]> git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_main.c
Merge PR 'Use the text from modinfo.txt as the mod menu entry'
[xonotic/darkplaces.git] / cl_main.c
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
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_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"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "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)" };
61 cvar_t cl_autodemo_delete = {0, "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" };
62
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87
88 cvar_t cl_prydoncursor = {0, "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"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_SAVE, "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)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 client_static_t cls;
97 client_state_t  cl;
98
99 /*
100 =====================
101 CL_ClearState
102
103 =====================
104 */
105 void CL_ClearState(void)
106 {
107         int i;
108         entity_t *ent;
109
110         CL_VM_ShutDown();
111
112 // wipe the entire cl structure
113         Mem_EmptyPool(cls.levelmempool);
114         memset (&cl, 0, sizeof(cl));
115
116         S_StopAllSounds();
117
118         // reset the view zoom interpolation
119         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120         cl.sensitivityscale = 1.0f;
121
122         // enable rendering of the world and such
123         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124         cl.csqc_vidvars.drawenginesbar = true;
125         cl.csqc_vidvars.drawcrosshair = true;
126
127         // set up the float version of the stats array for easier access to float stats
128         cl.statsf = (float *)cl.stats;
129
130         cl.num_entities = 0;
131         cl.num_static_entities = 0;
132         cl.num_brushmodel_entities = 0;
133
134         // tweak these if the game runs out
135         cl.max_csqcrenderentities = 0;
136         cl.max_entities = MAX_ENITIES_INITIAL;
137         cl.max_static_entities = MAX_STATICENTITIES;
138         cl.max_effects = MAX_EFFECTS;
139         cl.max_beams = MAX_BEAMS;
140         cl.max_dlights = MAX_DLIGHTS;
141         cl.max_lightstyle = MAX_LIGHTSTYLES;
142         cl.max_brushmodel_entities = MAX_EDICTS;
143         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
144         cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
145         cl.max_showlmps = 0;
146
147         cl.num_dlights = 0;
148         cl.num_effects = 0;
149         cl.num_beams = 0;
150
151         cl.csqcrenderentities = NULL;
152         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
153         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
154         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
155         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
162         cl.showlmps = NULL;
163
164         // LordHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (IS_NEXUIZ_DERIVED(gamemode))
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         char vabuf[1024];
217         if (!allowstarkey && key[0] == '*')
218                 fail = true;
219         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220                 fail = true;
221         for (i = 0;key[i];i++)
222                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
223                         fail = true;
224         for (i = 0;value[i];i++)
225                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
226                         fail = true;
227         if (fail)
228         {
229                 if (!quiet)
230                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231                 return;
232         }
233         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234         if (cls.state == ca_connected && cls.netcon)
235         {
236                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237                 {
238                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
240                 }
241                 else if (!strcasecmp(key, "name"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playermodel"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "playerskin"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
255                 }
256                 else if (!strcasecmp(key, "topcolor"))
257                 {
258                         // don't send anything, the combined color code will be updated manually
259                 }
260                 else if (!strcasecmp(key, "bottomcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "rate"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
268                 }
269                 else if (!strcasecmp(key, "rate_burstsize"))
270                 {
271                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
273                 }
274         }
275 }
276
277 void CL_ExpandEntities(int num)
278 {
279         int i, oldmaxentities;
280         entity_t *oldentities;
281         if (num >= cl.max_entities)
282         {
283                 if (!cl.entities)
284                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285                 if (num >= MAX_EDICTS)
286                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287                 oldmaxentities = cl.max_entities;
288                 oldentities = cl.entities;
289                 cl.max_entities = (num & ~255) + 256;
290                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292                 Mem_Free(oldentities);
293                 for (i = oldmaxentities;i < cl.max_entities;i++)
294                 {
295                         cl.entities[i].state_baseline = defaultstate;
296                         cl.entities[i].state_previous = defaultstate;
297                         cl.entities[i].state_current = defaultstate;
298                 }
299         }
300 }
301
302 void CL_ExpandCSQCRenderEntities(int num)
303 {
304         int i;
305         int oldmaxcsqcrenderentities;
306         entity_render_t *oldcsqcrenderentities;
307         if (num >= cl.max_csqcrenderentities)
308         {
309                 if (num >= MAX_EDICTS)
310                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312                 oldcsqcrenderentities = cl.csqcrenderentities;
313                 cl.max_csqcrenderentities = (num & ~255) + 256;
314                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315                 if (oldcsqcrenderentities)
316                 {
317                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318                         for (i = 0;i < r_refdef.scene.numentities;i++)
319                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321                         Mem_Free(oldcsqcrenderentities);
322                 }
323         }
324 }
325
326 /*
327 =====================
328 CL_Disconnect
329
330 Sends a disconnect message to the server
331 This is also called on Host_Error, so it shouldn't cause any errors
332 =====================
333 */
334 void CL_Disconnect(void)
335 {
336         if (cls.state == ca_dedicated)
337                 return;
338
339         if (COM_CheckParm("-profilegameonly"))
340                 Sys_AllowProfiling(false);
341
342         Curl_Clear_forthismap();
343
344         Con_DPrintf("CL_Disconnect\n");
345
346     Cvar_SetValueQuick(&csqc_progcrc, -1);
347         Cvar_SetValueQuick(&csqc_progsize, -1);
348         CL_VM_ShutDown();
349 // stop sounds (especially looping!)
350         S_StopAllSounds ();
351
352         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
353
354         // clear contents blends
355         cl.cshifts[0].percent = 0;
356         cl.cshifts[1].percent = 0;
357         cl.cshifts[2].percent = 0;
358         cl.cshifts[3].percent = 0;
359
360         cl.worldmodel = NULL;
361
362         CL_Parse_ErrorCleanUp();
363
364         if (cls.demoplayback)
365                 CL_StopPlayback();
366         else if (cls.netcon)
367         {
368                 sizebuf_t buf;
369                 unsigned char bufdata[8];
370                 if (cls.demorecording)
371                         CL_Stop_f();
372
373                 // send disconnect message 3 times to improve chances of server
374                 // receiving it (but it still fails sometimes)
375                 memset(&buf, 0, sizeof(buf));
376                 buf.data = bufdata;
377                 buf.maxsize = sizeof(bufdata);
378                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
379                 {
380                         Con_DPrint("Sending drop command\n");
381                         MSG_WriteByte(&buf, qw_clc_stringcmd);
382                         MSG_WriteString(&buf, "drop");
383                 }
384                 else
385                 {
386                         Con_DPrint("Sending clc_disconnect\n");
387                         MSG_WriteByte(&buf, clc_disconnect);
388                 }
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_Close(cls.netcon);
393                 cls.netcon = NULL;
394         }
395         cls.state = ca_disconnected;
396         cl.islocalgame = false;
397
398         cls.demoplayback = cls.timedemo = false;
399         cls.signon = 0;
400 }
401
402 void CL_Disconnect_f(void)
403 {
404         CL_Disconnect ();
405         if (sv.active)
406                 Host_ShutdownServer ();
407 }
408
409
410
411
412 /*
413 =====================
414 CL_EstablishConnection
415
416 Host should be either "local" or a net address
417 =====================
418 */
419 void CL_EstablishConnection(const char *host, int firstarg)
420 {
421         if (cls.state == ca_dedicated)
422                 return;
423
424         // don't connect to a server if we're benchmarking a demo
425         if (COM_CheckParm("-benchmark"))
426                 return;
427
428         // clear menu's connect error message
429 #ifdef CONFIG_MENU
430         M_Update_Return_Reason("");
431 #endif
432         cls.demonum = -1;
433
434         // stop demo loop in case this fails
435         if (cls.demoplayback)
436                 CL_StopPlayback();
437
438         // if downloads are running, cancel their finishing action
439         Curl_Clear_forthismap();
440
441         // make sure the client ports are open before attempting to connect
442         NetConn_UpdateSockets();
443
444         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
445         {
446                 cls.connect_trying = true;
447                 cls.connect_remainingtries = 3;
448                 cls.connect_nextsendtime = 0;
449
450                 // only NOW, set connect_userinfo
451                 if(firstarg >= 0)
452                 {
453                         int i;
454                         *cls.connect_userinfo = 0;
455                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
456                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
457                 }
458                 else if(firstarg < -1)
459                 {
460                         // -1: keep as is (reconnect)
461                         // -2: clear
462                         *cls.connect_userinfo = 0;
463                 }
464
465 #ifdef CONFIG_MENU
466                 M_Update_Return_Reason("Trying to connect...");
467 #endif
468         }
469         else
470         {
471                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
472 #ifdef CONFIG_MENU
473                 M_Update_Return_Reason("No network");
474 #endif
475         }
476 }
477
478 /*
479 ==============
480 CL_PrintEntities_f
481 ==============
482 */
483 static void CL_PrintEntities_f(void)
484 {
485         entity_t *ent;
486         int i;
487
488         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
489         {
490                 const char* modelname;
491
492                 if (!ent->state_current.active)
493                         continue;
494
495                 if (ent->render.model)
496                         modelname = ent->render.model->name;
497                 else
498                         modelname = "--no model--";
499                 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);
500         }
501 }
502
503 /*
504 ===============
505 CL_ModelIndexList_f
506
507 List information on all models in the client modelindex
508 ===============
509 */
510 static void CL_ModelIndexList_f(void)
511 {
512         int i;
513         dp_model_t *model;
514
515         // Print Header
516         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
517
518         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
519         {
520                 model = CL_GetModelByIndex(i);
521                 if (!model)
522                         continue;
523                 if(model->loaded || i == 1)
524                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
525                 else
526                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
527                 i++;
528         }
529 }
530
531 /*
532 ===============
533 CL_SoundIndexList_f
534
535 List all sounds in the client soundindex
536 ===============
537 */
538 static void CL_SoundIndexList_f(void)
539 {
540         int i = 1;
541
542         while(cl.sound_precache[i] && i != MAX_SOUNDS)
543         { // Valid Sound
544                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
545                 i++;
546         }
547 }
548
549 /*
550 ===============
551 CL_UpdateRenderEntity
552
553 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
554 ===============
555 */
556 void CL_UpdateRenderEntity(entity_render_t *ent)
557 {
558         vec3_t org;
559         vec_t scale;
560         dp_model_t *model = ent->model;
561         // update the inverse matrix for the renderer
562         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
563         // update the animation blend state
564         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
565         // we need the matrix origin to center the box
566         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
567         // update entity->render.scale because the renderer needs it
568         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
569         if (model)
570         {
571                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
572 #ifdef MATRIX4x4_OPENGLORIENTATION
573                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
574 #else
575                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
576 #endif
577                 {
578                         // pitch or roll
579                         VectorMA(org, scale, model->rotatedmins, ent->mins);
580                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
581                 }
582 #ifdef MATRIX4x4_OPENGLORIENTATION
583                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
584 #else
585                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
586 #endif
587                 {
588                         // yaw
589                         VectorMA(org, scale, model->yawmins, ent->mins);
590                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
591                 }
592                 else
593                 {
594                         VectorMA(org, scale, model->normalmins, ent->mins);
595                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
596                 }
597         }
598         else
599         {
600                 ent->mins[0] = org[0] - 16;
601                 ent->mins[1] = org[1] - 16;
602                 ent->mins[2] = org[2] - 16;
603                 ent->maxs[0] = org[0] + 16;
604                 ent->maxs[1] = org[1] + 16;
605                 ent->maxs[2] = org[2] + 16;
606         }
607 }
608
609 /*
610 ===============
611 CL_LerpPoint
612
613 Determines the fraction between the last two messages that the objects
614 should be put at.
