 node->name = (char *)(node + 1);
2225 memcpy(node->name, name, namelen);
2226 node->name[namelen] = 0;
2227 // link it into the tail of the list to preserve the order
2228 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2233 static void CL_Locs_Add_f(cmd_state_t *cmd)
2236 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2238 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2241 mins[0] = atof(Cmd_Argv(cmd, 1));
2242 mins[1] = atof(Cmd_Argv(cmd, 2));
2243 mins[2] = atof(Cmd_Argv(cmd, 3));
2244 if (Cmd_Argc(cmd) == 8)
2246 maxs[0] = atof(Cmd_Argv(cmd, 4));
2247 maxs[1] = atof(Cmd_Argv(cmd, 5));
2248 maxs[2] = atof(Cmd_Argv(cmd, 6));
2249 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2252 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2255 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2258 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2260 CL_Locs_FreeNode(loc);
2262 Con_Printf("no loc point or box found for your location\n");
2265 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2268 CL_Locs_FreeNode(cl.locnodes);
2271 static void CL_Locs_Save_f(cmd_state_t *cmd)
2275 char locfilename[MAX_QPATH];
2278 Con_Printf("No loc points/boxes exist!\n");
2281 if (cls.state != ca_connected || !cl.worldmodel)
2283 Con_Printf("No level loaded!\n");
2286 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2288 outfile = FS_OpenRealFile(locfilename, "w", false);
2291 // if any boxes are used then this is a proquake-format loc file, which
2292 // allows comments, so add some relevant information at the start
2293 for (loc = cl.locnodes;loc;loc = loc->next)
2294 if (!VectorCompare(loc->mins, loc->maxs))
2298 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);
2299 for (loc = cl.locnodes;loc;loc = loc->next)
2300 if (VectorCompare(loc->mins, loc->maxs))
2303 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");
2305 for (loc = cl.locnodes;loc;loc = loc->next)
2307 if (VectorCompare(loc->mins, loc->maxs))
2311 const char *in = loc->name;
2312 char name[MAX_INPUTLINE];
2313 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2315 if (*in == ' ') {s = "$loc_name_separator";in++;}
2316 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2317 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2318 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2319 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2320 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2321 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2322 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2323 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2324 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2325 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2329 while (len < (int)sizeof(name) - 1 && *s)
2333 name[len++] = *in++;
2336 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2339 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);
2344 void CL_Locs_Reload_f(cmd_state_t *cmd)
2346 int i, linenumber, limit, len;
2348 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2349 fs_offset_t filesize;
2351 char locfilename[MAX_QPATH];
2352 char name[MAX_INPUTLINE];
2354 if (cls.state != ca_connected || !cl.worldmodel)
2356 Con_Printf("No level loaded!\n");
2360 CL_Locs_Clear_f(cmd);
2362 // try maps/something.loc first (LadyHavoc: where I think they should be)
2363 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2364 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2367 // try proquake name as well (LadyHavoc: I hate path mangling)
2368 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2369 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2374 textend = filedata + filesize;
2375 for (linenumber = 1;text < textend;linenumber++)
2378 for (;text < textend && *text != '\r' && *text != '\n';text++)
2381 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2385 // trim trailing whitespace
2386 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2388 // trim leading whitespace
2389 while (linestart < lineend && ISWHITESPACE(*linestart))
2391 // check if this is a comment
2392 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2394 linetext = linestart;
2396 for (i = 0;i < limit;i++)
2398 if (linetext >= lineend)
2400 // note: a missing number is interpreted as 0
2402 mins[i] = atof(linetext);
2404 maxs[i - 3] = atof(linetext);
2405 // now advance past the number
2406 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2408 // advance through whitespace
2409 if (linetext < lineend)
2411 if (*linetext == ',')
2415 // note: comma can be followed by whitespace
2417 if (ISWHITESPACE(*linetext))
2420 while (linetext < lineend && ISWHITESPACE(*linetext))
2425 // if this is a quoted name, remove the quotes
2428 if (linetext >= lineend || *linetext != '"')
2429 continue; // proquake location names are always quoted
2432 len = min(lineend - linetext, (int)sizeof(name) - 1);
2433 memcpy(name, linetext, len);
2435 // add the box to the list
2436 CL_Locs_AddNode(mins, maxs, name);
2438 // if a point was parsed, it needs to be scaled down by 8 (since
2439 // point-based loc files were invented by a proxy which dealt
2440 // directly with quake protocol coordinates, which are *8), turn
2444 // interpret silly fuhquake macros
2445 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2447 if (*linetext == '$')
2449 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2450 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2451 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2452 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2453 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2454 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2455 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2456 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2457 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2458 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2459 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2463 while (len < (int)sizeof(name) - 1 && *s)
