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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
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"};
40
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)"};
46
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"};
49
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"};
53
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"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
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"};
72
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"};
75
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"};
80
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)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
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"};
87
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)"};
89
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"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
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"};
97
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"};
109
110 client_static_t cls;
111 client_state_t  cl;
112
113 /*
114 =====================
115 CL_ClearState
116
117 =====================
118 */
119 void CL_ClearState(void)
120 {
121         int i;
122         entity_t *ent;
123
124         CL_VM_ShutDown();
125
126 // wipe the entire cl structure
127         Mem_EmptyPool(cls.levelmempool);
128         memset (&cl, 0, sizeof(cl));
129
130         S_StopAllSounds();
131
132         // reset the view zoom interpolation
133         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134         cl.sensitivityscale = 1.0f;
135
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;
140
141         // set up the float version of the stats array for easier access to float stats
142         cl.statsf = (float *)cl.stats;
143
144         cl.num_entities = 0;
145         cl.num_static_entities = 0;
146         cl.num_brushmodel_entities = 0;
147
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
158         cl.max_showlmps = 0;
159
160         cl.num_dlights = 0;
161         cl.num_effects = 0;
162         cl.num_beams = 0;
163
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));
174         cl.showlmps = NULL;
175
176         // LadyHavoc: have to set up the baseline info for alpha and other stuff
177         for (i = 0;i < cl.max_entities;i++)
178         {
179                 cl.entities[i].state_baseline = defaultstate;
180                 cl.entities[i].state_previous = defaultstate;
181                 cl.entities[i].state_current = defaultstate;
182         }
183
184         if (IS_NEXUIZ_DERIVED(gamemode))
185         {
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);
190         }
191         else
192         {
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);
197         }
198
199         // disable until we get textures for it
200         R_ResetSkyBox();
201
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);
211
212         // noclip is turned off at start
213         noclip_anglehack = false;
214
215         // mark all frames invalid for delta
216         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
217
218         // set bestweapon data back to Quake data
219         IN_BestWeapon_ResetData();
220
221         CL_Screen_NewMap();
222 }
223
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
226
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
228 {
229         int i;
230         qbool fail = false;
231         char vabuf[1024];
232         if (!allowstarkey && key[0] == '*')
233                 fail = true;
234         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
235                 fail = true;
236         for (i = 0;key[i];i++)
237                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
238                         fail = true;
239         for (i = 0;value[i];i++)
240                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
241                         fail = true;
242         if (fail)
243         {
244                 if (!quiet)
245                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
246                 return;
247         }
248         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249         if (cls.state == ca_connected && cls.netcon)
250         {
251                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
252                 {
253                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
255                 }
256                 else if (!strcasecmp(key, "name"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
260                 }
261                 else if (!strcasecmp(key, "playermodel"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playerskin"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "topcolor"))
272                 {
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));
275                 }
276                 else if (!strcasecmp(key, "bottomcolor"))
277                 {
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)));
280                 }
281                 else if (!strcasecmp(key, "rate"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
285                 }
286                 else if (!strcasecmp(key, "rate_burstsize"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
290                 }
291         }
292 }
293
294 void CL_ExpandEntities(int num)
295 {
296         int i, oldmaxentities;
297         entity_t *oldentities;
298         if (num >= cl.max_entities)
299         {
300                 if (!cl.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++)
311                 {
312                         cl.entities[i].state_baseline = defaultstate;
313                         cl.entities[i].state_previous = defaultstate;
314                         cl.entities[i].state_current = defaultstate;
315                 }
316         }
317 }
318
319 void CL_ExpandCSQCRenderEntities(int num)
320 {
321         int i;
322         int oldmaxcsqcrenderentities;
323         entity_render_t *oldcsqcrenderentities;
324         if (num >= cl.max_csqcrenderentities)
325         {
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)
333                 {
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);
339                 }
340         }
341 }
342
343 static void CL_ToggleMenu_Hook(void)
344 {
345 #ifdef CONFIG_MENU
346         // remove menu
347         if (key_dest == key_menu || key_dest == key_menu_grabbed)
348                 MR_ToggleMenu(0);
349 #endif
350         key_dest = key_game;
351 }
352
353 extern cvar_t rcon_secure;
354
355 /*
356 =====================
357 CL_Disconnect
358
359 Sends a disconnect message to the server
360 This is also called on Host_Error, so it shouldn't cause any errors
361 =====================
362 */
363 void CL_Disconnect(void)
364 {
365         if (cls.state == ca_dedicated)
366                 return;
367
368         if (Sys_CheckParm("-profilegameonly"))
369                 Sys_AllowProfiling(false);
370
371         Curl_Clear_forthismap();
372
373         Con_DPrintf("CL_Disconnect\n");
374
375     Cvar_SetValueQuick(&csqc_progcrc, -1);
376         Cvar_SetValueQuick(&csqc_progsize, -1);
377         CL_VM_ShutDown();
378 // stop sounds (especially looping!)
379         S_StopAllSounds ();
380
381         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
382
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;
388
389         cl.worldmodel = NULL;
390
391         CL_Parse_ErrorCleanUp();
392
393         if (cls.demoplayback)
394                 CL_StopPlayback();
395         else if (cls.netcon)
396         {
397                 sizebuf_t buf;
398                 unsigned char bufdata[8];
399                 if (cls.demorecording)
400                         CL_Stop_f(cmd_local);
401
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));
405                 buf.data = bufdata;
406                 buf.maxsize = sizeof(bufdata);
407                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
408                 {
409                         Con_DPrint("Sending drop command\n");
410                         MSG_WriteByte(&buf, qw_clc_stringcmd);
411                         MSG_WriteString(&buf, "drop");
412                 }
413                 else
414                 {
415                         Con_DPrint("Sending clc_disconnect\n");
416                         MSG_WriteByte(&buf, clc_disconnect);
417                 }
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);
422                 cls.netcon = NULL;
423                 Con_Printf("Disconnected\n");
424         }
425         cls.state = ca_disconnected;
426         cl.islocalgame = false;
427
428         cls.demoplayback = cls.timedemo = host.restless = false;
429         cls.signon = 0;
430
431         Cvar_Callback(&cl_netport);
432
433         // If we're dropped mid-connection attempt, it won't clear otherwise.
434         SCR_ClearLoadingScreen(false);
435
436         if(host.hook.SV_Shutdown)
437                 host.hook.SV_Shutdown();
438 }
439
440 /*
441 ==================
442 CL_Reconnect_f
443
444 This command causes the client to wait for the signon messages again.
445 This is sent just before a server changes levels
446 ==================
447 */
448 static void CL_Reconnect_f(cmd_state_t *cmd)
449 {
450         char temp[128];
451         // if not connected, reconnect to the most recent server
452         if (!cls.netcon)
453         {
454                 // if we have connected to a server recently, the userinfo
455                 // will still contain its IP address, so get the address...
456                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
457                 if (temp[0])
458                         CL_EstablishConnection(temp, -1);
459                 else
460                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
461                 return;
462         }
463         // if connected, do something based on protocol
464         if (cls.protocol == PROTOCOL_QUAKEWORLD)
465         {
466                 // quakeworld can just re-login
467                 if (cls.qw_downloadmemory)  // don't change when downloading
468                         return;
469
470                 S_StopAllSounds();
471
472                 if (cls.state == ca_connected)
473                 {
474                         Con_Printf("Server is changing level...\n");
475                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
476                         MSG_WriteString(&cls.netcon->message, "new");
477                 }
478         }
479         else
480         {
481                 // netquake uses reconnect on level changes (silly)
482                 if (Cmd_Argc(cmd) != 1)
483                 {
484                         Con_Print("reconnect : wait for signon messages again\n");
485                         return;
486                 }
487                 if (!cls.signon)
488                 {
489                         Con_Print("reconnect: no signon, ignoring reconnect\n");
490                         return;
491                 }
492                 cls.signon = 0;         // need new connection messages
493         }
494 }
495
496 /*
497 =====================
498 CL_Connect_f
499
500 User command to connect to server
501 =====================
502 */
503 static void CL_Connect_f(cmd_state_t *cmd)
504 {
505         if (Cmd_Argc(cmd) < 2)
506         {
507                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
508                 return;
509         }
510         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
511         if(rcon_secure.integer <= 0)
512                 Cvar_SetQuick(&rcon_password, "");
513         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
514 }
515
516 void CL_Disconnect_f(cmd_state_t *cmd)
517 {
518         CL_Disconnect();
519 }
520
521
522
523
524 /*
525 =====================
526 CL_EstablishConnection
527
528 Host should be either "local" or a net address
529 =====================
530 */
531 void CL_EstablishConnection(const char *address, int firstarg)
532 {
533         if (cls.state == ca_dedicated)
534                 return;
535
536         // don't connect to a server if we're benchmarking a demo
537         if (Sys_CheckParm("-benchmark"))
538                 return;
539
540         // clear menu's connect error message
541 #ifdef CONFIG_MENU
542         M_Update_Return_Reason("");
543 #endif
544
545         // make sure the client ports are open before attempting to connect
546         NetConn_UpdateSockets();
547
548         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
549         {
550                 cls.connect_trying = true;
551                 cls.connect_remainingtries = 3;
552                 cls.connect_nextsendtime = 0;
553
554                 // only NOW, set connect_userinfo
555                 if(firstarg >= 0)
556                 {
557                         int i;
558                         *cls.connect_userinfo = 0;
559                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
560                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
561                 }
562                 else if(firstarg < -1)
563                 {
564                         // -1: keep as is (reconnect)
565                         // -2: clear
566                         *cls.connect_userinfo = 0;
567                 }
568
569 #ifdef CONFIG_MENU
570                 M_Update_Return_Reason("Trying to connect...");
571 #endif
572         }
573         else
574         {
575                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
576 #ifdef CONFIG_MENU
577                 M_Update_Return_Reason("No network");
578 #endif
579         }
580 }
581
582 static void CL_EstablishConnection_Local(void)
583 {
584         if(cls.state == ca_disconnected)
585                 CL_EstablishConnection("local:1", -2);
586 }
587
588 static qbool CL_Intermission(void)
589 {
590         return cl.intermission;
591 }
592
593 /*
594 ==============
595 CL_PrintEntities_f
596 ==============
597 */
598 static void CL_PrintEntities_f(cmd_state_t *cmd)
599 {
600         entity_t *ent;
601         int i;
602
603         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
604         {
605                 const char* modelname;
606
607                 if (!ent->state_current.active)
608                         continue;
609
610                 if (ent->render.model)
611                         modelname = ent->render.model->name;
612                 else
613                         modelname = "--no model--";
614                 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);
615         }
616 }
617
618 /*
619 ===============
620 CL_ModelIndexList_f
621
622 List information on all models in the client modelindex
623 ===============
624 */
625 static void CL_ModelIndexList_f(cmd_state_t *cmd)
626 {
627         int i;
628         model_t *model;
629
630         // Print Header
631         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
632
633         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
634         {
635                 model = CL_GetModelByIndex(i);
636                 if (!model)
637                         continue;
638                 if(model->loaded || i == 1)
639                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
640                 else
641                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
642                 i++;
643         }
644 }
645
646 /*
647 ===============
648 CL_SoundIndexList_f
649
650 List all sounds in the client soundindex
651 ===============
652 */
653 static void CL_SoundIndexList_f(cmd_state_t *cmd)
654 {
655         int i = 1;
656
657         while(cl.sound_precache[i] && i != MAX_SOUNDS)
658         { // Valid Sound
659                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
660                 i++;
661         }
662 }
663
664 /*
665 ===============
666 CL_UpdateRenderEntity
667
668 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
669 ===============
670 */
671 void CL_UpdateRenderEntity(entity_render_t *ent)
672 {
673         vec3_t org;
674         vec_t scale;
675         model_t *model = ent->model;
676         // update the inverse matrix for the renderer
677         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
678         // update the animation blend state
679         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
680         // we need the matrix origin to center the box
681         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
682         // update entity->render.scale because the renderer needs it
683         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
684         if (model)
685         {
686                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
687 #ifdef MATRIX4x4_OPENGLORIENTATION
688                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
689 #else
690                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
691 #endif
692                 {
693                         // pitch or roll
694                         VectorMA(org, scale, model->rotatedmins, ent->mins);
695                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
696                 }
697 #ifdef MATRIX4x4_OPENGLORIENTATION
698                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
699 #else
700                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
701 #endif
702                 {
703                         // yaw
704                         VectorMA(org, scale, model->yawmins, ent->mins);
705                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
706                 }
707                 else
708                 {
709                         VectorMA(org, scale, model->normalmins, ent->mins);
710                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
711                 }
712         }
713         else
714         {
715                 ent->mins[0] = org[0] - 16;
716                 ent->mins[1] = org[1] - 16;
717                 ent->mins[2] = org[2] - 16;
718                 ent->maxs[0] = org[0] + 16;
719                 ent->maxs[1] = org[1] + 16;
720                 ent->maxs[2] = org[2] + 16;
721         }
722 }
723
724 /*
725 ===============
726 CL_LerpPoint
727
728 Determines the fraction between the last two messages that the objects
729 should be put at.