615 ===============
616 */
617 static float CL_LerpPoint(void)
618 {
619         float f;
620
621         if (cl_nettimesyncboundmode.integer == 1)
622                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
623
624         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
625         if (cl.mtime[0] <= cl.mtime[1])
626         {
627                 cl.time = cl.mtime[0];
628                 return 1;
629         }
630
631         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
632         return bound(0, f, 1 + cl_lerpexcess.value);
633 }
634
635 void CL_ClearTempEntities (void)
636 {
637         r_refdef.scene.numtempentities = 0;
638         // grow tempentities buffer on request
639         if (r_refdef.scene.expandtempentities)
640         {
641                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
642                 r_refdef.scene.maxtempentities *= 2;
643                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
644                 r_refdef.scene.expandtempentities = false;
645         }
646 }
647
648 entity_render_t *CL_NewTempEntity(double shadertime)
649 {
650         entity_render_t *render;
651
652         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
653                 return NULL;
654         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
655         {
656                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
657                 return NULL;
658         }
659         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
660         memset (render, 0, sizeof(*render));
661         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
662
663         render->shadertime = shadertime;
664         render->alpha = 1;
665         VectorSet(render->colormod, 1, 1, 1);
666         VectorSet(render->glowmod, 1, 1, 1);
667         return render;
668 }
669
670 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
671 {
672         int i;
673         cl_effect_t *e;
674         if (!modelindex) // sanity check
675                 return;
676         if (framerate < 1)
677         {
678                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
679                 return;
680         }
681         if (framecount < 1)
682         {
683                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
684                 return;
685         }
686         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
687         {
688                 if (e->active)
689                         continue;
690                 e->active = true;
691                 VectorCopy(org, e->origin);
692                 e->modelindex = modelindex;
693                 e->starttime = cl.time;
694                 e->startframe = startframe;
695                 e->endframe = startframe + framecount;
696                 e->framerate = framerate;
697
698                 e->frame = 0;
699                 e->frame1time = cl.time;
700                 e->frame2time = cl.time;
701                 cl.num_effects = max(cl.num_effects, i + 1);
702                 break;
703         }
704 }
705
706 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
707 {
708         int i;
709         dlight_t *dl;
710
711 // then look for anything else
712         dl = cl.dlights;
713         for (i = 0;i < cl.max_dlights;i++, dl++)
714                 if (!dl->radius)
715                         break;
716
717         // unable to find one
718         if (i == cl.max_dlights)
719                 return;
720
721         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
722         memset (dl, 0, sizeof(*dl));
723         cl.num_dlights = max(cl.num_dlights, i + 1);
724         Matrix4x4_Normalize(&dl->matrix, matrix);
725         dl->ent = ent;
726         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
727         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
728         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
729         dl->radius = radius;
730         dl->color[0] = red;
731         dl->color[1] = green;
732         dl->color[2] = blue;
733         dl->initialradius = radius;
734         dl->initialcolor[0] = red;
735         dl->initialcolor[1] = green;
736         dl->initialcolor[2] = blue;
737         dl->decay = decay / radius; // changed decay to be a percentage decrease
738         dl->intensity = 1; // this is what gets decayed
739         if (lifetime)
740                 dl->die = cl.time + lifetime;
741         else
742                 dl->die = 0;
743         if (cubemapnum > 0)
744                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
745         else
746                 dl->cubemapname[0] = 0;
747         dl->style = style;
748         dl->shadow = shadowenable;
749         dl->corona = corona;
750         dl->flags = flags;
751         dl->coronasizescale = coronasizescale;
752         dl->ambientscale = ambientscale;
753         dl->diffusescale = diffusescale;
754         dl->specularscale = specularscale;
755 }
756
757 static void CL_DecayLightFlashes(void)
758 {
759         int i, oldmax;
760         dlight_t *dl;
761         float time;
762
763         time = bound(0, cl.time - cl.oldtime, 0.1);
764         oldmax = cl.num_dlights;
765         cl.num_dlights = 0;
766         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
767         {
768                 if (dl->radius)
769                 {
770                         dl->intensity -= time * dl->decay;
771                         if (cl.time < dl->die && dl->intensity > 0)
772                         {
773                                 if (cl_dlights_decayradius.integer)
774                                         dl->radius = dl->initialradius * dl->intensity;
775                                 else
776                                         dl->radius = dl->initialradius;
777                                 if (cl_dlights_decaybrightness.integer)
778                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
779                                 else
780                                         VectorCopy(dl->initialcolor, dl->color);
781                                 cl.num_dlights = i + 1;
782                         }
783                         else
784                                 dl->radius = 0;
785                 }
786         }
787 }
788
789 // called before entity relinking
790 void CL_RelinkLightFlashes(void)
791 {
792         int i, j, k, l;
793         dlight_t *dl;
794         float frac, f;
795         matrix4x4_t tempmatrix;
796
797         if (r_dynamic.integer)
798         {
799                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
800                 {
801                         if (dl->radius)
802                         {
803                                 tempmatrix = dl->matrix;
804                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
805                                 // we need the corona fading to be persistent
806                                 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);
807                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
808                         }
809                 }
810         }
811
812         if (!cl.lightstyle)
813         {
814                 for (j = 0;j < cl.max_lightstyle;j++)
815                 {
816                         r_refdef.scene.rtlightstylevalue[j] = 1;
817                         r_refdef.scene.lightstylevalue[j] = 256;
818                 }
819                 return;
820         }
821
822 // light animations
823 // 'm' is normal light, 'a' is no light, 'z' is double bright
824         f = cl.time * 10;
825         i = (int)floor(f);
826         frac = f - i;
827         for (j = 0;j < cl.max_lightstyle;j++)
828         {
829                 if (!cl.lightstyle[j].length)
830                 {
831                         r_refdef.scene.rtlightstylevalue[j] = 1;
832                         r_refdef.scene.lightstylevalue[j] = 256;
833                         continue;
834                 }
835                 // static lightstyle "=value"
836                 if (cl.lightstyle[j].map[0] == '=')
837                 {
838                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
839                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
840                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
841                         continue;
842                 }
843                 k = i % cl.lightstyle[j].length;
844                 l = (i-1) % cl.lightstyle[j].length;
845                 k = cl.lightstyle[j].map[k] - 'a';
846                 l = cl.lightstyle[j].map[l] - 'a';
847                 // rtlightstylevalue is always interpolated because it has no bad
848                 // consequences for performance
849                 // lightstylevalue is subject to a cvar for performance reasons;
850                 // skipping lightmap updates on most rendered frames substantially
851                 // improves framerates (but makes light fades look bad)
852                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
853                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
854         }
855 }
856
857 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
858 {
859         int frame = player->render.framegroupblend[0].frame;
860         float f;
861         entity_render_t *flagrender;
862         matrix4x4_t flagmatrix;
863
864         // this code taken from QuakeWorld
865         f = 14;
866         if (frame >= 29 && frame <= 40)
867         {
868                 if (frame >= 29 && frame <= 34)
869                 { //axpain
870                         if      (frame == 29) f = f + 2;
871                         else if (frame == 30) f = f + 8;
872                         else if (frame == 31) f = f + 12;
873                         else if (frame == 32) f = f + 11;
874                         else if (frame == 33) f = f + 10;
875                         else if (frame == 34) f = f + 4;
876                 }
877                 else if (frame >= 35 && frame <= 40)
878                 { // pain
879                         if      (frame == 35) f = f + 2;
880                         else if (frame == 36) f = f + 10;
881                         else if (frame == 37) f = f + 10;
882                         else if (frame == 38) f = f + 8;
883                         else if (frame == 39) f = f + 4;
884                         else if (frame == 40) f = f + 2;
885                 }
886         }
887         else if (frame >= 103 && frame <= 118)
888         {
889                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
890                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
891                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
892                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
893         }
894         // end of code taken from QuakeWorld
895
896         flagrender = CL_NewTempEntity(player->render.shadertime);
897         if (!flagrender)
898                 return;
899
900         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
901         flagrender->skinnum = skin;
902         flagrender->alpha = 1;
903         VectorSet(flagrender->colormod, 1, 1, 1);
904         VectorSet(flagrender->glowmod, 1, 1, 1);
905         // attach the flag to the player matrix
906         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
907         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
908         CL_UpdateRenderEntity(flagrender);
909 }
910
911 matrix4x4_t viewmodelmatrix_withbob;
912 matrix4x4_t viewmodelmatrix_nobob;
913
914 static const vec3_t muzzleflashorigin = {18, 0, 0};
915
916 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
917 {
918         const unsigned char *cbcolor;
919         if (colormap >= 0)
920         {
921                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
922                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
923                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
924                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
925         }
926         else
927         {
928                 VectorClear(ent->colormap_pantscolor);
929                 VectorClear(ent->colormap_shirtcolor);
930         }
931 }
932
933 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
934 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
935 {
936         const matrix4x4_t *matrix;
937         matrix4x4_t blendmatrix, tempmatrix, matrix2;
938         int frame;
939         vec_t origin[3], angles[3], lerp;
940         entity_t *t;
941         entity_render_t *r;
942         //entity_persistent_t *p = &e->persistent;
943         //entity_render_t *r = &e->render;
944         // skip inactive entities and world
945         if (!e->state_current.active || e == cl.entities)
946                 return;
947         if (recursionlimit < 1)
948                 return;
949         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
950         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