2468 name[len++] = *linetext++;
2471 // add the point to the list
2472 VectorScale(mins, (1.0 / 8.0), mins);
2473 CL_Locs_AddNode(mins, mins, name);
2480 entity_t cl_meshentities[NUM_MESHENTITIES];
2481 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2482 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2488 static void CL_MeshEntities_Restart(void)
2492 for (i = 0; i < NUM_MESHENTITIES; i++)
2494 ent = cl_meshentities + i;
2495 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2499 static void CL_MeshEntities_Init(void)
2503 for (i = 0; i < NUM_MESHENTITIES; i++)
2505 ent = cl_meshentities + i;
2506 ent->state_current.active = true;
2507 ent->render.model = cl_meshentitymodels + i;
2508 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2509 ent->render.alpha = 1;
2510 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2511 ent->render.framegroupblend[0].lerp = 1;
2512 ent->render.frameblend[0].lerp = 1;
2513 VectorSet(ent->render.colormod, 1, 1, 1);
2514 VectorSet(ent->render.glowmod, 1, 1, 1);
2515 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2516 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2517 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2518 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2519 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2520 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2521 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2522 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2523 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2524 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2525 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2526 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2527 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2528 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2529 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2531 Matrix4x4_CreateIdentity(&ent->render.matrix);
2532 CL_UpdateRenderEntity(&ent->render);
2534 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2535 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2538 void CL_MeshEntities_Scene_Clear(void)
2540 Mod_Mesh_Reset(CL_Mesh_Scene());
2543 void CL_MeshEntities_Scene_AddRenderEntity(void)
2545 entity_t* ent = &cl_meshentities[MESH_SCENE];
2546 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2549 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2551 entity_t *ent = &cl_meshentities[MESH_SCENE];
2552 Mod_Mesh_Finalize(ent->render.model);
2553 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2554 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2557 static void CL_MeshEntities_Shutdown(void)
2561 extern cvar_t r_overheadsprites_pushback;
2562 extern cvar_t r_fullbright_directed_pitch_relative;
2563 extern cvar_t r_fullbright_directed_pitch;
2564 extern cvar_t r_fullbright_directed_ambient;
2565 extern cvar_t r_fullbright_directed_diffuse;
2566 extern cvar_t r_fullbright_directed;
2567 extern cvar_t r_hdr_glowintensity;
2569 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2573 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2574 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2576 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2577 // same for all stereo views, and to better handle pitches outside
2578 // [-90, 90] (in_pitch_* cvars allow that).
2579 VectorCopy(cl.viewangles, angles);
2580 if (r_fullbright_directed_pitch_relative.integer) {
2581 angles[PITCH] += r_fullbright_directed_pitch.value;
2584 angles[PITCH] = r_fullbright_directed_pitch.value;
2586 AngleVectors(angles, worldspacenormal, NULL, NULL);
2587 VectorNegate(worldspacenormal, worldspacenormal);
2590 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2592 float shadingorigin[3], a[3], c[3], dir[3];
2595 for (q = 0; q < 3; q++)
2596 a[q] = c[q] = dir[q] = 0;
2598 ent->render_lightgrid = false;
2599 ent->render_modellight_forced = false;
2600 ent->render_rtlight_disabled = false;
2602 // pick an appropriate value for render_modellight_origin - if this is an
2603 // attachment we want to use the parent's render_modellight_origin so that
2604 // shading is the same (also important for r_shadows to cast shadows in the
2606 if (VectorLength2(ent->custommodellight_origin))
2608 // CSQC entities always provide this (via CL_GetTagMatrix)
2609 for (q = 0; q < 3; q++)
2610 shadingorigin[q] = ent->custommodellight_origin[q];
2612 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2614 // network entity - follow attachment chain back to a root entity,
2615 int entnum = ent->entitynumber, recursion;
2616 for (recursion = 32; recursion > 0; --recursion)
2618 int parentnum = cl.entities[entnum].state_current.tagentity;
2619 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2623 // grab the root entity's origin
2624 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2628 // not a CSQC entity (which sets custommodellight_origin), not a network
2629 // entity - so it's probably not attached to anything
2630 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2633 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2635 // intentionally EF_FULLBRIGHT entity
2636 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2637 // CSQC can still provide its own customized modellight values
2638 ent->render_rtlight_disabled = true;
2639 ent->render_modellight_forced = true;
2640 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2642 // custom colors provided by CSQC
2643 for (q = 0; q < 3; q++)
2645 a[q] = ent->custommodellight_ambient[q];
2646 c[q] = ent->custommodellight_diffuse[q];