730 ===============
731 */
732 static float CL_LerpPoint(void)
733 {
734         float f;
735
736         if (cl_nettimesyncboundmode.integer == 1)
737                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
738
739         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
740         if (cl.mtime[0] <= cl.mtime[1])
741         {
742                 cl.time = cl.mtime[0];
743                 return 1;
744         }
745
746         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
747         return bound(0, f, 1 + cl_lerpexcess.value);
748 }
749
750 void CL_ClearTempEntities (void)
751 {
752         r_refdef.scene.numtempentities = 0;
753         // grow tempentities buffer on request
754         if (r_refdef.scene.expandtempentities)
755         {
756                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
757                 r_refdef.scene.maxtempentities *= 2;
758                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
759                 r_refdef.scene.expandtempentities = false;
760         }
761 }
762
763 entity_render_t *CL_NewTempEntity(double shadertime)
764 {
765         entity_render_t *render;
766
767         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
768                 return NULL;
769         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
770         {
771                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
772                 return NULL;
773         }
774         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
775         memset (render, 0, sizeof(*render));
776         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
777
778         render->shadertime = shadertime;
779         render->alpha = 1;
780         VectorSet(render->colormod, 1, 1, 1);
781         VectorSet(render->glowmod, 1, 1, 1);
782         return render;
783 }
784
785 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
786 {
787         int i;
788         cl_effect_t *e;
789         if (!model) // sanity check
790                 return;
791         if (framerate < 1)
792         {
793                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
794                 return;
795         }
796         if (framecount < 1)
797         {
798                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
799                 return;
800         }
801         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
802         {
803                 if (e->active)
804                         continue;
805                 e->active = true;
806                 VectorCopy(org, e->origin);
807                 e->model = model;
808                 e->starttime = cl.time;
809                 e->startframe = startframe;
810                 e->endframe = startframe + framecount;
811                 e->framerate = framerate;
812
813                 e->frame = 0;
814                 e->frame1time = cl.time;
815                 e->frame2time = cl.time;
816                 cl.num_effects = max(cl.num_effects, i + 1);
817                 break;
818         }
819 }
820
821 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)
822 {
823         int i;
824         dlight_t *dl;
825
826 // then look for anything else
827         dl = cl.dlights;
828         for (i = 0;i < cl.max_dlights;i++, dl++)
829                 if (!dl->radius)
830                         break;
831
832         // unable to find one
833         if (i == cl.max_dlights)
834                 return;
835
836         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
837         memset (dl, 0, sizeof(*dl));
838         cl.num_dlights = max(cl.num_dlights, i + 1);
839         Matrix4x4_Normalize(&dl->matrix, matrix);
840         dl->ent = ent;
841         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
842         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
843         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
844         dl->radius = radius;
845         dl->color[0] = red;
846         dl->color[1] = green;
847         dl->color[2] = blue;
848         dl->initialradius = radius;
849         dl->initialcolor[0] = red;
850         dl->initialcolor[1] = green;
851         dl->initialcolor[2] = blue;
852         dl->decay = decay / radius; // changed decay to be a percentage decrease
853         dl->intensity = 1; // this is what gets decayed
854         if (lifetime)
855                 dl->die = cl.time + lifetime;
856         else
857                 dl->die = 0;
858         dl->cubemapname[0] = 0;
859         if (cubemapname && cubemapname[0])
860                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
861         dl->style = style;
862         dl->shadow = shadowenable;
863         dl->corona = corona;
864         dl->flags = flags;
865         dl->coronasizescale = coronasizescale;
866         dl->ambientscale = ambientscale;
867         dl->diffusescale = diffusescale;
868         dl->specularscale = specularscale;
869 }
870
871 static void CL_DecayLightFlashes(void)
872 {
873         int i, oldmax;
874         dlight_t *dl;
875         float time;
876
877         time = bound(0, cl.time - cl.oldtime, 0.1);
878         oldmax = cl.num_dlights;
879         cl.num_dlights = 0;
880         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
881         {
882                 if (dl->radius)
883                 {
884                         dl->intensity -= time * dl->decay;
885                         if (cl.time < dl->die && dl->intensity > 0)
886                         {
887                                 if (cl_dlights_decayradius.integer)
888                                         dl->radius = dl->initialradius * dl->intensity;
889                                 else
890                                         dl->radius = dl->initialradius;
891                                 if (cl_dlights_decaybrightness.integer)
892                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
893                                 else
894                                         VectorCopy(dl->initialcolor, dl->color);
895                                 cl.num_dlights = i + 1;
896                         }
897                         else
898                                 dl->radius = 0;
899                 }
900         }
901 }
902
903 // called before entity relinking
904 void CL_RelinkLightFlashes(void)
905 {
906         int i, j, k, l;
907         dlight_t *dl;
908         float frac, f;
909         matrix4x4_t tempmatrix;
910
911         if (r_dynamic.integer)
912         {
913                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
914                 {
915                         if (dl->radius)
916                         {
917                                 tempmatrix = dl->matrix;
918                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
919                                 // we need the corona fading to be persistent
920                                 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);
921                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
922                         }
923                 }
924         }
925
926         if (!cl.lightstyle)
927         {
928                 for (j = 0;j < cl.max_lightstyle;j++)
929                 {
930                         r_refdef.scene.rtlightstylevalue[j] = 1;
931                         r_refdef.scene.lightstylevalue[j] = 256;
932                 }
933                 return;
934         }
935
936 // light animations
937 // 'm' is normal light, 'a' is no light, 'z' is double bright
938         f = cl.time * 10;
939         i = (int)floor(f);
940         frac = f - i;
941         for (j = 0;j < cl.max_lightstyle;j++)
942         {
943                 if (!cl.lightstyle[j].length)
944                 {
945                         r_refdef.scene.rtlightstylevalue[j] = 1;
946                         r_refdef.scene.lightstylevalue[j] = 256;
947                         continue;
948                 }
949                 // static lightstyle "=value"
950                 if (cl.lightstyle[j].map[0] == '=')
951                 {
952                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
953                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
954                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
955                         continue;
956                 }
957                 k = i % cl.lightstyle[j].length;
958                 l = (i-1) % cl.lightstyle[j].length;
959                 k = cl.lightstyle[j].map[k] - 'a';
960                 l = cl.lightstyle[j].map[l] - 'a';
961                 // rtlightstylevalue is always interpolated because it has no bad
962                 // consequences for performance
963                 // lightstylevalue is subject to a cvar for performance reasons;
964                 // skipping lightmap updates on most rendered frames substantially
965                 // improves framerates (but makes light fades look bad)
966                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
967                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
968         }
969 }
970
971 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
972 {
973         int frame = player->render.framegroupblend[0].frame;
974         float f;
975         entity_render_t *flagrender;
976         matrix4x4_t flagmatrix;
977
978         // this code taken from QuakeWorld
979         f = 14;
980         if (frame >= 29 && frame <= 40)
981         {
982                 if (frame >= 29 && frame <= 34)
983                 { //axpain
984                         if      (frame == 29) f = f + 2;
985                         else if (frame == 30) f = f + 8;
986                         else if (frame == 31) f = f + 12;
987                         else if (frame == 32) f = f + 11;
988                         else if (frame == 33) f = f + 10;
989                         else if (frame == 34) f = f + 4;
990                 }
991                 else if (frame >= 35 && frame <= 40)
992                 { // pain
993                         if      (frame == 35) f = f + 2;
994                         else if (frame == 36) f = f + 10;
995                         else if (frame == 37) f = f + 10;
996                         else if (frame == 38) f = f + 8;
997                         else if (frame == 39) f = f + 4;
998                         else if (frame == 40) f = f + 2;
999                 }
1000         }
1001         else if (frame >= 103 && frame <= 118)
1002         {
1003                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1004                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1005                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1006                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1007         }
1008         // end of code taken from QuakeWorld
1009
1010         flagrender = CL_NewTempEntity(player->render.shadertime);
1011         if (!flagrender)
1012                 return;
1013
1014         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1015         flagrender->skinnum = skin;
1016         flagrender->alpha = 1;
1017         VectorSet(flagrender->colormod, 1, 1, 1);
1018         VectorSet(flagrender->glowmod, 1, 1, 1);
1019         // attach the flag to the player matrix
1020         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1021         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1022         CL_UpdateRenderEntity(flagrender);
1023 }
1024
1025 matrix4x4_t viewmodelmatrix_withbob;
1026 matrix4x4_t viewmodelmatrix_nobob;
1027
1028 static const vec3_t muzzleflashorigin = {18, 0, 0};
1029
1030 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1031 {
1032         const unsigned char *cbcolor;
1033         if (colormap >= 0)
1034         {
1035                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1036                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1037                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1038                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1039         }
1040         else
1041         {
1042                 VectorClear(ent->colormap_pantscolor);
1043                 VectorClear(ent->colormap_shirtcolor);
1044         }
1045 }
1046
1047 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1048 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1049 {
1050         const matrix4x4_t *matrix;
1051         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1052         int frame;
1053         vec_t origin[3], angles[3], lerp;
1054         entity_t *t;
1055         entity_render_t *r;
1056         //entity_persistent_t *p = &e->persistent;
1057         //entity_render_t *r = &e->render;
1058         // skip inactive entities and world
1059         if (!e->state_current.active || e == cl.entities)
1060                 return;
1061         if (recursionlimit < 1)
1062                 return;
1063         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1064         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1065         e->render.flags = e->state_current.flags;