951         e->render.flags = e->state_current.flags;
952         e->render.effects = e->state_current.effects;
953         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
954         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
955         if(e >= cl.entities && e < cl.entities + cl.num_entities)
956                 e->render.entitynumber = e - cl.entities;
957         else
958                 e->render.entitynumber = 0;
959         if (e->state_current.flags & RENDER_COLORMAPPED)
960                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
961         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
962                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
963         else
964                 CL_SetEntityColormapColors(&e->render, -1);
965         e->render.skinnum = e->state_current.skin;
966         if (e->state_current.tagentity)
967         {
968                 // attached entity (gun held in player model's hand, etc)
969                 // if the tag entity is currently impossible, skip it
970                 if (e->state_current.tagentity >= cl.num_entities)
971                         return;
972                 t = cl.entities + e->state_current.tagentity;
973                 // if the tag entity is inactive, skip it
974                 if (t->state_current.active)
975                 {
976                         // update the parent first
977                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
978                         r = &t->render;
979                 }
980                 else
981                 {
982                         // it may still be a CSQC entity... trying to use its
983                         // info from last render frame (better than nothing)
984                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
985                                 return;
986                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
987                         if(!r->entitynumber)
988                                 return; // neither CSQC nor legacy entity... can't attach
989                 }
990                 // make relative to the entity
991                 matrix = &r->matrix;
992                 // some properties of the tag entity carry over
993                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
994                 // if a valid tagindex is used, make it relative to that tag instead
995                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
996                 {
997                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
998                         {
999                                 // concat the tag matrices onto the entity matrix
1000                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1001                                 // use the constructed tag matrix
1002                                 matrix = &tempmatrix;
1003                         }
1004                 }
1005         }
1006         else if (e->render.flags & RENDER_VIEWMODEL)
1007         {
1008                 // view-relative entity (guns and such)
1009                 if (e->render.effects & EF_NOGUNBOB)
1010                         matrix = &viewmodelmatrix_nobob; // really attached to view
1011                 else
1012                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1013         }
1014         else
1015         {
1016                 // world-relative entity (the normal kind)
1017                 matrix = &identitymatrix;
1018         }
1019
1020         // movement lerp
1021         // if it's the predicted player entity, update according to client movement
1022         // but don't lerp if going through a teleporter as it causes a bad lerp
1023         // also don't use the predicted location if fixangle was set on both of
1024         // the most recent server messages, as that cause means you are spectating
1025         // someone or watching a cutscene of some sort
1026         if (cl_nolerp.integer || cls.timedemo)
1027                 interpolate = false;
1028         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1029         {
1030                 VectorCopy(cl.movement_origin, origin);
1031                 VectorSet(angles, 0, cl.viewangles[1], 0);
1032         }
1033         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1034         {
1035                 // interpolate the origin and angles
1036                 lerp = max(0, lerp);
1037                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1038 #if 0
1039                 // this fails at the singularity of euler angles
1040                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1041                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1042                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1043                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1044                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1045 #else
1046                 {
1047                         vec3_t f0, u0, f1, u1;
1048                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1049                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1050                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1051                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1052                         AnglesFromVectors(angles, f0, u0, false);
1053                 }
1054 #endif
1055         }
1056         else
1057         {
1058                 // no interpolation
1059                 VectorCopy(e->persistent.neworigin, origin);
1060                 VectorCopy(e->persistent.newangles, angles);
1061         }
1062
1063         // model setup and some modelflags
1064         frame = e->state_current.frame;
1065         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1066         if (e->render.model)
1067         {
1068                 if (e->render.skinnum >= e->render.model->numskins)
1069                         e->render.skinnum = 0;
1070                 if (frame >= e->render.model->numframes)
1071                         frame = 0;
1072                 // models can set flags such as EF_ROCKET
1073                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1074                 if (!(e->render.effects & 0xFF800000))
1075                         e->render.effects |= e->render.model->effects;
1076                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1077                 if (e->render.model->type == mod_alias)
1078                         angles[0] = -angles[0];
1079                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1080                 {
1081                         VectorScale(e->render.colormod, 2, e->render.colormod);
1082                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1083                 }
1084         }
1085         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1086         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1087                 angles[0] = -angles[0];
1088                 // NOTE: this must be synced to SV_GetPitchSign!
1089
1090         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1091         {
1092                 angles[1] = ANGLEMOD(100*cl.time);
1093                 if (cl_itembobheight.value)
1094                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1095         }
1096
1097         // animation lerp
1098         e->render.skeleton = NULL;
1099         if (e->render.flags & RENDER_COMPLEXANIMATION)
1100         {
1101                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1102                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1103                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1104                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1105                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1106                         e->render.skeleton = &e->state_current.skeletonobject;
1107         }
1108         else if (e->render.framegroupblend[0].frame == frame)
1109         {
1110                 // update frame lerp fraction
1111                 e->render.framegroupblend[0].lerp = 1;
1112                 e->render.framegroupblend[1].lerp = 0;
1113                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1114                 {
1115                         // make sure frame lerp won't last longer than 100ms
1116                         // (this mainly helps with models that use framegroups and
1117                         // switch between them infrequently)
1118                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1119                         if(e->render.model)
1120                         if(e->render.model->animscenes)
1121                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1122                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1123                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1124                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1125                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1126                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1127                 }
1128         }
1129         else
1130         {
1131                 // begin a new frame lerp
1132                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1133                 e->render.framegroupblend[1].lerp = 1;
1134                 e->render.framegroupblend[0].frame = frame;
1135                 e->render.framegroupblend[0].start = cl.time;
1136                 e->render.framegroupblend[0].lerp = 0;
1137         }
1138
1139         // set up the render matrix
1140         if (matrix)
1141         {
1142                 // attached entity, this requires a matrix multiply (concat)
1143                 // FIXME: e->render.scale should go away
1144                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1145                 // concat the matrices to make the entity relative to its tag
1146                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1147                 // get the origin from the new matrix
1148                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1149         }
1150         else
1151         {
1152                 // unattached entities are faster to process
1153                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1154         }
1155
1156         // tenebrae's sprites are all additive mode (weird)
1157         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1158                 e->render.flags |= RENDER_ADDITIVE;
1159         // player model is only shown with chase_active on
1160         if (e->state_current.number == cl.viewentity)
1161                 e->render.flags |= RENDER_EXTERIORMODEL;
1162         // either fullbright or lit
1163         if(!r_fullbright.integer)
1164         {
1165                 if (!(e->render.effects & EF_FULLBRIGHT))
1166                         e->render.flags |= RENDER_LIGHT;
1167         }
1168         // hide player shadow during intermission or nehahra movie
1169         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1170          && (e->render.alpha >= 1)
1171          && !(e->render.flags & RENDER_VIEWMODEL)
1172          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1173                 e->render.flags |= RENDER_SHADOW;
1174         if (e->render.flags & RENDER_VIEWMODEL)
1175                 e->render.flags |= RENDER_NOSELFSHADOW;
1176         if (e->render.effects & EF_NOSELFSHADOW)
1177                 e->render.flags |= RENDER_NOSELFSHADOW;
1178         if (e->render.effects & EF_NODEPTHTEST)
1179                 e->render.flags |= RENDER_NODEPTHTEST;
1180         if (e->render.effects & EF_ADDITIVE)
1181                 e->render.flags |= RENDER_ADDITIVE;
1182         if (e->render.effects & EF_DOUBLESIDED)
1183                 e->render.flags |= RENDER_DOUBLESIDED;
1184         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1185                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1186
1187         // make the other useful stuff
1188         e->render.allowdecals = true;
1189         CL_UpdateRenderEntity(&e->render);
1190 }
1191
1192 // creates light and trails from an entity
1193 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1194 {
1195         effectnameindex_t trailtype;
1196         vec3_t origin;
1197
1198         // bmodels are treated specially since their origin is usually '0 0 0' and
1199         // their actual geometry is far from '0 0 0'
1200         if (e->render.model && e->render.model->soundfromcenter)
1201         {
1202                 vec3_t o;
1203                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1204                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1205         }
1206         else
1207                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1208
1209         // handle particle trails and such effects now that we know where this
1210         // entity is in the world...