2647 dir[q] = ent->custommodellight_lightdir[q];
2650 else if (r_fullbright_directed.integer)
2651 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2653 for (q = 0; q < 3; q++)
2658 // fetch the lighting from the worldmodel data
2660 // CSQC can provide its own customized modellight values
2661 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2663 ent->render_modellight_forced = true;
2664 for (q = 0; q < 3; q++)
2666 a[q] = ent->custommodellight_ambient[q];
2667 c[q] = ent->custommodellight_diffuse[q];
2668 dir[q] = ent->custommodellight_lightdir[q];
2671 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2673 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2674 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2675 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2676 ent->render_modellight_forced = true;
2677 ent->render_rtlight_disabled = true;
2679 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))
2680 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2682 ent->render_lightgrid = true;
2683 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2685 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2686 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2687 else if (r_fullbright_directed.integer)
2688 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2690 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2693 for (q = 0; q < 3; q++)
2695 ent->render_fullbright[q] = ent->colormod[q];
2696 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2697 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2698 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2699 ent->render_modellight_specular[q] = c[q];
2700 ent->render_modellight_lightdir_world[q] = dir[q];
2701 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2702 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2703 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2704 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2705 ent->render_rtlight_specular[q] = 1;
2708 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2709 if (ent->render_modellight_forced)
2710 for (q = 0; q < 3; q++)
2711 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2712 if (ent->render_rtlight_disabled)
2713 for (q = 0; q < 3; q++)
2714 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2716 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2717 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2718 VectorNormalize(ent->render_modellight_lightdir_world);
2719 // transform into local space for the entity as well
2720 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2721 VectorNormalize(ent->render_modellight_lightdir_local);
2725 void CL_UpdateEntityShading(void)
2728 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2729 for (i = 0; i < r_refdef.scene.numentities; i++)
2730 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2733 qbool vid_opened = false;
2734 void CL_StartVideo(void)
2736 if (!vid_opened && cls.state != ca_dedicated)
2740 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2741 NetConn_UpdateSockets();
2748 extern cvar_t host_framerate;
2749 extern cvar_t host_speeds;
2751 double CL_Frame (double time)
2753 static double clframetime;
2754 static double cl_timer = 0;
2755 static double time1 = 0, time2 = 0, time3 = 0;
2756 int pass1, pass2, pass3;
2758 CL_VM_PreventInformationLeaks();
2760 // get new key events
2761 Key_EventQueue_Unblock();
2762 SndSys_SendKeyEvents();
2763 Sys_SendKeyEvents();
2765 if((cl_timer += time) < 0)
2768 // limit the frametime steps to no more than 100ms each
2772 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2774 R_TimeReport("---");
2775 Collision_Cache_NewFrame();
2776 R_TimeReport("photoncache");
2777 #ifdef CONFIG_VIDEO_CAPTURE
2778 // decide the simulation time
2779 if (cls.capturevideo.active)
2782 if (cls.capturevideo.realtime)
2783 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2786 clframetime = 1.0 / cls.capturevideo.framerate;
2787 cl.realframetime = max(time, clframetime);
2790 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2793 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2796 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2797 // when running slow, we need to sleep to keep input responsive
2798 if (cl_maxfps_alwayssleep.value > 0)
2799 Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
2801 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2802 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2804 clframetime = cl.realframetime = cl_timer;
2806 // apply slowmo scaling
2807 clframetime *= cl.movevars_timescale;
2808 // scale playback speed of demos by slowmo cvar
2809 if (cls.demoplayback)
2811 clframetime *= host_timescale.value;
2812 // if demo playback is paused, don't advance time at all
2818 // host_framerate overrides all else
2819 if (host_framerate.value)
2820 clframetime = host_framerate.value;
2822 if (cl.paused || host.paused)
2827 clframetime = cl.realframetime = cl_timer;
2829 // deduct the frame time from the accumulator
2830 cl_timer -= cl.realframetime;
2832 cl.oldtime = cl.time;
2833 cl.time += clframetime;
2836 if (host_speeds.integer)
2837 time1 = Sys_DirtyTime();
2838 R_TimeReport("pre-input");
2840 // Collect input into cmd
2843 R_TimeReport("input");
2845 // check for new packets
2846 NetConn_ClientFrame();
2848 // read a new frame from a demo if needed
2849 CL_ReadDemoMessage();
2850 R_TimeReport("clientnetwork");
2852 // now that packets have been read, send input to server
2854 R_TimeReport("sendmove");
2856 // update client world (interpolate entities, create trails, etc)
2858 R_TimeReport("lerpworld");
2862 R_TimeReport("client");
2865 R_TimeReport("render");
2867 if (host_speeds.integer)
2868 time2 = Sys_DirtyTime();
2871 if(cl.csqc_usecsqclistener)