1066         e->render.effects = e->state_current.effects;
1067         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1068         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1069         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1070                 e->render.entitynumber = e - cl.entities;
1071         else
1072                 e->render.entitynumber = 0;
1073         if (e->state_current.flags & RENDER_COLORMAPPED)
1074                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1075         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1076                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1077         else
1078                 CL_SetEntityColormapColors(&e->render, -1);
1079         e->render.skinnum = e->state_current.skin;
1080         if (e->state_current.tagentity)
1081         {
1082                 // attached entity (gun held in player model's hand, etc)
1083                 // if the tag entity is currently impossible, skip it
1084                 if (e->state_current.tagentity >= cl.num_entities)
1085                         return;
1086                 t = cl.entities + e->state_current.tagentity;
1087                 // if the tag entity is inactive, skip it
1088                 if (t->state_current.active)
1089                 {
1090                         // update the parent first
1091                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1092                         r = &t->render;
1093                 }
1094                 else
1095                 {
1096                         // it may still be a CSQC entity... trying to use its
1097                         // info from last render frame (better than nothing)
1098                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1099                                 return;
1100                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1101                         if(!r->entitynumber)
1102                                 return; // neither CSQC nor legacy entity... can't attach
1103                 }
1104                 // make relative to the entity
1105                 matrix = &r->matrix;
1106                 // some properties of the tag entity carry over
1107                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1108                 // if a valid tagindex is used, make it relative to that tag instead
1109                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1110                 {
1111                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1112                         {
1113                                 // concat the tag matrices onto the entity matrix
1114                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1115                                 // use the constructed tag matrix
1116                                 matrix = &tempmatrix;
1117                         }
1118                 }
1119         }
1120         else if (e->render.flags & RENDER_VIEWMODEL)
1121         {
1122                 // view-relative entity (guns and such)
1123                 if (e->render.effects & EF_NOGUNBOB)
1124                         matrix = &viewmodelmatrix_nobob; // really attached to view
1125                 else
1126                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1127         }
1128         else
1129         {
1130                 // world-relative entity (the normal kind)
1131                 matrix = &identitymatrix;
1132         }
1133
1134         // movement lerp
1135         // if it's the predicted player entity, update according to client movement
1136         // but don't lerp if going through a teleporter as it causes a bad lerp
1137         // also don't use the predicted location if fixangle was set on both of
1138         // the most recent server messages, as that cause means you are spectating
1139         // someone or watching a cutscene of some sort
1140         if (cl_nolerp.integer || cls.timedemo)
1141                 interpolate = false;
1142         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1143         {
1144                 VectorCopy(cl.movement_origin, origin);
1145                 VectorSet(angles, 0, cl.viewangles[1], 0);
1146         }
1147         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1148         {
1149                 // interpolate the origin and angles
1150                 lerp = max(0, lerp);
1151                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1152 #if 0
1153                 // this fails at the singularity of euler angles
1154                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1155                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1156                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1157                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1158                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1159 #else
1160                 {
1161                         vec3_t f0, u0, f1, u1;
1162                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1163                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1164                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1165                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1166                         AnglesFromVectors(angles, f0, u0, false);
1167                 }
1168 #endif
1169         }
1170         else
1171         {
1172                 // no interpolation
1173                 VectorCopy(e->persistent.neworigin, origin);
1174                 VectorCopy(e->persistent.newangles, angles);
1175         }
1176
1177         // model setup and some modelflags
1178         frame = e->state_current.frame;
1179         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1180         if (e->render.model)
1181         {
1182                 if (e->render.skinnum >= e->render.model->numskins)
1183                         e->render.skinnum = 0;
1184                 if (frame >= e->render.model->numframes)
1185                         frame = 0;
1186                 // models can set flags such as EF_ROCKET
1187                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1188                 if (!(e->render.effects & 0xFF800000))
1189                         e->render.effects |= e->render.model->effects;
1190                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1191                 if (e->render.model->type == mod_alias)
1192                         angles[0] = -angles[0];
1193                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1194                 {
1195                         VectorScale(e->render.colormod, 2, e->render.colormod);
1196                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1197                 }
1198         }
1199         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1200         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1201                 angles[0] = -angles[0];
1202                 // NOTE: this must be synced to SV_GetPitchSign!
1203
1204         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1205         {
1206                 angles[1] = ANGLEMOD(100*cl.time);
1207                 if (cl_itembobheight.value)
1208                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1209         }
1210
1211         // animation lerp
1212         e->render.skeleton = NULL;
1213         if (e->render.flags & RENDER_COMPLEXANIMATION)
1214         {
1215                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1216                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1217                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1218                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1219                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1220                         e->render.skeleton = &e->state_current.skeletonobject;
1221         }
1222         else if (e->render.framegroupblend[0].frame == frame)
1223         {
1224                 // update frame lerp fraction
1225                 e->render.framegroupblend[0].lerp = 1;
1226                 e->render.framegroupblend[1].lerp = 0;
1227                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1228                 {
1229                         // make sure frame lerp won't last longer than 100ms
1230                         // (this mainly helps with models that use framegroups and
1231                         // switch between them infrequently)
1232                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1233                         if(e->render.model)
1234                         if(e->render.model->animscenes)
1235                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1236                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1237                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1238                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1239                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1240                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1241                 }
1242         }
1243         else
1244         {
1245                 // begin a new frame lerp
1246                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1247                 e->render.framegroupblend[1].lerp = 1;
1248                 e->render.framegroupblend[0].frame = frame;
1249                 e->render.framegroupblend[0].start = cl.time;
1250                 e->render.framegroupblend[0].lerp = 0;
1251         }
1252
1253         // set up the render matrix
1254         if (matrix)
1255         {
1256                 // attached entity, this requires a matrix multiply (concat)
1257                 // FIXME: e->render.scale should go away
1258                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1259                 // concat the matrices to make the entity relative to its tag
1260                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1261                 // get the origin from the new matrix
1262                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1263         }
1264         else
1265         {
1266                 // unattached entities are faster to process
1267                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1268         }
1269
1270         // tenebrae's sprites are all additive mode (weird)
1271         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1272                 e->render.flags |= RENDER_ADDITIVE;
1273         // player model is only shown with chase_active on
1274         if (e->state_current.number == cl.viewentity)
1275                 e->render.flags |= RENDER_EXTERIORMODEL;
1276         // either fullbright or lit
1277         if(!r_fullbright.integer)
1278         {
1279                 if (!(e->render.effects & EF_FULLBRIGHT))
1280                         e->render.flags |= RENDER_LIGHT;
1281         }
1282         // hide player shadow during intermission or nehahra movie
1283         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1284          && (e->render.alpha >= 1)
1285          && !(e->render.flags & RENDER_VIEWMODEL)
1286          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1287                 e->render.flags |= RENDER_SHADOW;
1288         if (e->render.flags & RENDER_VIEWMODEL)
1289                 e->render.flags |= RENDER_NOSELFSHADOW;
1290         if (e->render.effects & EF_NOSELFSHADOW)
1291                 e->render.flags |= RENDER_NOSELFSHADOW;
1292         if (e->render.effects & EF_NODEPTHTEST)
1293                 e->render.flags |= RENDER_NODEPTHTEST;
1294         if (e->render.effects & EF_ADDITIVE)
1295                 e->render.flags |= RENDER_ADDITIVE;
1296         if (e->render.effects & EF_DOUBLESIDED)
1297                 e->render.flags |= RENDER_DOUBLESIDED;
1298         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1299                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1300
1301         // make the other useful stuff
1302         e->render.allowdecals = true;
1303         CL_UpdateRenderEntity(&e->render);
1304 }
1305
1306 // creates light and trails from an entity
1307 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1308 {
1309         effectnameindex_t trailtype;
1310         vec3_t origin;
1311
1312         // bmodels are treated specially since their origin is usually '0 0 0' and
1313         // their actual geometry is far from '0 0 0'
1314         if (e->render.model && e->render.model->soundfromcenter)
1315         {
1316                 vec3_t o;
1317                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1318                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1319         }
1320         else
1321                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1322
1323         // handle particle trails and such effects now that we know where this
1324         // entity is in the world...