1211         trailtype = EFFECT_NONE;
1212         // LordHavoc: if the entity has no effects, don't check each
1213         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1214         {
1215                 if (e->render.effects & EF_BRIGHTFIELD)
1216                 {
1217                         if (IS_NEXUIZ_DERIVED(gamemode))
1218                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1219                         else
1220                                 CL_EntityParticles(e);
1221                 }
1222                 if (e->render.effects & EF_FLAME)
1223                         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);
1224                 if (e->render.effects & EF_STARDUST)
1225                         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);
1226         }
1227         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1228         {
1229                 // these are only set on player entities
1230                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1231         }
1232         // muzzleflash fades over time
1233         if (e->persistent.muzzleflash > 0)
1234                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1235         // LordHavoc: if the entity has no effects, don't check each
1236         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1237         {
1238                 if (e->render.effects & EF_GIB)
1239                         trailtype = EFFECT_TR_BLOOD;
1240                 else if (e->render.effects & EF_ZOMGIB)
1241                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1242                 else if (e->render.effects & EF_TRACER)
1243                         trailtype = EFFECT_TR_WIZSPIKE;
1244                 else if (e->render.effects & EF_TRACER2)
1245                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1246                 else if (e->render.effects & EF_ROCKET)
1247                         trailtype = EFFECT_TR_ROCKET;
1248                 else if (e->render.effects & EF_GRENADE)
1249                 {
1250                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1251                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1252                 }
1253                 else if (e->render.effects & EF_TRACER3)
1254                         trailtype = EFFECT_TR_VORESPIKE;
1255         }
1256         // do trails
1257         if (e->render.flags & RENDER_GLOWTRAIL)
1258                 trailtype = EFFECT_TR_GLOWTRAIL;
1259         if (e->state_current.traileffectnum)
1260                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1261         // check if a trail is allowed (it is not after a teleport for example)
1262         if (trailtype && e->persistent.trail_allowed)
1263         {
1264                 float len;
1265                 vec3_t vel;
1266                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1267                 len = e->state_current.time - e->state_previous.time;
1268                 if (len > 0)
1269                         len = 1.0f / len;
1270                 VectorScale(vel, len, vel);
1271                 // 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
1272                 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);
1273         }
1274         // now that the entity has survived one trail update it is allowed to
1275         // leave a real trail on later frames
1276         e->persistent.trail_allowed = true;
1277         VectorCopy(origin, e->persistent.trail_origin);
1278 }
1279
1280
1281 /*
1282 ===============
1283 CL_UpdateViewEntities
1284 ===============
1285 */
1286 void CL_UpdateViewEntities(void)
1287 {
1288         int i;
1289         // update any RENDER_VIEWMODEL entities to use the new view matrix
1290         for (i = 1;i < cl.num_entities;i++)
1291         {
1292                 if (cl.entities_active[i])
1293                 {
1294                         entity_t *ent = cl.entities + i;
1295                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1296                                 CL_UpdateNetworkEntity(ent, 32, true);
1297                 }
1298         }
1299         // and of course the engine viewmodel needs updating as well
1300         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1301 }
1302
1303 /*
1304 ===============
1305 CL_UpdateNetworkCollisionEntities
1306 ===============
1307 */
1308 static void CL_UpdateNetworkCollisionEntities(void)
1309 {
1310         entity_t *ent;
1311         int i;
1312
1313         // start on the entity after the world
1314         cl.num_brushmodel_entities = 0;
1315         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1316         {
1317                 if (cl.entities_active[i])
1318                 {
1319                         ent = cl.entities + i;
1320                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1321                         {
1322                                 // do not interpolate the bmodels for this
1323                                 CL_UpdateNetworkEntity(ent, 32, false);
1324                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1325                         }
1326                 }
1327         }
1328 }
1329
1330 /*
1331 ===============
1332 CL_UpdateNetworkEntities
1333 ===============
1334 */
1335 static void CL_UpdateNetworkEntities(void)
1336 {
1337         entity_t *ent;
1338         int i;
1339
1340         // start on the entity after the world
1341         for (i = 1;i < cl.num_entities;i++)
1342         {
1343                 if (cl.entities_active[i])
1344                 {
1345                         ent = cl.entities + i;
1346                         if (ent->state_current.active)
1347                         {
1348                                 CL_UpdateNetworkEntity(ent, 32, true);
1349                                 // view models should never create light/trails
1350                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1351                                         CL_UpdateNetworkEntityTrail(ent);
1352                         }
1353                         else
1354                         {
1355                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1356                                 cl.entities_active[i] = false;
1357                         }
1358                 }
1359         }
1360 }
1361
1362 static void CL_UpdateViewModel(void)
1363 {
1364         entity_t *ent;
1365         ent = &cl.viewent;
1366         ent->state_previous = ent->state_current;
1367         ent->state_current = defaultstate;
1368         ent->state_current.time = cl.time;
1369         ent->state_current.number = (unsigned short)-1;
1370         ent->state_current.active = true;
1371         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1372         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1373         ent->state_current.flags = RENDER_VIEWMODEL;
1374         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1375                 ent->state_current.modelindex = 0;
1376         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1377         {
1378                 if (gamemode == GAME_TRANSFUSION)
1379                         ent->state_current.alpha = 128;
1380                 else
1381                         ent->state_current.modelindex = 0;
1382         }
1383         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1384         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1385
1386         // reset animation interpolation on weaponmodel if model changed
1387         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1388         {
1389                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1390                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1391                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1392         }
1393         CL_UpdateNetworkEntity(ent, 32, true);
1394 }
1395
1396 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1397 static void CL_LinkNetworkEntity(entity_t *e)
1398 {
1399         effectnameindex_t trailtype;
1400         vec3_t origin;
1401         vec3_t dlightcolor;
1402         vec_t dlightradius;
1403         char vabuf[1024];
1404
1405         // skip inactive entities and world
1406         if (!e->state_current.active || e == cl.entities)
1407                 return;
1408         if (e->state_current.tagentity)
1409         {
1410                 // if the tag entity is currently impossible, skip it
1411                 if (e->state_current.tagentity >= cl.num_entities)
1412                         return;
1413                 // if the tag entity is inactive, skip it
1414                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1415                 {
1416                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1417                                 return;
1418                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1419                                 return;
1420                         // if we get here, it's properly csqc networked and attached
1421                 }
1422         }
1423
1424         // create entity dlights associated with this entity
1425         if (e->render.model && e->render.model->soundfromcenter)
1426         {
1427                 // bmodels are treated specially since their origin is usually '0 0 0'
1428                 vec3_t o;
1429                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1430                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1431         }
1432         else
1433                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1434         trailtype = EFFECT_NONE;
1435         dlightradius = 0;
1436         dlightcolor[0] = 0;
1437         dlightcolor[1] = 0;
1438         dlightcolor[2] = 0;
1439         // LordHavoc: if the entity has no effects, don't check each
1440         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1441         {
1442                 if (e->render.effects & EF_BRIGHTFIELD)
1443                 {
1444                         if (IS_NEXUIZ_DERIVED(gamemode))
1445                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1446                 }
1447                 if (e->render.effects & EF_DIMLIGHT)
1448                 {
1449                         dlightradius = max(dlightradius, 200);
1450                         dlightcolor[0] += 1.50f;
1451                         dlightcolor[1] += 1.50f;
1452                         dlightcolor[2] += 1.50f;
1453                 }
1454                 if (e->render.effects & EF_BRIGHTLIGHT)
1455                 {
1456                         dlightradius = max(dlightradius, 400);
1457                         dlightcolor[0] += 3.00f;
1458                         dlightcolor[1] += 3.00f;
1459                         dlightcolor[2] += 3.00f;
1460                 }
1461                 // LordHavoc: more effects
1462                 if (e->render.effects & EF_RED) // red
1463                 {
1464                         dlightradius = max(dlightradius, 200);
1465                         dlightcolor[0] += 1.50f;
1466                         dlightcolor[1] += 0.15f;
1467                         dlightcolor[2] += 0.15f;
1468                 }
1469                 if (e->render.effects & EF_BLUE) // blue
1470                 {
1471                         dlightradius = max(dlightradius, 200);
1472                         dlightcolor[0] += 0.15f;
1473                         dlightcolor[1] += 0.15f;
1474                         dlightcolor[2] += 1.50f;
1475                 }
1476                 if (e->render.effects & EF_FLAME)
1477                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1478                 if (e->render.effects & EF_STARDUST)
1479                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1480         }
1481         // muzzleflash fades over time, and is offset a bit
1482         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1483         {
1484                 vec3_t v2;
1485                 vec3_t color;
1486                 trace_t trace;
1487                 matrix4x4_t tempmatrix;
1488                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1489                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1490                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1491                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1492                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1493                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1494                 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);
1495                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1496         }
1497         // LordHavoc: if the model has no flags, don't check each
1498         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1499         {
1500                 if (e->render.effects & EF_GIB)
1501                         trailtype = EFFECT_TR_BLOOD;
1502                 else if (e->render.effects & EF_ZOMGIB)
1503                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1504                 else if (e->render.effects & EF_TRACER)
1505                         trailtype = EFFECT_TR_WIZSPIKE;
1506                 else if (e->render.effects & EF_TRACER2)
