cl_main: Keep old CL_Disconnect for simplicity. Move guts to CL_DisconnectEx
[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 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
109
110 client_static_t cls;
111 client_state_t  cl;
112
113 /*
114 =====================
115 CL_ClearState
116
117 =====================
118 */
119 void CL_ClearState(void)
120 {
121         int i;
122         entity_t *ent;
123
124         CL_VM_ShutDown();
125
126 // wipe the entire cl structure
127         Mem_EmptyPool(cls.levelmempool);
128         memset (&cl, 0, sizeof(cl));
129
130         S_StopAllSounds();
131
132         // reset the view zoom interpolation
133         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134         cl.sensitivityscale = 1.0f;
135
136         // enable rendering of the world and such
137         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138         cl.csqc_vidvars.drawenginesbar = true;
139         cl.csqc_vidvars.drawcrosshair = true;
140
141         // set up the float version of the stats array for easier access to float stats
142         cl.statsf = (float *)cl.stats;
143
144         cl.num_entities = 0;
145         cl.num_static_entities = 0;
146         cl.num_brushmodel_entities = 0;
147
148         // tweak these if the game runs out
149         cl.max_csqcrenderentities = 0;
150         cl.max_entities = MAX_ENTITIES_INITIAL;
151         cl.max_static_entities = MAX_STATICENTITIES;
152         cl.max_effects = MAX_EFFECTS;
153         cl.max_beams = MAX_BEAMS;
154         cl.max_dlights = MAX_DLIGHTS;
155         cl.max_lightstyle = MAX_LIGHTSTYLES;
156         cl.max_brushmodel_entities = MAX_EDICTS;
157         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
158         cl.max_showlmps = 0;
159
160         cl.num_dlights = 0;
161         cl.num_effects = 0;
162         cl.num_beams = 0;
163
164         cl.csqcrenderentities = NULL;
165         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
174         cl.showlmps = NULL;
175
176         // LadyHavoc: have to set up the baseline info for alpha and other stuff
177         for (i = 0;i < cl.max_entities;i++)
178         {
179                 cl.entities[i].state_baseline = defaultstate;
180                 cl.entities[i].state_previous = defaultstate;
181                 cl.entities[i].state_current = defaultstate;
182         }
183
184         if (IS_NEXUIZ_DERIVED(gamemode))
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
190         }
191         else
192         {
193                 VectorSet(cl.playerstandmins, -16, -16, -24);
194                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195                 VectorSet(cl.playercrouchmins, -16, -16, -24);
196                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
197         }
198
199         // disable until we get textures for it
200         R_ResetSkyBox();
201
202         ent = &cl.entities[0];
203         // entire entity array was cleared, so just fill in a few fields
204         ent->state_current.active = true;
205         ent->render.model = cl.worldmodel = NULL; // no world model yet
206         ent->render.alpha = 1;
207         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209         ent->render.allowdecals = true;
210         CL_UpdateRenderEntity(&ent->render);
211
212         // noclip is turned off at start
213         noclip_anglehack = false;
214
215         // mark all frames invalid for delta
216         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
217
218         // set bestweapon data back to Quake data
219         IN_BestWeapon_ResetData();
220
221         CL_Screen_NewMap();
222 }
223
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
226
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
228 {
229         int i;
230         qbool fail = false;
231         char vabuf[1024];
232         if (!allowstarkey && key[0] == '*')
233                 fail = true;
234         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
235                 fail = true;
236         for (i = 0;key[i];i++)
237                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
238                         fail = true;
239         for (i = 0;value[i];i++)
240                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
241                         fail = true;
242         if (fail)
243         {
244                 if (!quiet)
245                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
246                 return;
247         }
248         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249         if (cls.state == ca_connected && cls.netcon)
250         {
251                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
252                 {
253                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
255                 }
256                 else if (!strcasecmp(key, "name"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
260                 }
261                 else if (!strcasecmp(key, "playermodel"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playerskin"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "topcolor"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
275                 }
276                 else if (!strcasecmp(key, "bottomcolor"))
277                 {