1325         trailtype = EFFECT_NONE;
1326         // LadyHavoc: if the entity has no effects, don't check each
1327         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1328         {
1329                 if (e->render.effects & EF_BRIGHTFIELD)
1330                 {
1331                         if (IS_NEXUIZ_DERIVED(gamemode))
1332                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1333                         else
1334                                 CL_EntityParticles(e);
1335                 }
1336                 if (e->render.effects & EF_FLAME)
1337                         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);
1338                 if (e->render.effects & EF_STARDUST)
1339                         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         }
1341         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1342         {
1343                 // these are only set on player entities
1344                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1345         }
1346         // muzzleflash fades over time
1347         if (e->persistent.muzzleflash > 0)
1348                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1349         // LadyHavoc: if the entity has no effects, don't check each
1350         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1351         {
1352                 if (e->render.effects & EF_GIB)
1353                         trailtype = EFFECT_TR_BLOOD;
1354                 else if (e->render.effects & EF_ZOMGIB)
1355                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1356                 else if (e->render.effects & EF_TRACER)
1357                         trailtype = EFFECT_TR_WIZSPIKE;
1358                 else if (e->render.effects & EF_TRACER2)
1359                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1360                 else if (e->render.effects & EF_ROCKET)
1361                         trailtype = EFFECT_TR_ROCKET;
1362                 else if (e->render.effects & EF_GRENADE)
1363                 {
1364                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1365                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1366                 }
1367                 else if (e->render.effects & EF_TRACER3)
1368                         trailtype = EFFECT_TR_VORESPIKE;
1369         }
1370         // do trails
1371         if (e->render.flags & RENDER_GLOWTRAIL)
1372                 trailtype = EFFECT_TR_GLOWTRAIL;
1373         if (e->state_current.traileffectnum)
1374                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1375         // check if a trail is allowed (it is not after a teleport for example)
1376         if (trailtype && e->persistent.trail_allowed)
1377         {
1378                 float len;
1379                 vec3_t vel;
1380                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1381                 len = e->state_current.time - e->state_previous.time;
1382                 if (len > 0)
1383                         len = 1.0f / len;
1384                 VectorScale(vel, len, vel);
1385                 // 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
1386                 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         }
1388         // now that the entity has survived one trail update it is allowed to
1389         // leave a real trail on later frames
1390         e->persistent.trail_allowed = true;
1391         VectorCopy(origin, e->persistent.trail_origin);
1392 }
1393
1394
1395 /*
1396 ===============
1397 CL_UpdateViewEntities
1398 ===============
1399 */
1400 void CL_UpdateViewEntities(void)
1401 {
1402         int i;
1403         // update any RENDER_VIEWMODEL entities to use the new view matrix
1404         for (i = 1;i < cl.num_entities;i++)
1405         {
1406                 if (cl.entities_active[i])
1407                 {
1408                         entity_t *ent = cl.entities + i;
1409                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1410                                 CL_UpdateNetworkEntity(ent, 32, true);
1411                 }
1412         }
1413         // and of course the engine viewmodel needs updating as well
1414         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1415 }
1416
1417 /*
1418 ===============
1419 CL_UpdateNetworkCollisionEntities
1420 ===============
1421 */
1422 static void CL_UpdateNetworkCollisionEntities(void)
1423 {
1424         entity_t *ent;
1425         int i;
1426
1427         // start on the entity after the world
1428         cl.num_brushmodel_entities = 0;
1429         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1430         {
1431                 if (cl.entities_active[i])
1432                 {
1433                         ent = cl.entities + i;
1434                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1435                         {
1436                                 // do not interpolate the bmodels for this
1437                                 CL_UpdateNetworkEntity(ent, 32, false);
1438                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1439                         }
1440                 }
1441         }
1442 }
1443
1444 /*
1445 ===============
1446 CL_UpdateNetworkEntities
1447 ===============
1448 */
1449 static void CL_UpdateNetworkEntities(void)
1450 {
1451         entity_t *ent;
1452         int i;
1453
1454         // start on the entity after the world
1455         for (i = 1;i < cl.num_entities;i++)
1456         {
1457                 if (cl.entities_active[i])
1458                 {
1459                         ent = cl.entities + i;
1460                         if (ent->state_current.active)
1461                         {
1462                                 CL_UpdateNetworkEntity(ent, 32, true);
1463                                 // view models should never create light/trails
1464                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1465                                         CL_UpdateNetworkEntityTrail(ent);
1466                         }
1467                         else
1468                         {
1469                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1470                                 cl.entities_active[i] = false;
1471                         }
1472                 }
1473         }
1474 }
1475
1476 static void CL_UpdateViewModel(void)
1477 {
1478         entity_t *ent;
1479         ent = &cl.viewent;
1480         ent->state_previous = ent->state_current;
1481         ent->state_current = defaultstate;
1482         ent->state_current.time = cl.time;
1483         ent->state_current.number = (unsigned short)-1;
1484         ent->state_current.active = true;
1485         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1486         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1487         ent->state_current.flags = RENDER_VIEWMODEL;
1488         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1489                 ent->state_current.modelindex = 0;
1490         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1491         {
1492                 if (gamemode == GAME_TRANSFUSION)
1493                         ent->state_current.alpha = 128;
1494                 else
1495                         ent->state_current.modelindex = 0;
1496         }
1497         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1498         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1499
1500         // reset animation interpolation on weaponmodel if model changed
1501         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1502         {
1503                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1504                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1505                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1506         }
1507         CL_UpdateNetworkEntity(ent, 32, true);
1508 }
1509
1510 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1511 static void CL_LinkNetworkEntity(entity_t *e)
1512 {
1513         effectnameindex_t trailtype;
1514         vec3_t origin;
1515         vec3_t dlightcolor;
1516         vec_t dlightradius;
1517         char vabuf[1024];
1518
1519         // skip inactive entities and world
1520         if (!e->state_current.active || e == cl.entities)
1521                 return;
1522         if (e->state_current.tagentity)
1523         {
1524                 // if the tag entity is currently impossible, skip it
1525                 if (e->state_current.tagentity >= cl.num_entities)
1526                         return;
1527                 // if the tag entity is inactive, skip it
1528                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1529                 {
1530                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1531                                 return;
1532                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1533                                 return;
1534                         // if we get here, it's properly csqc networked and attached
1535                 }
1536         }
1537
1538         // create entity dlights associated with this entity
1539         if (e->render.model && e->render.model->soundfromcenter)
1540         {
1541                 // bmodels are treated specially since their origin is usually '0 0 0'
1542                 vec3_t o;
1543                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1544                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1545         }
1546         else
1547                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1548         trailtype = EFFECT_NONE;
1549         dlightradius = 0;
1550         dlightcolor[0] = 0;
1551         dlightcolor[1] = 0;
1552         dlightcolor[2] = 0;
1553         // LadyHavoc: if the entity has no effects, don't check each
1554         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1555         {
1556                 if (e->render.effects & EF_BRIGHTFIELD)
1557                 {
1558                         if (IS_NEXUIZ_DERIVED(gamemode))
1559                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1560                 }
1561                 if (e->render.effects & EF_DIMLIGHT)
1562                 {
1563                         dlightradius = max(dlightradius, 200);
1564                         dlightcolor[0] += 1.50f;
1565                         dlightcolor[1] += 1.50f;
1566                         dlightcolor[2] += 1.50f;
1567                 }
1568                 if (e->render.effects & EF_BRIGHTLIGHT)
1569                 {
1570                         dlightradius = max(dlightradius, 400);
1571                         dlightcolor[0] += 3.00f;
1572                         dlightcolor[1] += 3.00f;
1573                         dlightcolor[2] += 3.00f;
1574                 }
1575                 // LadyHavoc: more effects
1576                 if (e->render.effects & EF_RED) // red
1577                 {
1578                         dlightradius = max(dlightradius, 200);
1579                         dlightcolor[0] += 1.50f;
1580                         dlightcolor[1] += 0.15f;
1581                         dlightcolor[2] += 0.15f;
1582                 }
1583                 if (e->render.effects & EF_BLUE) // blue
1584                 {
1585                         dlightradius = max(dlightradius, 200);
1586                         dlightcolor[0] += 0.15f;
1587                         dlightcolor[1] += 0.15f;
1588                         dlightcolor[2] += 1.50f;
1589                 }
1590                 if (e->render.effects & EF_FLAME)
1591                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1592                 if (e->render.effects & EF_STARDUST)
1593                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1594         }
1595         // muzzleflash fades over time, and is offset a bit
1596         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1597         {
1598                 vec3_t v2;
1599                 vec3_t color;
1600                 trace_t trace;
1601                 matrix4x4_t tempmatrix;
1602                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1603                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1604                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1605                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1606                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1607                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1608                 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);
1609                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1610         }
1611         // LadyHavoc: if the model has no flags, don't check each
1612         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1613         {
1614                 if (e->render.effects & EF_GIB)
1615                         trailtype = EFFECT_TR_BLOOD;
1616                 else if (e->render.effects & EF_ZOMGIB)
1617                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1618                 else if (e->render.effects & EF_TRACER)
1619                         trailtype = EFFECT_TR_WIZSPIKE;
1620                 else if (e->render.effects & EF_TRACER2)
1621                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1622                 else if (e->render.effects & EF_ROCKET)
1623                         trailtype = EFFECT_TR_ROCKET;
1624                 else if (e->render.effects & EF_GRENADE)
1625                 {
1626                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1627                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1628                 }
1629                 else if (e->render.effects & EF_TRACER3)
1630                         trailtype = EFFECT_TR_VORESPIKE;
1631         }
1632         // LadyHavoc: customizable glow
1633         if (e->state_current.glowsize)
1634         {
1635                 // * 4 for the expansion from 0-255 to 0-1023 range,
1636                 // / 255 to scale down byte colors
1637                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1638                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1639         }
1640         // custom rtlight
1641         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1642         {
1643                 matrix4x4_t dlightmatrix;
1644                 vec4_t light;
1645                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1646                 light[3] = e->state_current.light[3];
1647                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1648                         VectorSet(light, 1, 1, 1);
1649                 if (light[3] == 0)
1650                         light[3] = 350;
1651                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1652                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1653                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1654                 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);
1655                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1656         }
1657         // make the glow dlight