1507                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1508                 else if (e->render.effects & EF_ROCKET)
1509                         trailtype = EFFECT_TR_ROCKET;
1510                 else if (e->render.effects & EF_GRENADE)
1511                 {
1512                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1513                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1514                 }
1515                 else if (e->render.effects & EF_TRACER3)
1516                         trailtype = EFFECT_TR_VORESPIKE;
1517         }
1518         // LordHavoc: customizable glow
1519         if (e->state_current.glowsize)
1520         {
1521                 // * 4 for the expansion from 0-255 to 0-1023 range,
1522                 // / 255 to scale down byte colors
1523                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1524                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1525         }
1526         // custom rtlight
1527         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1528         {
1529                 matrix4x4_t dlightmatrix;
1530                 vec4_t light;
1531                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1532                 light[3] = e->state_current.light[3];
1533                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1534                         VectorSet(light, 1, 1, 1);
1535                 if (light[3] == 0)
1536                         light[3] = 350;
1537                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1538                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1539                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1540                 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);
1541                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1542         }
1543         // make the glow dlight
1544         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1545         {
1546                 matrix4x4_t dlightmatrix;
1547                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1548                 // hack to make glowing player light shine on their gun
1549                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1550                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1551                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1552                 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);
1553                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1554         }
1555         // do trail light
1556         if (e->render.flags & RENDER_GLOWTRAIL)
1557                 trailtype = EFFECT_TR_GLOWTRAIL;
1558         if (e->state_current.traileffectnum)
1559                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1560         if (trailtype)
1561                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1562
1563         // don't show entities with no modelindex (note: this still shows
1564         // entities which have a modelindex that resolved to a NULL model)
1565         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1566                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1567         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1568         //      Matrix4x4_Print(&e->render.matrix);
1569 }
1570
1571 static void CL_RelinkWorld(void)
1572 {
1573         entity_t *ent = &cl.entities[0];
1574         // FIXME: this should be done at load
1575         ent->render.matrix = identitymatrix;
1576         ent->render.flags = RENDER_SHADOW;
1577         if (!r_fullbright.integer)
1578                 ent->render.flags |= RENDER_LIGHT;
1579         VectorSet(ent->render.colormod, 1, 1, 1);
1580         VectorSet(ent->render.glowmod, 1, 1, 1);
1581         ent->render.allowdecals = true;
1582         CL_UpdateRenderEntity(&ent->render);
1583         r_refdef.scene.worldentity = &ent->render;
1584         r_refdef.scene.worldmodel = cl.worldmodel;
1585
1586         // if the world is q2bsp, animate the textures
1587         if (ent->render.model && ent->render.model->brush.isq2bsp)
1588                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1589 }
1590
1591 static void CL_RelinkStaticEntities(void)
1592 {
1593         int i;
1594         entity_t *e;
1595         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1596         {
1597                 e->render.flags = 0;
1598                 // if the model was not loaded when the static entity was created we
1599                 // need to re-fetch the model pointer
1600                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1601                 // either fullbright or lit
1602                 if(!r_fullbright.integer)
1603                 {
1604                         if (!(e->render.effects & EF_FULLBRIGHT))
1605                                 e->render.flags |= RENDER_LIGHT;
1606                 }
1607                 // hide player shadow during intermission or nehahra movie
1608                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1609                         e->render.flags |= RENDER_SHADOW;
1610                 VectorSet(e->render.colormod, 1, 1, 1);
1611                 VectorSet(e->render.glowmod, 1, 1, 1);
1612                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1613                 e->render.allowdecals = true;
1614                 CL_UpdateRenderEntity(&e->render);
1615                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1616         }
1617 }
1618
1619 /*
1620 ===============
1621 CL_RelinkEntities
1622 ===============
1623 */
1624 static void CL_RelinkNetworkEntities(void)
1625 {
1626         entity_t *ent;
1627         int i;
1628
1629         // start on the entity after the world
1630         for (i = 1;i < cl.num_entities;i++)
1631         {
1632                 if (cl.entities_active[i])
1633                 {
1634                         ent = cl.entities + i;
1635                         if (ent->state_current.active)
1636                                 CL_LinkNetworkEntity(ent);
1637                         else
1638                                 cl.entities_active[i] = false;
1639                 }
1640         }
1641 }
1642
1643 static void CL_RelinkEffects(void)
1644 {
1645         int i, intframe;
1646         cl_effect_t *e;
1647         entity_render_t *entrender;
1648         float frame;
1649
1650         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1651         {
1652                 if (e->active)
1653                 {
1654                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1655                         intframe = (int)frame;
1656                         if (intframe < 0 || intframe >= e->endframe)
1657                         {
1658                                 memset(e, 0, sizeof(*e));
1659                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1660                                         cl.num_effects--;
1661                                 continue;
1662                         }
1663
1664                         if (intframe != e->frame)
1665                         {
1666                                 e->frame = intframe;
1667                                 e->frame1time = e->frame2time;
1668                                 e->frame2time = cl.time;
1669                         }
1670
1671                         // if we're drawing effects, get a new temp entity
1672                         // (NewTempEntity adds it to the render entities list for us)
1673                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1674                         {
1675                                 // interpolation stuff
1676                                 entrender->framegroupblend[0].frame = intframe;
1677                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1678                                 entrender->framegroupblend[0].start = e->frame1time;
1679                                 if (intframe + 1 >= e->endframe)
1680                                 {
1681                                         entrender->framegroupblend[1].frame = 0; // disappear
1682                                         entrender->framegroupblend[1].lerp = 0;
1683                                         entrender->framegroupblend[1].start = 0;
1684                                 }
1685                                 else
1686                                 {
1687                                         entrender->framegroupblend[1].frame = intframe + 1;
1688                                         entrender->framegroupblend[1].lerp = frame - intframe;
1689                                         entrender->framegroupblend[1].start = e->frame2time;
1690                                 }
1691
1692                                 // normal stuff
1693                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1694                                 entrender->alpha = 1;
1695                                 VectorSet(entrender->colormod, 1, 1, 1);
1696                                 VectorSet(entrender->glowmod, 1, 1, 1);
1697
1698                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1699                                 CL_UpdateRenderEntity(entrender);
1700                         }
1701                 }
1702         }
1703 }
1704
1705 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1706 {
1707         VectorCopy(b->start, start);
1708         VectorCopy(b->end, end);
1709
1710         // if coming from the player, update the start position
1711         if (b->entity == cl.viewentity)
1712         {
1713                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1714                 {
1715                         // LordHavoc: this is a stupid hack from Quake that makes your
1716                         // lightning appear to come from your waist and cover less of your
1717                         // view
1718                         // in Quake this hack was applied to all players (causing the
1719                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1720                         // only applies to your own lightning, and only in first person
1721                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1722                 }
1723                 if (cl_beams_instantaimhack.integer)
1724                 {
1725                         vec3_t dir, localend;
1726                         vec_t len;
1727                         // LordHavoc: this updates the beam direction to match your
1728                         // viewangles
1729                         VectorSubtract(end, start, dir);
1730                         len = VectorLength(dir);
1731                         VectorNormalize(dir);
1732                         VectorSet(localend, len, 0, 0);
1733                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1734                 }
1735         }
1736 }
1737
1738 void CL_RelinkBeams(void)
1739 {
1740         int i;
1741         beam_t *b;
1742         vec3_t dist, org, start, end;
1743         float d;
1744         entity_render_t *entrender;
1745         double yaw, pitch;
1746         float forward;
1747         matrix4x4_t tempmatrix;
1748
1749         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1750         {
1751                 if (!b->model)
1752                         continue;
1753                 if (b->endtime < cl.time)
1754                 {
1755                         b->model = NULL;
1756                         continue;
1757                 }
1758
1759                 CL_Beam_CalculatePositions(b, start, end);
1760
1761                 if (b->lightning)
1762                 {
1763                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1764                         {
1765                                 // FIXME: create a matrix from the beam start/end orientation
1766                                 vec3_t dlightcolor;
1767                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1768                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1769                                 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);
1770                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1771                         }
1772                         if (cl_beams_polygons.integer)
1773                         {
1774                                 CL_Beam_AddPolygons(b);
1775                                 continue;
1776                         }
1777                 }
1778
1779                 // calculate pitch and yaw
1780                 // (this is similar to the QuakeC builtin function vectoangles)
1781                 VectorSubtract(end, start, dist);
1782                 if (dist[1] == 0 && dist[0] == 0)
1783                 {
1784                         yaw = 0;
1785                         if (dist[2] > 0)
1786                                 pitch = 90;
1787                         else
1788                                 pitch = 270;
1789                 }
1790                 else
1791                 {
1792                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1793                         if (yaw < 0)
1794                                 yaw += 360;
1795
1796                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1797                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1798                         if (pitch < 0)