2873 S_Update(&cl.csqc_listenermatrix);
2874 cl.csqc_usecsqclistener = false;
2877 S_Update(&r_refdef.view.matrix);
2880 R_TimeReport("audio");
2882 // reset gathering of mouse input
2883 in_mouse_x = in_mouse_y = 0;
2885 if (host_speeds.integer)
2887 pass1 = (int)((time1 - time3)*1000000);
2888 time3 = Sys_DirtyTime();
2889 pass2 = (int)((time2 - time1)*1000000);
2890 pass3 = (int)((time3 - time2)*1000000);
2891 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2892 pass1+pass2+pass3, pass1, pass2, pass3);
2895 // if there is some time remaining from this frame, reset the timer
2896 return cl_timer >= 0 ? 0 : cl_timer;
2904 void CL_Shutdown (void)
2906 // be quiet while shutting down
2909 // disconnect client from server if active
2912 CL_Video_Shutdown();
2920 CDAudio_Shutdown ();
2923 R_Modules_Shutdown();
2926 CL_Screen_Shutdown();
2927 CL_Particles_Shutdown();
2928 CL_Parse_Shutdown();
2929 CL_MeshEntities_Shutdown();
2934 Mem_FreePool (&cls.permanentmempool);
2935 Mem_FreePool (&cls.levelmempool);
2945 if (cls.state == ca_dedicated)
2947 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2951 Con_Printf("Initializing client\n");
2953 Cvar_SetValueQuick(&host_isclient, 1);
2968 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2969 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2971 memset(&r_refdef, 0, sizeof(r_refdef));
2972 // max entities sent to renderer per frame
2973 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2974 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2976 // max temp entities
2977 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2978 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2983 // register our commands
2987 Cvar_RegisterVariable (&cl_upspeed);
2988 Cvar_RegisterVariable (&cl_forwardspeed);
2989 Cvar_RegisterVariable (&cl_backspeed);
2990 Cvar_RegisterVariable (&cl_sidespeed);
2991 Cvar_RegisterVariable (&cl_movespeedkey);
2992 Cvar_RegisterVariable (&cl_yawspeed);
2993 Cvar_RegisterVariable (&cl_pitchspeed);
2994 Cvar_RegisterVariable (&cl_anglespeedkey);
2995 Cvar_RegisterVariable (&cl_shownet);
2996 Cvar_RegisterVariable (&cl_nolerp);
2997 Cvar_RegisterVariable (&cl_lerpexcess);
2998 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2999 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3000 Cvar_RegisterVariable (&cl_deathfade);
3001 Cvar_RegisterVariable (&lookspring);
3002 Cvar_RegisterVariable (&lookstrafe);
3003 Cvar_RegisterVariable (&sensitivity);
3004 Cvar_RegisterVariable (&freelook);
3006 Cvar_RegisterVariable (&m_pitch);
3007 Cvar_RegisterVariable (&m_yaw);
3008 Cvar_RegisterVariable (&m_forward);
3009 Cvar_RegisterVariable (&m_side);
3011 Cvar_RegisterVariable (&cl_itembobspeed);
3012 Cvar_RegisterVariable (&cl_itembobheight);
3016 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3017 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3018 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3019 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)");
3021 // Support Client-side Model Index List
3022 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3023 // Support Client-side Sound Index List
3024 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3026 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3027 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)");
3029 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3031 Cvar_RegisterVariable(&r_draweffects);
3032 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3033 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3034 Cvar_RegisterVariable(&cl_explosions_size_start);
3035 Cvar_RegisterVariable(&cl_explosions_size_end);
3036 Cvar_RegisterVariable(&cl_explosions_lifetime);
3037 Cvar_RegisterVariable(&cl_stainmaps);
3038 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3039 Cvar_RegisterVariable(&cl_beams_polygons);
3040 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3041 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3042 Cvar_RegisterVariable(&cl_beams_lightatend);
3043 Cvar_RegisterVariable(&cl_noplayershadow);
3044 Cvar_RegisterVariable(&cl_dlights_decayradius);
3045 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3047 Cvar_RegisterVariable(&cl_prydoncursor);
3048 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3050 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3052 // for QW connections
3053 Cvar_RegisterVariable(&qport);
3054 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3056 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3058 Cvar_RegisterVariable(&cl_locs_enable);
3059 Cvar_RegisterVariable(&cl_locs_show);
3060 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)");
3061 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)");
3062 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3063 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3064 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3066 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3068 Cvar_RegisterVariable (&cl_minfps);
3069 Cvar_RegisterVariable (&cl_minfps_fade);
3070 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3071 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3072 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3073 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3074 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3075 Cvar_RegisterVariable (&cl_minfps_force);
3076 Cvar_RegisterVariable (&cl_maxfps);
3077 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3078 Cvar_RegisterVariable (&cl_maxidlefps);
3081 CL_Particles_Init();
3083 CL_MeshEntities_Init();
3087 NetConn_UpdateSockets_Client();
3089 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3090 host.hook.Disconnect = CL_Disconnect;
3091 host.hook.CL_Intermission = CL_Intermission;
3092 host.hook.ToggleMenu = CL_ToggleMenu_Hook;