1658         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1659         {
1660                 matrix4x4_t dlightmatrix;
1661                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1662                 // hack to make glowing player light shine on their gun
1663                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1664                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1665                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1666                 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);
1667                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1668         }
1669         // do trail light
1670         if (e->render.flags & RENDER_GLOWTRAIL)
1671                 trailtype = EFFECT_TR_GLOWTRAIL;
1672         if (e->state_current.traileffectnum)
1673                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1674         if (trailtype)
1675                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1676
1677         // don't show entities with no modelindex (note: this still shows
1678         // entities which have a modelindex that resolved to a NULL model)
1679         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1680                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1681         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1682         //      Matrix4x4_Print(&e->render.matrix);
1683 }
1684
1685 static void CL_RelinkWorld(void)
1686 {
1687         entity_t *ent = &cl.entities[0];
1688         // FIXME: this should be done at load
1689         ent->render.matrix = identitymatrix;
1690         ent->render.flags = RENDER_SHADOW;
1691         if (!r_fullbright.integer)
1692                 ent->render.flags |= RENDER_LIGHT;
1693         VectorSet(ent->render.colormod, 1, 1, 1);
1694         VectorSet(ent->render.glowmod, 1, 1, 1);
1695         ent->render.allowdecals = true;
1696         CL_UpdateRenderEntity(&ent->render);
1697         r_refdef.scene.worldentity = &ent->render;
1698         r_refdef.scene.worldmodel = cl.worldmodel;
1699
1700         // if the world is q2bsp, animate the textures
1701         if (ent->render.model && ent->render.model->brush.isq2bsp)
1702                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1703 }
1704
1705 static void CL_RelinkStaticEntities(void)
1706 {
1707         int i;
1708         entity_t *e;
1709         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1710         {
1711                 e->render.flags = 0;
1712                 // if the model was not loaded when the static entity was created we
1713                 // need to re-fetch the model pointer
1714                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1715                 // either fullbright or lit
1716                 if(!r_fullbright.integer)
1717                 {
1718                         if (!(e->render.effects & EF_FULLBRIGHT))
1719                                 e->render.flags |= RENDER_LIGHT;
1720                 }
1721                 // hide player shadow during intermission or nehahra movie
1722                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1723                         e->render.flags |= RENDER_SHADOW;
1724                 VectorSet(e->render.colormod, 1, 1, 1);
1725                 VectorSet(e->render.glowmod, 1, 1, 1);
1726                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1727                 e->render.allowdecals = true;
1728                 CL_UpdateRenderEntity(&e->render);
1729                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1730         }
1731 }
1732
1733 /*
1734 ===============
1735 CL_RelinkEntities
1736 ===============
1737 */
1738 static void CL_RelinkNetworkEntities(void)
1739 {
1740         entity_t *ent;
1741         int i;
1742
1743         // start on the entity after the world
1744         for (i = 1;i < cl.num_entities;i++)
1745         {
1746                 if (cl.entities_active[i])
1747                 {
1748                         ent = cl.entities + i;
1749                         if (ent->state_current.active)
1750                                 CL_LinkNetworkEntity(ent);
1751                         else
1752                                 cl.entities_active[i] = false;
1753                 }
1754         }
1755 }
1756
1757 static void CL_RelinkEffects(void)
1758 {
1759         int i, intframe;
1760         cl_effect_t *e;
1761         entity_render_t *entrender;
1762         float frame;
1763
1764         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1765         {
1766                 if (e->active)
1767                 {
1768                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1769                         intframe = (int)frame;
1770                         if (intframe < 0 || intframe >= e->endframe)
1771                         {
1772                                 memset(e, 0, sizeof(*e));
1773                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1774                                         cl.num_effects--;
1775                                 continue;
1776                         }
1777
1778                         if (intframe != e->frame)
1779                         {
1780                                 e->frame = intframe;
1781                                 e->frame1time = e->frame2time;
1782                                 e->frame2time = cl.time;
1783                         }
1784
1785                         // if we're drawing effects, get a new temp entity
1786                         // (NewTempEntity adds it to the render entities list for us)
1787                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1788                         {
1789                                 // interpolation stuff
1790                                 entrender->framegroupblend[0].frame = intframe;
1791                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1792                                 entrender->framegroupblend[0].start = e->frame1time;
1793                                 if (intframe + 1 >= e->endframe)
1794                                 {
1795                                         entrender->framegroupblend[1].frame = 0; // disappear
1796                                         entrender->framegroupblend[1].lerp = 0;
1797                                         entrender->framegroupblend[1].start = 0;
1798                                 }
1799                                 else
1800                                 {
1801                                         entrender->framegroupblend[1].frame = intframe + 1;
1802                                         entrender->framegroupblend[1].lerp = frame - intframe;
1803                                         entrender->framegroupblend[1].start = e->frame2time;
1804                                 }
1805
1806                                 // normal stuff
1807                                 entrender->model = e->model;
1808                                 entrender->alpha = 1;
1809                                 VectorSet(entrender->colormod, 1, 1, 1);
1810                                 VectorSet(entrender->glowmod, 1, 1, 1);
1811
1812                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1813                                 CL_UpdateRenderEntity(entrender);
1814                         }
1815                 }
1816         }
1817 }
1818
1819 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1820 {
1821         VectorCopy(b->start, start);
1822         VectorCopy(b->end, end);
1823
1824         // if coming from the player, update the start position
1825         if (b->entity == cl.viewentity)
1826         {
1827                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1828                 {
1829                         // LadyHavoc: this is a stupid hack from Quake that makes your
1830                         // lightning appear to come from your waist and cover less of your
1831                         // view
1832                         // in Quake this hack was applied to all players (causing the
1833                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1834                         // only applies to your own lightning, and only in first person
1835                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1836                 }
1837                 if (cl_beams_instantaimhack.integer)
1838                 {
1839                         vec3_t dir, localend;
1840                         vec_t len;
1841                         // LadyHavoc: this updates the beam direction to match your
1842                         // viewangles
1843                         VectorSubtract(end, start, dir);
1844                         len = VectorLength(dir);
1845                         VectorNormalize(dir);
1846                         VectorSet(localend, len, 0, 0);
1847                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1848                 }
1849         }
1850 }
1851
1852 void CL_RelinkBeams(void)
1853 {
1854         int i;
1855         beam_t *b;
1856         vec3_t dist, org, start, end;
1857         float d;
1858         entity_render_t *entrender;
1859         double yaw, pitch;
1860         float forward;
1861         matrix4x4_t tempmatrix;
1862
1863         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1864         {
1865                 if (!b->model)
1866                         continue;
1867                 if (b->endtime < cl.time)
1868                 {
1869                         b->model = NULL;
1870                         continue;
1871                 }
1872
1873                 CL_Beam_CalculatePositions(b, start, end);
1874
1875                 if (b->lightning)
1876                 {
1877                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1878                         {
1879                                 // FIXME: create a matrix from the beam start/end orientation
1880                                 vec3_t dlightcolor;
1881                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1882                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1883                                 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);
1884                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1885                         }
1886                         if (cl_beams_polygons.integer)
1887                         {
1888                                 CL_Beam_AddPolygons(b);
1889                                 continue;
1890                         }
1891                 }
1892
1893                 // calculate pitch and yaw
1894                 // (this is similar to the QuakeC builtin function vectoangles)
1895                 VectorSubtract(end, start, dist);
1896                 if (dist[1] == 0 && dist[0] == 0)
1897                 {
1898                         yaw = 0;
1899                         if (dist[2] > 0)
1900                                 pitch = 90;
1901                         else
1902                                 pitch = 270;
1903                 }
1904                 else
1905                 {
1906                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1907                         if (yaw < 0)
1908                                 yaw += 360;
1909
1910                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1911                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1912                         if (pitch < 0)
1913                                 pitch += 360;
1914                 }
1915
1916                 // add new entities for the lightning
1917                 VectorCopy (start, org);
1918                 d = VectorNormalizeLength(dist);
1919                 while (d > 0)
1920                 {
1921                         entrender = CL_NewTempEntity (0);
1922                         if (!entrender)
1923                                 return;
1924                         entrender->model = b->model;
1925                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1926                         CL_UpdateRenderEntity(entrender);
1927                         VectorMA(org, 30, dist, org);
1928                         d -= 30;
1929                 }
1930         }
1931
1932         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1933                 cl.num_beams--;
1934 }
1935
1936 static void CL_RelinkQWNails(void)
1937 {
1938         int i;
1939         vec_t *v;
1940         entity_render_t *entrender;
1941
1942         for (i = 0;i < cl.qw_num_nails;i++)
1943         {
1944                 v = cl.qw_nails[i];
1945
1946                 // if we're drawing effects, get a new temp entity
1947                 // (NewTempEntity adds it to the render entities list for us)
1948                 if (!(entrender = CL_NewTempEntity(0)))
1949                         continue;
1950
1951                 // normal stuff
1952                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1953                 entrender->alpha = 1;
1954                 VectorSet(entrender->colormod, 1, 1, 1);
1955                 VectorSet(entrender->glowmod, 1, 1, 1);
1956
1957                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1958                 CL_UpdateRenderEntity(entrender);
1959         }
1960 }
1961
1962 static void CL_LerpPlayer(float frac)
1963 {
1964         int i;
1965
1966         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1967         for (i = 0;i < 3;i++)
1968         {
1969                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1970                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1971                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1972         }
1973
1974         // interpolate the angles if playing a demo or spectating someone
1975         if (cls.demoplayback || cl.fixangle[0])
1976         {
1977                 for (i = 0;i < 3;i++)
1978                 {
1979                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1980                         if (d > 180)
1981                                 d -= 360;
1982                         else if (d < -180)
1983                                 d += 360;
1984                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1985                 }
1986         }
1987 }
1988
1989 void CSQC_RelinkAllEntities (int drawmask)
1990 {
1991         // link stuff
1992         CL_RelinkWorld();
1993         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1994         CL_MeshEntities_Scene_AddRenderEntity();
1995         CL_RelinkStaticEntities();
1996         CL_RelinkBeams();
1997         CL_RelinkEffects();
1998         CL_RelinkLightFlashes();
1999
2000         // link stuff
2001         if (drawmask & ENTMASK_ENGINE)
2002         {
2003                 CL_RelinkNetworkEntities();
2004                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2005                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2006                 CL_RelinkQWNails();
2007         }
2008
2009         // update view blend
2010         V_CalcViewBlend();
2011 }
2012
2013 /*
2014 ===============
2015 CL_UpdateWorld
2016