1799                                 pitch += 360;
1800                 }
1801
1802                 // add new entities for the lightning
1803                 VectorCopy (start, org);
1804                 d = VectorNormalizeLength(dist);
1805                 while (d > 0)
1806                 {
1807                         entrender = CL_NewTempEntity (0);
1808                         if (!entrender)
1809                                 return;
1810                         entrender->model = b->model;
1811                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1812                         CL_UpdateRenderEntity(entrender);
1813                         VectorMA(org, 30, dist, org);
1814                         d -= 30;
1815                 }
1816         }
1817
1818         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1819                 cl.num_beams--;
1820 }
1821
1822 static void CL_RelinkQWNails(void)
1823 {
1824         int i;
1825         vec_t *v;
1826         entity_render_t *entrender;
1827
1828         for (i = 0;i < cl.qw_num_nails;i++)
1829         {
1830                 v = cl.qw_nails[i];
1831
1832                 // if we're drawing effects, get a new temp entity
1833                 // (NewTempEntity adds it to the render entities list for us)
1834                 if (!(entrender = CL_NewTempEntity(0)))
1835                         continue;
1836
1837                 // normal stuff
1838                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1839                 entrender->alpha = 1;
1840                 VectorSet(entrender->colormod, 1, 1, 1);
1841                 VectorSet(entrender->glowmod, 1, 1, 1);
1842
1843                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1844                 CL_UpdateRenderEntity(entrender);
1845         }
1846 }
1847
1848 static void CL_LerpPlayer(float frac)
1849 {
1850         int i;
1851
1852         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1853         for (i = 0;i < 3;i++)
1854         {
1855                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1856                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1857                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1858         }
1859
1860         // interpolate the angles if playing a demo or spectating someone
1861         if (cls.demoplayback || cl.fixangle[0])
1862         {
1863                 for (i = 0;i < 3;i++)
1864                 {
1865                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1866                         if (d > 180)
1867                                 d -= 360;
1868                         else if (d < -180)
1869                                 d += 360;
1870                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1871                 }
1872         }
1873 }
1874
1875 void CSQC_RelinkAllEntities (int drawmask)
1876 {
1877         // link stuff
1878         CL_RelinkWorld();
1879         CL_RelinkStaticEntities();
1880         CL_RelinkBeams();
1881         CL_RelinkEffects();
1882         CL_RelinkLightFlashes();
1883
1884         // link stuff
1885         if (drawmask & ENTMASK_ENGINE)
1886         {
1887                 CL_RelinkNetworkEntities();
1888                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1889                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1890                 CL_RelinkQWNails();
1891         }
1892
1893         // update view blend
1894         V_CalcViewBlend();
1895
1896         CL_MeshEntities_AddToScene();
1897 }
1898
1899 /*
1900 ===============
1901 CL_UpdateWorld
1902
1903 Update client game world for a new frame
1904 ===============
1905 */
1906 void CL_UpdateWorld(void)
1907 {
1908         r_refdef.scene.extraupdate = !r_speeds.integer;
1909         r_refdef.scene.numentities = 0;
1910         r_refdef.scene.numlights = 0;
1911         r_refdef.view.matrix = identitymatrix;
1912         r_refdef.view.quality = 1;
1913                 
1914         cl.num_brushmodel_entities = 0;
1915
1916         if (cls.state == ca_connected && cls.signon == SIGNONS)
1917         {
1918                 // prepare for a new frame
1919                 CL_LerpPlayer(CL_LerpPoint());
1920                 CL_DecayLightFlashes();
1921                 CL_ClearTempEntities();
1922                 V_DriftPitch();
1923                 V_FadeViewFlashs();
1924
1925                 // if prediction is enabled we have to update all the collidable
1926                 // network entities before the prediction code can be run
1927                 CL_UpdateNetworkCollisionEntities();
1928
1929                 // now update the player prediction
1930                 CL_ClientMovement_Replay();
1931
1932                 // update the player entity (which may be predicted)
1933                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1934
1935                 // now update the view (which depends on that player entity)
1936                 V_CalcRefdef();
1937
1938                 // now update all the network entities and create particle trails
1939                 // (some entities may depend on the view)
1940                 CL_UpdateNetworkEntities();
1941
1942                 // update the engine-based viewmodel
1943                 CL_UpdateViewModel();
1944
1945                 // when csqc is loaded, it will call this in CSQC_UpdateView
1946                 if (!cl.csqc_loaded)
1947                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1948
1949                 // decals, particles, and explosions will be updated during rneder
1950         }
1951
1952         r_refdef.scene.time = cl.time;
1953 }
1954
1955 // LordHavoc: pausedemo command
1956 static void CL_PauseDemo_f (void)
1957 {
1958         cls.demopaused = !cls.demopaused;
1959         if (cls.demopaused)
1960                 Con_Print("Demo paused\n");
1961         else
1962                 Con_Print("Demo unpaused\n");
1963 }
1964
1965 /*
1966 ======================
1967 CL_Fog_f
1968 ======================
1969 */
1970 static void CL_Fog_f (void)
1971 {
1972         if (Cmd_Argc () == 1)
1973         {
1974                 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);
1975                 return;
1976         }
1977         FOG_clear(); // so missing values get good defaults
1978         if(Cmd_Argc() > 1)
1979                 r_refdef.fog_density = atof(Cmd_Argv(1));
1980         if(Cmd_Argc() > 2)
1981                 r_refdef.fog_red = atof(Cmd_Argv(2));
1982         if(Cmd_Argc() > 3)
1983                 r_refdef.fog_green = atof(Cmd_Argv(3));
1984         if(Cmd_Argc() > 4)
1985                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1986         if(Cmd_Argc() > 5)
1987                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1988         if(Cmd_Argc() > 6)
1989                 r_refdef.fog_start = atof(Cmd_Argv(6));
1990         if(Cmd_Argc() > 7)
1991                 r_refdef.fog_end = atof(Cmd_Argv(7));
1992         if(Cmd_Argc() > 8)
1993                 r_refdef.fog_height = atof(Cmd_Argv(8));
1994         if(Cmd_Argc() > 9)
1995                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1996 }
1997
1998 /*
1999 ======================
2000 CL_FogHeightTexture_f
2001 ======================
2002 */
2003 static void CL_Fog_HeightTexture_f (void)
2004 {
2005         if (Cmd_Argc () < 11)
2006         {
2007                 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);
2008                 return;
2009         }
2010         FOG_clear(); // so missing values get good defaults
2011         r_refdef.fog_density = atof(Cmd_Argv(1));
2012         r_refdef.fog_red = atof(Cmd_Argv(2));
2013         r_refdef.fog_green = atof(Cmd_Argv(3));
2014         r_refdef.fog_blue = atof(Cmd_Argv(4));
2015         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2016         r_refdef.fog_start = atof(Cmd_Argv(6));
2017         r_refdef.fog_end = atof(Cmd_Argv(7));
2018         r_refdef.fog_height = atof(Cmd_Argv(8));
2019         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2020         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2021 }
2022
2023
2024 /*
2025 ====================
2026 CL_TimeRefresh_f
2027
2028 For program optimization
2029 ====================
2030 */
2031 static void CL_TimeRefresh_f (void)
2032 {
2033         int i;
2034         double timestart, timedelta;
2035
2036         r_refdef.scene.extraupdate = false;
2037
2038         timestart = Sys_DirtyTime();
2039         for (i = 0;i < 128;i++)
2040         {
2041                 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);
2042                 r_refdef.view.quality = 1;
2043                 CL_UpdateScreen();
2044         }
2045         timedelta = Sys_DirtyTime() - timestart;
2046
2047         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2048 }
2049
2050 static void CL_AreaStats_f(void)
2051 {
2052         World_PrintAreaStats(&cl.world, "client");
2053 }
2054
2055 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2056 {
2057         int i;
2058         cl_locnode_t *loc;
2059         cl_locnode_t *best;
2060         vec3_t nearestpoint;
2061         vec_t dist, bestdist;
2062         best = NULL;
2063         bestdist = 0;
2064         for (loc = cl.locnodes;loc;loc = loc->next)
2065         {
2066                 for (i = 0;i < 3;i++)
2067                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2068                 dist = VectorDistance2(nearestpoint, point);
2069                 if (bestdist > dist || !best)
2070                 {
2071                         bestdist = dist;
2072                         best = loc;
2073                         if (bestdist < 1)
2074                                 break;
2075                 }
2076         }
2077         return best;
2078 }
2079
2080 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2081 {
2082         cl_locnode_t *loc;
2083         loc = CL_Locs_FindNearest(point);
2084         if (loc)
2085                 strlcpy(buffer, loc->name, buffersize);
2086         else
2087                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2088 }
2089
2090 static void CL_Locs_FreeNode(cl_locnode_t *node)
2091 {
2092         cl_locnode_t **pointer, **next;
2093         for (pointer = &cl.locnodes;*pointer;pointer = next)
2094         {
2095                 next = &(*pointer)->next;
2096                 if (*pointer == node)
2097                 {
2098                         *pointer = node->next;
2099                         Mem_Free(node);
2100                         return;
2101                 }
2102         }
2103         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2104 }
2105
2106 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2107 {
2108         cl_locnode_t *node, **pointer;
2109         int namelen;
2110         if (!name)
2111                 name = "";
2112         namelen = (int)strlen(name);
2113         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2114         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2115         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2116         node->name = (char *)(node + 1);
2117         memcpy(node->name, name, namelen);
2118         node->name[namelen] = 0;
2119         // link it into the tail of the list to preserve the order
2120         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2121                 ;
2122         *pointer = node;
2123 }
2124
2125 static void CL_Locs_Add_f(void)
2126 {
2127         vec3_t mins, maxs;
2128         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2129         {
2130                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2131                 return;
2132         }
2133         mins[0] = atof(Cmd_Argv(1));
2134         mins[1] = atof(Cmd_Argv(2));
2135         mins[2] = atof(Cmd_Argv(3));
2136         if (Cmd_Argc() == 8)
2137         {
2138                 maxs[0] = atof(Cmd_Argv(4));
2139                 maxs[1] = atof(Cmd_Argv(5));
2140                 maxs[2] = atof(Cmd_Argv(6));
2141                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2142         }
2143         else
2144                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2145 }
2146
2147 static void CL_Locs_RemoveNearest_f(void)
2148 {
2149         cl_locnode_t *loc;
2150         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2151         if (loc)
2152                 CL_Locs_FreeNode(loc);
2153         else
2154                 Con_Printf("no loc point or box found for your location\n");
2155 }
2156
2157 static void CL_Locs_Clear_f(void)
2158 {
2159         while (cl.locnodes)
2160                 CL_Locs_FreeNode(cl.locnodes);
2161 }
2162
2163 static void CL_Locs_Save_f(void)
2164 {
2165         cl_locnode_t *loc;
2166         qfile_t *outfile;
2167         char locfilename[MAX_QPATH];
2168         if (!cl.locnodes)
2169         {
2170                 Con_Printf("No loc points/boxes exist!\n");
2171                 return;
2172         }
2173         if (cls.state != ca_connected || !cl.worldmodel)
2174         {
2175                 Con_Printf("No level loaded!\n");
2176                 return;
2177         }
2178         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2179
2180         outfile = FS_OpenRealFile(locfilename, "w", false);
2181         if (!outfile)
2182                 return;
2183         // if any boxes are used then this is a proquake-format loc file, which
2184         // allows comments, so add some relevant information at the start
2185         for (loc = cl.locnodes;loc;loc = loc->next)
2186                 if (!VectorCompare(loc->mins, loc->maxs))
2187                         break;
2188         if (loc)
2189         {
2190                 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);
2191                 for (loc = cl.locnodes;loc;loc = loc->next)
2192                         if (VectorCompare(loc->mins, loc->maxs))
2193                                 break;
2194                 if (loc)
2195                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2196         }
2197         for (loc = cl.locnodes;loc;loc = loc->next)
2198         {
2199                 if (VectorCompare(loc->mins, loc->maxs))
2200                 {
2201                         int len;
2202                         const char *s;
2203                         const char *in = loc->name;
2204                         char name[MAX_INPUTLINE];
2205                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2206                         {
2207                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2208                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2209                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2210                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2211                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2212                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2213                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2214                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2215                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2216                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2217                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2218                                 else s = NULL;
2219                                 if (s)
2220                                 {
2221                                         while (len < (int)sizeof(name) - 1 && *s)
2222                                                 name[len++] = *s++;
2223                                         continue;
2224                                 }
2225                                 name[len++] = *in++;
2226                         }
2227                         name[len] = 0;
2228                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2229                 }
2230                 else
2231                         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);
2232         }
2233         FS_Close(outfile);
2234 }
2235
2236 void CL_Locs_Reload_f(void)
2237 {
2238         int i, linenumber, limit, len;
2239         const char *s;
2240         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2241         fs_offset_t filesize;
2242         vec3_t mins, maxs;
2243         char locfilename[MAX_QPATH];
2244         char name[MAX_INPUTLINE];
2245
2246         if (cls.state != ca_connected || !cl.worldmodel)
2247         {
2248                 Con_Printf("No level loaded!\n");
2249                 return;
2250         }
2251
2252         CL_Locs_Clear_f();
2253
2254         // try maps/something.loc first (LordHavoc: where I think they should be)
2255         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2256         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2257         if (!filedata)
2258         {
2259                 // try proquake name as well (LordHavoc: I hate path mangling)
2260                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2261                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2262                 if (!filedata)
2263                         return;
2264         }
2265         text = filedata;
2266         textend = filedata + filesize;
2267         for (linenumber = 1;text < textend;linenumber++)
2268         {
2269                 linestart = text;
2270                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2271                         ;
2272                 lineend = text;
2273                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2274                         text++;
2275                 if (text < textend)
2276                         text++;
2277                 // trim trailing whitespace
2278                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2279                         lineend--;
2280                 // trim leading whitespace
2281                 while (linestart < lineend && ISWHITESPACE(*linestart))
2282                         linestart++;
2283                 // check if this is a comment
2284                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2285                         continue;
2286                 linetext = linestart;
2287                 limit = 3;
2288                 for (i = 0;i < limit;i++)
2289                 {
2290                         if (linetext >= lineend)
2291                                 break;
2292                         // note: a missing number is interpreted as 0
2293                         if (i < 3)
2294                                 mins[i] = atof(linetext);
2295                         else
2296                                 maxs[i - 3] = atof(linetext);
2297                         // now advance past the number
2298                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2299                                 linetext++;
2300                         // advance through whitespace
2301                         if (linetext < lineend)
2302                         {
2303                                 if (*linetext == ',')
2304                                 {
2305                                         linetext++;
2306                                         limit = 6;
2307                                         // note: comma can be followed by whitespace
2308                                 }
2309                                 if (ISWHITESPACE(*linetext))
2310                                 {
2311                                         // skip whitespace
2312                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2313                                                 linetext++;
2314                                 }
2315                         }
2316                 }
2317                 // if this is a quoted name, remove the quotes
2318                 if (i == 6)
2319                 {
2320                         if (linetext >= lineend || *linetext != '"')
2321                                 continue; // proquake location names are always quoted
2322                         lineend--;
2323                         linetext++;
2324                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2325                         memcpy(name, linetext, len);
2326                         name[len] = 0;
2327                         // add the box to the list
2328                         CL_Locs_AddNode(mins, maxs, name);
2329                 }
2330                 // if a point was parsed, it needs to be scaled down by 8 (since
2331                 // point-based loc files were invented by a proxy which dealt
2332                 // directly with quake protocol coordinates, which are *8), turn
2333                 // it into a box
2334                 else if (i == 3)
2335                 {
2336                         // interpret silly fuhquake macros
2337                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2338                         {
2339                                 if (*linetext == '$')
2340                                 {
2341                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2342                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2343                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2344                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2352                                         else s = NULL;
2353                                         if (s)
2354                                         {
2355                                                 while (len < (int)sizeof(name) - 1 && *s)
2356                                                         name[len++] = *s++;
2357                                                 continue;
2358                                         }
2359                                 }
2360                                 name[len++] = *linetext++;
2361                         }
2362                         name[len] = 0;
2363                         // add the point to the list
2364                         VectorScale(mins, (1.0 / 8.0), mins);
2365                         CL_Locs_AddNode(mins, mins, name);
2366                 }
2367                 else
2368                         continue;
2369         }
2370 }
2371
2372 entity_t cl_meshentities[NUM_MESHENTITIES];
2373 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2374 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2375 {
2376         "MESH_DEBUG",
2377         "MESH_CSQC_POLYGONS",
2378         "MESH_PARTICLES",
2379         "MESH_UI",
2380 };
2381
2382 static void CL_MeshEntities_Restart(void)
2383 {
2384         int i;
2385         entity_t *ent;
2386         for (i = 0; i < NUM_MESHENTITIES; i++)
2387         {
2388                 ent = cl_meshentities + i;
2389                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2390         }
2391 }
2392
2393 static void CL_MeshEntities_Init(void)
2394 {
2395         int i;
2396         entity_t *ent;
2397         for (i = 0; i < NUM_MESHENTITIES; i++)
2398         {
2399                 ent = cl_meshentities + i;
2400                 ent->state_current.active = true;
2401                 ent->render.model = cl_meshentitymodels + i;
2402                 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2403                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2404                 ent->render.framegroupblend[0].lerp = 1;
2405                 ent->render.frameblend[0].lerp = 1;
2406                 VectorSet(ent->render.colormod, 1, 1, 1);
2407                 VectorSet(ent->render.glowmod, 1, 1, 1);
2408                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2409                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2410                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2411                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2412                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2413                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2414                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2415                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2416                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2417                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2418                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2419                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2420                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2421                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2422
2423                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2424                 CL_UpdateRenderEntity(&ent->render);
2425         }
2426         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2427 }
2428
2429 void CL_MeshEntities_AddToScene(void)
2430 {
2431         int i;
2432         entity_t *ent;
2433         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2434         {
2435                 ent = cl_meshentities + i;
2436                 if (ent->render.model->num_surfaces == 0)
2437                         continue;
2438                 Mod_Mesh_Finalize(ent->render.model);
2439                 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2440                 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2441                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2442         }
2443 }
2444
2445 void CL_MeshEntities_Reset(void)
2446 {
2447         int i;
2448         entity_t *ent;
2449         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2450         {
2451                 ent = cl_meshentities + i;
2452                 Mod_Mesh_Reset(ent->render.model);
2453         }
2454 }
2455
2456 static void CL_MeshEntities_Shutdown(void)
2457 {
2458 }
2459
2460 extern cvar_t r_overheadsprites_pushback;
2461 extern cvar_t r_fullbright_directed_pitch_relative;
2462 extern cvar_t r_fullbright_directed_pitch;
2463 extern cvar_t r_fullbright_directed_ambient;
2464 extern cvar_t r_fullbright_directed_diffuse;
2465 extern cvar_t r_fullbright_directed;
2466 extern cvar_t r_hdr_glowintensity;
2467
2468 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2469 {
2470         vec3_t angles;
2471
2472         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2473         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2474
2475         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2476         // same for all stereo views, and to better handle pitches outside
2477         // [-90, 90] (in_pitch_* cvars allow that).