2017 Update client game world for a new frame
2018 ===============
2019 */
2020 void CL_UpdateWorld(void)
2021 {
2022         r_refdef.scene.extraupdate = !r_speeds.integer;
2023         r_refdef.scene.numentities = 0;
2024         r_refdef.scene.numlights = 0;
2025         r_refdef.view.matrix = identitymatrix;
2026         r_refdef.view.quality = 1;
2027                 
2028         cl.num_brushmodel_entities = 0;
2029
2030         if (cls.state == ca_connected && cls.signon == SIGNONS)
2031         {
2032                 // prepare for a new frame
2033                 CL_LerpPlayer(CL_LerpPoint());
2034                 CL_DecayLightFlashes();
2035                 CL_ClearTempEntities();
2036                 V_DriftPitch();
2037                 V_FadeViewFlashs();
2038
2039                 // if prediction is enabled we have to update all the collidable
2040                 // network entities before the prediction code can be run
2041                 CL_UpdateNetworkCollisionEntities();
2042
2043                 // now update the player prediction
2044                 CL_ClientMovement_Replay();
2045
2046                 // update the player entity (which may be predicted)
2047                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2048
2049                 // now update the view (which depends on that player entity)
2050                 V_CalcRefdef();
2051
2052                 // now update all the network entities and create particle trails
2053                 // (some entities may depend on the view)
2054                 CL_UpdateNetworkEntities();
2055
2056                 // update the engine-based viewmodel
2057                 CL_UpdateViewModel();
2058
2059                 // when csqc is loaded, it will call this in CSQC_UpdateView
2060                 if (!cl.csqc_loaded)
2061                 {
2062                         // clear the CL_Mesh_Scene() used for some engine effects
2063                         CL_MeshEntities_Scene_Clear();
2064                         // add engine entities and effects
2065                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2066                 }
2067
2068                 // decals, particles, and explosions will be updated during rneder
2069         }
2070
2071         r_refdef.scene.time = cl.time;
2072 }
2073
2074 /*
2075 ======================
2076 CL_Fog_f
2077 ======================
2078 */
2079 static void CL_Fog_f(cmd_state_t *cmd)
2080 {
2081         if (Cmd_Argc (cmd) == 1)
2082         {
2083                 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);
2084                 return;
2085         }
2086         FOG_clear(); // so missing values get good defaults
2087         if(Cmd_Argc(cmd) > 1)
2088                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2089         if(Cmd_Argc(cmd) > 2)
2090                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2091         if(Cmd_Argc(cmd) > 3)
2092                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2093         if(Cmd_Argc(cmd) > 4)
2094                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2095         if(Cmd_Argc(cmd) > 5)
2096                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2097         if(Cmd_Argc(cmd) > 6)
2098                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2099         if(Cmd_Argc(cmd) > 7)
2100                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2101         if(Cmd_Argc(cmd) > 8)
2102                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2103         if(Cmd_Argc(cmd) > 9)
2104                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2105 }
2106
2107 /*
2108 ======================
2109 CL_FogHeightTexture_f
2110 ======================
2111 */
2112 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2113 {
2114         if (Cmd_Argc (cmd) < 11)
2115         {
2116                 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);
2117                 return;
2118         }
2119         FOG_clear(); // so missing values get good defaults
2120         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2121         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2122         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2123         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2124         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2125         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2126         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2127         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2128         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2129         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2130 }
2131
2132
2133 /*
2134 ====================
2135 CL_TimeRefresh_f
2136
2137 For program optimization
2138 ====================
2139 */
2140 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2141 {
2142         int i;
2143         double timestart, timedelta;
2144
2145         r_refdef.scene.extraupdate = false;
2146
2147         timestart = Sys_DirtyTime();
2148         for (i = 0;i < 128;i++)
2149         {
2150                 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);
2151                 r_refdef.view.quality = 1;
2152                 CL_UpdateScreen();
2153         }
2154         timedelta = Sys_DirtyTime() - timestart;
2155
2156         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2157 }
2158
2159 static void CL_AreaStats_f(cmd_state_t *cmd)
2160 {
2161         World_PrintAreaStats(&cl.world, "client");
2162 }
2163
2164 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2165 {
2166         int i;
2167         cl_locnode_t *loc;
2168         cl_locnode_t *best;
2169         vec3_t nearestpoint;
2170         vec_t dist, bestdist;
2171         best = NULL;
2172         bestdist = 0;
2173         for (loc = cl.locnodes;loc;loc = loc->next)
2174         {
2175                 for (i = 0;i < 3;i++)
2176                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2177                 dist = VectorDistance2(nearestpoint, point);
2178                 if (bestdist > dist || !best)
2179                 {
2180                         bestdist = dist;
2181                         best = loc;
2182                         if (bestdist < 1)
2183                                 break;
2184                 }
2185         }
2186         return best;
2187 }
2188
2189 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2190 {
2191         cl_locnode_t *loc;
2192         loc = CL_Locs_FindNearest(point);
2193         if (loc)
2194                 strlcpy(buffer, loc->name, buffersize);
2195         else
2196                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2197 }
2198
2199 static void CL_Locs_FreeNode(cl_locnode_t *node)
2200 {
2201         cl_locnode_t **pointer, **next;
2202         for (pointer = &cl.locnodes;*pointer;pointer = next)
2203         {
2204                 next = &(*pointer)->next;
2205                 if (*pointer == node)
2206                 {
2207                         *pointer = node->next;
2208                         Mem_Free(node);
2209                         return;
2210                 }
2211         }
2212         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2213 }
2214
2215 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2216 {
2217         cl_locnode_t *node, **pointer;
2218         int namelen;
2219         if (!name)
2220                 name = "";
2221         namelen = (int)strlen(name);
2222         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2223         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2224         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2225         node->name = (char *)(node + 1);
2226         memcpy(node->name, name, namelen);
2227         node->name[namelen] = 0;
2228         // link it into the tail of the list to preserve the order
2229         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2230                 ;
2231         *pointer = node;
2232 }
2233
2234 static void CL_Locs_Add_f(cmd_state_t *cmd)
2235 {
2236         vec3_t mins, maxs;
2237         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2238         {
2239                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2240                 return;
2241         }
2242         mins[0] = atof(Cmd_Argv(cmd, 1));
2243         mins[1] = atof(Cmd_Argv(cmd, 2));
2244         mins[2] = atof(Cmd_Argv(cmd, 3));
2245         if (Cmd_Argc(cmd) == 8)
2246         {
2247                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2248                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2249                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2250                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2251         }
2252         else
2253                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2254 }
2255
2256 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2257 {
2258         cl_locnode_t *loc;
2259         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2260         if (loc)
2261                 CL_Locs_FreeNode(loc);
2262         else
2263                 Con_Printf("no loc point or box found for your location\n");
2264 }
2265
2266 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2267 {
2268         while (cl.locnodes)
2269                 CL_Locs_FreeNode(cl.locnodes);
2270 }
2271
2272 static void CL_Locs_Save_f(cmd_state_t *cmd)
2273 {
2274         cl_locnode_t *loc;
2275         qfile_t *outfile;
2276         char locfilename[MAX_QPATH];
2277         if (!cl.locnodes)
2278         {
2279                 Con_Printf("No loc points/boxes exist!\n");
2280                 return;
2281         }
2282         if (cls.state != ca_connected || !cl.worldmodel)
2283         {
2284                 Con_Printf("No level loaded!\n");
2285                 return;
2286         }
2287         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2288
2289         outfile = FS_OpenRealFile(locfilename, "w", false);
2290         if (!outfile)
2291                 return;
2292         // if any boxes are used then this is a proquake-format loc file, which
2293         // allows comments, so add some relevant information at the start
2294         for (loc = cl.locnodes;loc;loc = loc->next)
2295                 if (!VectorCompare(loc->mins, loc->maxs))
2296                         break;
2297         if (loc)
2298         {
2299                 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);
2300                 for (loc = cl.locnodes;loc;loc = loc->next)
2301                         if (VectorCompare(loc->mins, loc->maxs))
2302                                 break;
2303                 if (loc)
2304                         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         }
2306         for (loc = cl.locnodes;loc;loc = loc->next)
2307         {
2308                 if (VectorCompare(loc->mins, loc->maxs))
2309                 {
2310                         int len;
2311                         const char *s;
2312                         const char *in = loc->name;
2313                         char name[MAX_INPUTLINE];
2314                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2315                         {
2316                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2317                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2318                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2319                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2320                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2321                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2322                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2323                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2324                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2325                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2326                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2327                                 else s = NULL;
2328                                 if (s)
2329                                 {
2330                                         while (len < (int)sizeof(name) - 1 && *s)
2331                                                 name[len++] = *s++;
2332                                         continue;
2333                                 }
2334                                 name[len++] = *in++;
2335                         }
2336                         name[len] = 0;
2337                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2338                 }
2339                 else
2340                         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);
2341         }
2342         FS_Close(outfile);
2343 }
2344
2345 void CL_Locs_Reload_f(cmd_state_t *cmd)
2346 {
2347         int i, linenumber, limit, len;
2348         const char *s;
2349         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2350         fs_offset_t filesize;
2351         vec3_t mins, maxs;
2352         char locfilename[MAX_QPATH];
2353         char name[MAX_INPUTLINE];
2354
2355         if (cls.state != ca_connected || !cl.worldmodel)
2356         {
2357                 Con_Printf("No level loaded!\n");
2358                 return;
2359         }
2360
2361         CL_Locs_Clear_f(cmd);
2362
2363         // try maps/something.loc first (LadyHavoc: where I think they should be)
2364         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2365         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2366         if (!filedata)
2367         {
2368                 // try proquake name as well (LadyHavoc: I hate path mangling)
2369                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2370                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2371                 if (!filedata)
2372                         return;
2373         }
2374         text = filedata;
2375         textend = filedata + filesize;
2376         for (linenumber = 1;text < textend;linenumber++)
2377         {
2378                 linestart = text;
2379                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2380                         ;
2381                 lineend = text;
2382                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2383                         text++;
2384                 if (text < textend)
2385                         text++;
2386                 // trim trailing whitespace
2387                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2388                         lineend--;
2389                 // trim leading whitespace
2390                 while (linestart < lineend && ISWHITESPACE(*linestart))
2391                         linestart++;
2392                 // check if this is a comment
2393                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2394                         continue;
2395                 linetext = linestart;
2396                 limit = 3;
2397                 for (i = 0;i < limit;i++)
2398                 {
2399                         if (linetext >= lineend)
2400                                 break;