2478         VectorCopy(cl.viewangles, angles);
2479         if (r_fullbright_directed_pitch_relative.integer) {
2480                 angles[PITCH] += r_fullbright_directed_pitch.value;
2481         }
2482         else {
2483                 angles[PITCH] = r_fullbright_directed_pitch.value;
2484         }
2485         AngleVectors(angles, worldspacenormal, NULL, NULL);
2486         VectorNegate(worldspacenormal, worldspacenormal);
2487 }
2488
2489 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2490 {
2491         float shadingorigin[3], a[3], c[3], dir[3];
2492         int q;
2493
2494         for (q = 0; q < 3; q++)
2495                 a[q] = c[q] = dir[q] = 0;
2496
2497         ent->render_modellight_forced = false;
2498         ent->render_rtlight_disabled = false;
2499
2500         // pick an appropriate value for render_modellight_origin - if this is an
2501         // attachment we want to use the parent's render_modellight_origin so that
2502         // shading is the same (also important for r_shadows to cast shadows in the
2503         // same direction)
2504         if (VectorLength2(ent->custommodellight_origin))
2505         {
2506                 // CSQC entities always provide this (via CL_GetTagMatrix)
2507                 for (q = 0; q < 3; q++)
2508                         shadingorigin[q] = ent->custommodellight_origin[q];
2509         }
2510         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2511         {
2512                 // network entity - follow attachment chain back to a root entity,
2513                 int entnum = ent->entitynumber, recursion;
2514                 for (recursion = 32; recursion > 0; --recursion)
2515                 {
2516                         int parentnum = cl.entities[entnum].state_current.tagentity;
2517                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2518                                 break;
2519                         entnum = parentnum;
2520                 }
2521                 // grab the root entity's origin
2522                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2523         }
2524         else
2525         {
2526                 // not a CSQC entity (which sets custommodellight_origin), not a network
2527                 // entity - so it's probably not attached to anything
2528                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2529         }
2530
2531         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2532         {
2533                 // intentionally EF_FULLBRIGHT entity
2534                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2535                 // CSQC can still provide its own customized modellight values
2536                 ent->render_rtlight_disabled = true;
2537                 ent->render_modellight_forced = true;
2538                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2539                 {
2540                         // custom colors provided by CSQC
2541                         for (q = 0; q < 3; q++)
2542                         {
2543                                 a[q] = ent->custommodellight_ambient[q];
2544                                 c[q] = ent->custommodellight_diffuse[q];
2545                                 dir[q] = ent->custommodellight_lightdir[q];
2546                         }
2547                 }
2548                 else if (r_fullbright_directed.integer)
2549                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2550                 else
2551                         for (q = 0; q < 3; q++)
2552                                 a[q] = 1;
2553         }
2554         else
2555         {
2556                 // fetch the lighting from the worldmodel data
2557
2558                 // CSQC can provide its own customized modellight values
2559                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2560                 {
2561                         ent->render_modellight_forced = true;
2562                         for (q = 0; q < 3; q++)
2563                         {
2564                                 a[q] = ent->custommodellight_ambient[q];
2565                                 c[q] = ent->custommodellight_diffuse[q];
2566                                 dir[q] = ent->custommodellight_lightdir[q];
2567                         }
2568                 }
2569                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2570                 {
2571                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2572                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2573                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2574                         ent->render_modellight_forced = true;
2575                         ent->render_rtlight_disabled = true;
2576                 }
2577                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2578                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2579                 else if (r_fullbright_directed.integer)
2580                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2581                 else
2582                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2583         }
2584
2585         for (q = 0; q < 3; q++)
2586         {
2587                 ent->render_fullbright[q] = ent->colormod[q];
2588                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2589                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2590                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2591                 ent->render_modellight_specular[q] = c[q];
2592                 ent->render_modellight_lightdir[q] = dir[q];
2593                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2594                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2595                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2596                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2597                 ent->render_rtlight_specular[q] = 1;
2598         }
2599
2600         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2601         if (ent->render_modellight_forced)
2602                 for (q = 0; q < 3; q++)
2603                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2604         if (ent->render_rtlight_disabled)
2605                 for (q = 0; q < 3; q++)
2606                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2607
2608         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2609                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2610         VectorNormalize(ent->render_modellight_lightdir);
2611 }
2612
2613
2614 void CL_UpdateEntityShading(void)
2615 {
2616         int i;
2617         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2618         for (i = 0; i < r_refdef.scene.numentities; i++)
2619                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2620 }
2621
2622 /*
2623 ===========
2624 CL_Shutdown
2625 ===========
2626 */
2627 void CL_Shutdown (void)
2628 {
2629         CL_Screen_Shutdown();
2630         CL_Particles_Shutdown();
2631         CL_Parse_Shutdown();
2632         CL_MeshEntities_Shutdown();
2633
2634         Mem_FreePool (&cls.permanentmempool);
2635         Mem_FreePool (&cls.levelmempool);
2636 }
2637
2638 /*
2639 =================
2640 CL_Init
2641 =================
2642 */
2643 void CL_Init (void)
2644 {
2645
2646         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2647         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2648
2649         memset(&r_refdef, 0, sizeof(r_refdef));
2650         // max entities sent to renderer per frame
2651         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2652         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2653
2654         // max temp entities
2655         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2656         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2657
2658         CL_InitInput ();
2659
2660 //
2661 // register our commands
2662 //
2663         Cvar_RegisterVariable (&cl_upspeed);
2664         Cvar_RegisterVariable (&cl_forwardspeed);
2665         Cvar_RegisterVariable (&cl_backspeed);
2666         Cvar_RegisterVariable (&cl_sidespeed);
2667         Cvar_RegisterVariable (&cl_movespeedkey);
2668         Cvar_RegisterVariable (&cl_yawspeed);
2669         Cvar_RegisterVariable (&cl_pitchspeed);
2670         Cvar_RegisterVariable (&cl_anglespeedkey);
2671         Cvar_RegisterVariable (&cl_shownet);
2672         Cvar_RegisterVariable (&cl_nolerp);
2673         Cvar_RegisterVariable (&cl_lerpexcess);
2674         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2675         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2676         Cvar_RegisterVariable (&cl_deathfade);
2677         Cvar_RegisterVariable (&lookspring);
2678         Cvar_RegisterVariable (&lookstrafe);
2679         Cvar_RegisterVariable (&sensitivity);
2680         Cvar_RegisterVariable (&freelook);
2681
2682         Cvar_RegisterVariable (&m_pitch);
2683         Cvar_RegisterVariable (&m_yaw);
2684         Cvar_RegisterVariable (&m_forward);
2685         Cvar_RegisterVariable (&m_side);
2686
2687         Cvar_RegisterVariable (&cl_itembobspeed);
2688         Cvar_RegisterVariable (&cl_itembobheight);
2689
2690         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2691         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2692         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2693         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2694         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2695         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2696
2697         // Support Client-side Model Index List
2698         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2699         // Support Client-side Sound Index List
2700         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2701
2702         Cvar_RegisterVariable (&cl_autodemo);
2703         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2704         Cvar_RegisterVariable (&cl_autodemo_delete);
2705
2706         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2707         Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2708
2709         // LordHavoc: added pausedemo
2710         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2711
2712         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2713
2714         Cvar_RegisterVariable(&r_draweffects);
2715         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2716         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2717         Cvar_RegisterVariable(&cl_explosions_size_start);
2718         Cvar_RegisterVariable(&cl_explosions_size_end);
2719         Cvar_RegisterVariable(&cl_explosions_lifetime);
2720         Cvar_RegisterVariable(&cl_stainmaps);
2721         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2722         Cvar_RegisterVariable(&cl_beams_polygons);
2723         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2724         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2725         Cvar_RegisterVariable(&cl_beams_lightatend);
2726         Cvar_RegisterVariable(&cl_noplayershadow);
2727         Cvar_RegisterVariable(&cl_dlights_decayradius);
2728         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2729
2730         Cvar_RegisterVariable(&cl_prydoncursor);
2731         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2732
2733         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2734
2735         // for QW connections
2736         Cvar_RegisterVariable(&qport);
2737         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2738
2739         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2740
2741         Cvar_RegisterVariable(&cl_locs_enable);
2742         Cvar_RegisterVariable(&cl_locs_show);
2743         Cmd_AddCommand("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)");
2744         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2745         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2746         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2747         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2748
2749         CL_Parse_Init();
2750         CL_Particles_Init();
2751         CL_Screen_Init();
2752         CL_MeshEntities_Init();
2753
2754         CL_Video_Init();
2755 }