2401                         // note: a missing number is interpreted as 0
2402                         if (i < 3)
2403                                 mins[i] = atof(linetext);
2404                         else
2405                                 maxs[i - 3] = atof(linetext);
2406                         // now advance past the number
2407                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2408                                 linetext++;
2409                         // advance through whitespace
2410                         if (linetext < lineend)
2411                         {
2412                                 if (*linetext == ',')
2413                                 {
2414                                         linetext++;
2415                                         limit = 6;
2416                                         // note: comma can be followed by whitespace
2417                                 }
2418                                 if (ISWHITESPACE(*linetext))
2419                                 {
2420                                         // skip whitespace
2421                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2422                                                 linetext++;
2423                                 }
2424                         }
2425                 }
2426                 // if this is a quoted name, remove the quotes
2427                 if (i == 6)
2428                 {
2429                         if (linetext >= lineend || *linetext != '"')
2430                                 continue; // proquake location names are always quoted
2431                         lineend--;
2432                         linetext++;
2433                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2434                         memcpy(name, linetext, len);
2435                         name[len] = 0;
2436                         // add the box to the list
2437                         CL_Locs_AddNode(mins, maxs, name);
2438                 }
2439                 // if a point was parsed, it needs to be scaled down by 8 (since
2440                 // point-based loc files were invented by a proxy which dealt
2441                 // directly with quake protocol coordinates, which are *8), turn
2442                 // it into a box
2443                 else if (i == 3)
2444                 {
2445                         // interpret silly fuhquake macros
2446                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2447                         {
2448                                 if (*linetext == '$')
2449                                 {
2450                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2451                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2452                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2453                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2454                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2455                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2456                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2457                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2458                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2459                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2460                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2461                                         else s = NULL;
2462                                         if (s)
2463                                         {
2464                                                 while (len < (int)sizeof(name) - 1 && *s)
2465                                                         name[len++] = *s++;
2466                                                 continue;
2467                                         }
2468                                 }
2469                                 name[len++] = *linetext++;
2470                         }
2471                         name[len] = 0;
2472                         // add the point to the list
2473                         VectorScale(mins, (1.0 / 8.0), mins);
2474                         CL_Locs_AddNode(mins, mins, name);
2475                 }
2476                 else
2477                         continue;
2478         }
2479 }
2480
2481 entity_t cl_meshentities[NUM_MESHENTITIES];
2482 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2483 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2484 {
2485         "MESH_SCENE",
2486         "MESH_UI",
2487 };
2488
2489 static void CL_MeshEntities_Restart(void)
2490 {
2491         int i;
2492         entity_t *ent;
2493         for (i = 0; i < NUM_MESHENTITIES; i++)
2494         {
2495                 ent = cl_meshentities + i;
2496                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2497         }
2498 }
2499
2500 static void CL_MeshEntities_Init(void)
2501 {
2502         int i;
2503         entity_t *ent;
2504         for (i = 0; i < NUM_MESHENTITIES; i++)
2505         {
2506                 ent = cl_meshentities + i;
2507                 ent->state_current.active = true;
2508                 ent->render.model = cl_meshentitymodels + i;
2509                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2510                 ent->render.alpha = 1;
2511                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2512                 ent->render.framegroupblend[0].lerp = 1;
2513                 ent->render.frameblend[0].lerp = 1;
2514                 VectorSet(ent->render.colormod, 1, 1, 1);
2515                 VectorSet(ent->render.glowmod, 1, 1, 1);
2516                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2517                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2518                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2519                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2520                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2521                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2522                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2523                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2524                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2525                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2526                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2527                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2528                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2529                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2530                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2531
2532                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2533                 CL_UpdateRenderEntity(&ent->render);
2534         }
2535         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2536         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2537 }
2538
2539 void CL_MeshEntities_Scene_Clear(void)
2540 {
2541         Mod_Mesh_Reset(CL_Mesh_Scene());
2542 }
2543
2544 void CL_MeshEntities_Scene_AddRenderEntity(void)
2545 {
2546         entity_t* ent = &cl_meshentities[MESH_SCENE];
2547         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2548 }
2549
2550 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2551 {
2552         entity_t *ent = &cl_meshentities[MESH_SCENE];
2553         Mod_Mesh_Finalize(ent->render.model);
2554         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2555         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2556 }
2557
2558 static void CL_MeshEntities_Shutdown(void)
2559 {
2560 }
2561
2562 extern cvar_t r_overheadsprites_pushback;
2563 extern cvar_t r_fullbright_directed_pitch_relative;
2564 extern cvar_t r_fullbright_directed_pitch;
2565 extern cvar_t r_fullbright_directed_ambient;
2566 extern cvar_t r_fullbright_directed_diffuse;
2567 extern cvar_t r_fullbright_directed;
2568 extern cvar_t r_hdr_glowintensity;
2569
2570 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2571 {
2572         vec3_t angles;
2573
2574         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2575         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2576
2577         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2578         // same for all stereo views, and to better handle pitches outside
2579         // [-90, 90] (in_pitch_* cvars allow that).
2580         VectorCopy(cl.viewangles, angles);
2581         if (r_fullbright_directed_pitch_relative.integer) {
2582                 angles[PITCH] += r_fullbright_directed_pitch.value;
2583         }
2584         else {
2585                 angles[PITCH] = r_fullbright_directed_pitch.value;
2586         }
2587         AngleVectors(angles, worldspacenormal, NULL, NULL);
2588         VectorNegate(worldspacenormal, worldspacenormal);
2589 }
2590
2591 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2592 {
2593         float shadingorigin[3], a[3], c[3], dir[3];
2594         int q;
2595
2596         for (q = 0; q < 3; q++)
2597                 a[q] = c[q] = dir[q] = 0;
2598
2599         ent->render_lightgrid = false;
2600         ent->render_modellight_forced = false;
2601         ent->render_rtlight_disabled = false;
2602
2603         // pick an appropriate value for render_modellight_origin - if this is an
2604         // attachment we want to use the parent's render_modellight_origin so that
2605         // shading is the same (also important for r_shadows to cast shadows in the
2606         // same direction)
2607         if (VectorLength2(ent->custommodellight_origin))
2608         {
2609                 // CSQC entities always provide this (via CL_GetTagMatrix)
2610                 for (q = 0; q < 3; q++)
2611                         shadingorigin[q] = ent->custommodellight_origin[q];
2612         }
2613         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2614         {
2615                 // network entity - follow attachment chain back to a root entity,
2616                 int entnum = ent->entitynumber, recursion;
2617                 for (recursion = 32; recursion > 0; --recursion)
2618                 {
2619                         int parentnum = cl.entities[entnum].state_current.tagentity;
2620                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2621                                 break;
2622                         entnum = parentnum;
2623                 }
2624                 // grab the root entity's origin
2625                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2626         }
2627         else
2628         {
2629                 // not a CSQC entity (which sets custommodellight_origin), not a network
2630                 // entity - so it's probably not attached to anything
2631                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2632         }
2633
2634         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2635         {
2636                 // intentionally EF_FULLBRIGHT entity
2637                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2638                 // CSQC can still provide its own customized modellight values
2639                 ent->render_rtlight_disabled = true;
2640                 ent->render_modellight_forced = true;
2641                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2642                 {
2643                         // custom colors provided by CSQC
2644                         for (q = 0; q < 3; q++)
2645                         {
2646                                 a[q] = ent->custommodellight_ambient[q];
2647                                 c[q] = ent->custommodellight_diffuse[q];
2648                                 dir[q] = ent->custommodellight_lightdir[q];
2649                         }
2650                 }
2651                 else if (r_fullbright_directed.integer)
2652                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2653                 else
2654                         for (q = 0; q < 3; q++)
2655                                 a[q] = 1;
2656         }
2657         else
2658         {
2659                 // fetch the lighting from the worldmodel data
2660
2661                 // CSQC can provide its own customized modellight values
2662                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2663                 {
2664                         ent->render_modellight_forced = true;
2665                         for (q = 0; q < 3; q++)
2666                         {
2667                                 a[q] = ent->custommodellight_ambient[q];
2668                                 c[q] = ent->custommodellight_diffuse[q];
2669                                 dir[q] = ent->custommodellight_lightdir[q];
2670                         }
2671                 }
2672                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2673                 {
2674                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2675                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2676                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2677                         ent->render_modellight_forced = true;
2678                         ent->render_rtlight_disabled = true;
2679                 }
2680                 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))
2681                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2682                 {
2683                         ent->render_lightgrid = true;
2684                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2685                 }
2686                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2687                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2688                 else if (r_fullbright_directed.integer)
2689                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2690                 else
2691                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2692         }
2693
2694         for (q = 0; q < 3; q++)
2695         {
2696                 ent->render_fullbright[q] = ent->colormod[q];
2697                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2698                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2699                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2700                 ent->render_modellight_specular[q] = c[q];
2701                 ent->render_modellight_lightdir_world[q] = dir[q];
2702                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2703                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2704                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2705                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2706                 ent->render_rtlight_specular[q] = 1;
2707         }
2708
2709         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2710         if (ent->render_modellight_forced)
2711                 for (q = 0; q < 3; q++)
2712                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2713         if (ent->render_rtlight_disabled)
2714                 for (q = 0; q < 3; q++)
2715                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2716
2717         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2718                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2719         VectorNormalize(ent->render_modellight_lightdir_world);
2720         // transform into local space for the entity as well
2721         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2722         VectorNormalize(ent->render_modellight_lightdir_local);
2723 }
2724
2725
2726 void CL_UpdateEntityShading(void)
2727 {
2728         int i;
2729         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2730         for (i = 0; i < r_refdef.scene.numentities; i++)
2731                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2732 }
2733
2734 qbool vid_opened = false;
2735 void CL_StartVideo(void)
2736 {
2737         if (!vid_opened && cls.state != ca_dedicated)
2738         {
2739                 vid_opened = true;
2740 #ifdef WIN32
2741                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2742                 NetConn_UpdateSockets();
2743 #endif
2744                 VID_Start();
2745                 CDAudio_Startup();
2746         }
2747 }
2748
2749 extern cvar_t host_framerate;
2750 extern cvar_t host_speeds;
2751
2752 double CL_Frame (double time)
2753 {
2754         static double clframetime;
2755         static double cl_timer = 0;
2756         static double time1 = 0, time2 = 0, time3 = 0;
2757         int pass1, pass2, pass3;
2758
2759         CL_VM_PreventInformationLeaks();
2760
2761         // get new key events
2762         Key_EventQueue_Unblock();
2763         SndSys_SendKeyEvents();
2764         Sys_SendKeyEvents();
2765
2766         if((cl_timer += time) < 0)
2767                 return cl_timer;
2768
2769         // limit the frametime steps to no more than 100ms each
2770         if (cl_timer > 0.1)
2771                 cl_timer = 0.1;
2772
2773         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2774         {
2775                 R_TimeReport("---");
2776                 Collision_Cache_NewFrame();
2777                 R_TimeReport("photoncache");
2778 #ifdef CONFIG_VIDEO_CAPTURE
2779                 // decide the simulation time
2780                 if (cls.capturevideo.active)
2781                 {
2782                         //***
2783                         if (cls.capturevideo.realtime)
2784                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2785                         else
2786                         {
2787                                 clframetime = 1.0 / cls.capturevideo.framerate;
2788                                 cl.realframetime = max(time, clframetime);
2789                         }
2790                 }
2791                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2792
2793 #else
2794                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2795 #endif
2796                 {
2797                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2798                         // when running slow, we need to sleep to keep input responsive
2799                         if (cl_maxfps_alwayssleep.value > 0)
2800                                 Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
2801                 }
2802                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2803                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2804                 else
2805                         clframetime = cl.realframetime = cl_timer;
2806
2807                 // apply slowmo scaling
2808                 clframetime *= cl.movevars_timescale;
2809                 // scale playback speed of demos by slowmo cvar
2810                 if (cls.demoplayback)
2811                 {
2812                         clframetime *= host_timescale.value;
2813                         // if demo playback is paused, don't advance time at all
2814                         if (cls.demopaused)
2815                                 clframetime = 0;
2816                 }
2817                 else
2818                 {
2819                         // host_framerate overrides all else
2820                         if (host_framerate.value)
2821                                 clframetime = host_framerate.value;
2822
2823                         if (cl.paused || host.paused)
2824                                 clframetime = 0;
2825                 }
2826
2827                 if (cls.timedemo)
2828                         clframetime = cl.realframetime = cl_timer;
2829
2830                 // deduct the frame time from the accumulator
2831                 cl_timer -= cl.realframetime;
2832
2833                 cl.oldtime = cl.time;
2834                 cl.time += clframetime;
2835
2836                 // update video
2837                 if (host_speeds.integer)
2838                         time1 = Sys_DirtyTime();
2839                 R_TimeReport("pre-input");
2840
2841                 // Collect input into cmd
2842                 CL_Input();
2843
2844                 R_TimeReport("input");
2845
2846                 // check for new packets
2847                 NetConn_ClientFrame();
2848
2849                 // read a new frame from a demo if needed
2850                 CL_ReadDemoMessage();
2851                 R_TimeReport("clientnetwork");
2852
2853                 // now that packets have been read, send input to server
2854                 CL_SendMove();
2855                 R_TimeReport("sendmove");
2856
2857                 // update client world (interpolate entities, create trails, etc)
2858                 CL_UpdateWorld();
2859                 R_TimeReport("lerpworld");
2860
2861                 CL_Video_Frame();
2862
2863                 R_TimeReport("client");
2864
2865                 CL_UpdateScreen();
2866                 R_TimeReport("render");
2867
2868                 if (host_speeds.integer)
2869                         time2 = Sys_DirtyTime();
2870
2871                 // update audio
2872                 if(cl.csqc_usecsqclistener)
2873                 {
2874                         S_Update(&cl.csqc_listenermatrix);
2875                         cl.csqc_usecsqclistener = false;
2876                 }
2877                 else
2878                         S_Update(&r_refdef.view.matrix);
2879
2880                 CDAudio_Update();
2881                 R_TimeReport("audio");
2882
2883                 // reset gathering of mouse input
2884                 in_mouse_x = in_mouse_y = 0;
2885
2886                 if (host_speeds.integer)
2887                 {
2888                         pass1 = (int)((time1 - time3)*1000000);
2889                         time3 = Sys_DirtyTime();
2890                         pass2 = (int)((time2 - time1)*1000000);
2891                         pass3 = (int)((time3 - time2)*1000000);
2892                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2893                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2894                 }
2895         }
2896         // if there is some time remaining from this frame, reset the timer
2897         return cl_timer >= 0 ? 0 : cl_timer;
2898 }
2899
2900 /*
2901 ===========
2902 CL_Shutdown
2903 ===========
2904 */
2905 void CL_Shutdown (void)
2906 {
2907         // be quiet while shutting down
2908         S_StopAllSounds();
2909         
2910         // disconnect client from server if active
2911         CL_Disconnect();
2912         
2913         CL_Video_Shutdown();
2914
2915 #ifdef CONFIG_MENU
2916         // Shutdown menu
2917         if(MR_Shutdown)
2918                 MR_Shutdown();
2919 #endif
2920
2921         CDAudio_Shutdown ();
2922         S_Terminate ();
2923         
2924         R_Modules_Shutdown();
2925         VID_Shutdown();
2926
2927         CL_Screen_Shutdown();
2928         CL_Particles_Shutdown();
2929         CL_Parse_Shutdown();
2930         CL_MeshEntities_Shutdown();
2931
2932         Key_Shutdown();
2933         S_Shutdown();
2934
2935         Mem_FreePool (&cls.permanentmempool);
2936         Mem_FreePool (&cls.levelmempool);
2937 }
2938
2939 /*
2940 =================
2941 CL_Init
2942 =================
2943 */
2944 void CL_Init (void)
2945 {
2946         if (cls.state == ca_dedicated)
2947         {
2948                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2949         }
2950         else
2951         {
2952                 Con_Printf("Initializing client\n");
2953
2954                 Cvar_SetValueQuick(&host_isclient, 1);
2955
2956                 R_Modules_Init();
2957                 Palette_Init();
2958 #ifdef CONFIG_MENU
2959                 MR_Init_Commands();
2960 #endif
2961                 VID_Shared_Init();
2962                 VID_Init();
2963                 Render_Init();
2964                 S_Init();
2965                 CDAudio_Init();
2966                 Key_Init();
2967                 V_Init();
2968
2969                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2970                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2971
2972                 memset(&r_refdef, 0, sizeof(r_refdef));
2973                 // max entities sent to renderer per frame
2974                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2975                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2976
2977                 // max temp entities
2978                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2979                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2980
2981                 CL_InitInput ();
2982
2983         //
2984         // register our commands
2985         //
2986                 CL_InitCommands();
2987
2988                 Cvar_RegisterVariable (&cl_upspeed);
2989                 Cvar_RegisterVariable (&cl_forwardspeed);
2990                 Cvar_RegisterVariable (&cl_backspeed);
2991                 Cvar_RegisterVariable (&cl_sidespeed);
2992                 Cvar_RegisterVariable (&cl_movespeedkey);
2993                 Cvar_RegisterVariable (&cl_yawspeed);
2994                 Cvar_RegisterVariable (&cl_pitchspeed);
2995                 Cvar_RegisterVariable (&cl_anglespeedkey);
2996                 Cvar_RegisterVariable (&cl_shownet);
2997                 Cvar_RegisterVariable (&cl_nolerp);
2998                 Cvar_RegisterVariable (&cl_lerpexcess);
2999                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3000                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3001                 Cvar_RegisterVariable (&cl_deathfade);
3002                 Cvar_RegisterVariable (&lookspring);
3003                 Cvar_RegisterVariable (&lookstrafe);
3004                 Cvar_RegisterVariable (&sensitivity);
3005                 Cvar_RegisterVariable (&freelook);
3006
3007                 Cvar_RegisterVariable (&m_pitch);
3008                 Cvar_RegisterVariable (&m_yaw);
3009                 Cvar_RegisterVariable (&m_forward);
3010                 Cvar_RegisterVariable (&m_side);
3011
3012                 Cvar_RegisterVariable (&cl_itembobspeed);
3013                 Cvar_RegisterVariable (&cl_itembobheight);
3014
3015                 CL_Demo_Init();
3016
3017                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3018                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3019                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3020                 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
3022                 // Support Client-side Model Index List
3023                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3024                 // Support Client-side Sound Index List
3025                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3026
3027                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3028                 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
3030                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3031
3032                 Cvar_RegisterVariable(&r_draweffects);
3033                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3034                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3035                 Cvar_RegisterVariable(&cl_explosions_size_start);
3036                 Cvar_RegisterVariable(&cl_explosions_size_end);
3037                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3038                 Cvar_RegisterVariable(&cl_stainmaps);
3039                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3040                 Cvar_RegisterVariable(&cl_beams_polygons);
3041                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3042                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3043                 Cvar_RegisterVariable(&cl_beams_lightatend);
3044                 Cvar_RegisterVariable(&cl_noplayershadow);
3045                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3046                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3047
3048                 Cvar_RegisterVariable(&cl_prydoncursor);
3049                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3050
3051                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3052
3053                 // for QW connections
3054                 Cvar_RegisterVariable(&qport);
3055                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3056
3057                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3058
3059                 Cvar_RegisterVariable(&cl_locs_enable);
3060                 Cvar_RegisterVariable(&cl_locs_show);
3061                 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)");
3062                 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)");
3063                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3064                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3065                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3066
3067                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3068
3069                 Cvar_RegisterVariable (&cl_minfps);
3070                 Cvar_RegisterVariable (&cl_minfps_fade);
3071                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3072                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3073                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3074                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3075                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3076                 Cvar_RegisterVariable (&cl_minfps_force);
3077                 Cvar_RegisterVariable (&cl_maxfps);
3078                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3079                 Cvar_RegisterVariable (&cl_maxidlefps);
3080
3081                 CL_Parse_Init();
3082                 CL_Particles_Init();
3083                 CL_Screen_Init();
3084                 CL_MeshEntities_Init();
3085
3086                 CL_Video_Init();
3087
3088                 NetConn_UpdateSockets_Client();
3089
3090                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3091                 host.hook.Disconnect = CL_Disconnect;
3092                 host.hook.CL_Intermission = CL_Intermission;
3093                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3094         }
3095 }