278                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
280                 }
281                 else if (!strcasecmp(key, "rate"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
285                 }
286                 else if (!strcasecmp(key, "rate_burstsize"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
290                 }
291         }
292 }
293
294 void CL_ExpandEntities(int num)
295 {
296         int i, oldmaxentities;
297         entity_t *oldentities;
298         if (num >= cl.max_entities)
299         {
300                 if (!cl.entities)
301                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302                 if (num >= MAX_EDICTS)
303                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304                 oldmaxentities = cl.max_entities;
305                 oldentities = cl.entities;
306                 cl.max_entities = (num & ~255) + 256;
307                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309                 Mem_Free(oldentities);
310                 for (i = oldmaxentities;i < cl.max_entities;i++)
311                 {
312                         cl.entities[i].state_baseline = defaultstate;
313                         cl.entities[i].state_previous = defaultstate;
314                         cl.entities[i].state_current = defaultstate;
315                 }
316         }
317 }
318
319 void CL_ExpandCSQCRenderEntities(int num)
320 {
321         int i;
322         int oldmaxcsqcrenderentities;
323         entity_render_t *oldcsqcrenderentities;
324         if (num >= cl.max_csqcrenderentities)
325         {
326                 if (num >= MAX_EDICTS)
327                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329                 oldcsqcrenderentities = cl.csqcrenderentities;
330                 cl.max_csqcrenderentities = (num & ~255) + 256;
331                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332                 if (oldcsqcrenderentities)
333                 {
334                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335                         for (i = 0;i < r_refdef.scene.numentities;i++)
336                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338                         Mem_Free(oldcsqcrenderentities);
339                 }
340         }
341 }
342
343 static void CL_ToggleMenu_Hook(void)
344 {
345 #ifdef CONFIG_MENU
346         // remove menu
347         if (key_dest == key_menu || key_dest == key_menu_grabbed)
348                 MR_ToggleMenu(0);
349 #endif
350         key_dest = key_game;
351 }
352
353 extern cvar_t rcon_secure;
354
355 /*
356 =====================
357 CL_Disconnect
358
359 Sends a disconnect message to the server
360 This is also called on Host_Error, so it shouldn't cause any errors
361 =====================
362 */
363
364 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
365 {
366         va_list argptr;
367         char reason[512];
368
369         if (cls.state == ca_dedicated)
370                 return;
371
372         if(fmt)
373         {
374                 va_start(argptr,fmt);
375                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
376                 va_end(argptr);
377         }
378         else
379         {
380                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
381         }
382
383         if (Sys_CheckParm("-profilegameonly"))
384                 Sys_AllowProfiling(false);
385
386         Curl_Clear_forthismap();
387
388         Con_DPrintf("CL_Disconnect\n");
389
390     Cvar_SetValueQuick(&csqc_progcrc, -1);
391         Cvar_SetValueQuick(&csqc_progsize, -1);
392         CL_VM_ShutDown();
393 // stop sounds (especially looping!)
394         S_StopAllSounds ();
395
396         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
397
398         // clear contents blends
399         cl.cshifts[0].percent = 0;
400         cl.cshifts[1].percent = 0;
401         cl.cshifts[2].percent = 0;
402         cl.cshifts[3].percent = 0;
403
404         cl.worldmodel = NULL;
405
406         CL_Parse_ErrorCleanUp();
407
408         if (cls.demoplayback)
409                 CL_StopPlayback();
410         else if (cls.netcon)
411         {
412                 sizebuf_t buf;
413                 unsigned char bufdata[520];
414                 if (cls.demorecording)
415                         CL_Stop_f(cmd_local);
416
417                 if(!kicked)
418                 {
419                         // send disconnect message 3 times to improve chances of server
420                         // receiving it (but it still fails sometimes)
421                         memset(&buf, 0, sizeof(buf));
422                         buf.data = bufdata;
423                         buf.maxsize = sizeof(bufdata);
424                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
425                         {
426                                 Con_DPrint("Sending drop command\n");
427                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
428                                 MSG_WriteString(&buf, "drop");
429                         }
430                         else
431                         {
432                                 Con_DPrint("Sending clc_disconnect\n");
433                                 MSG_WriteByte(&buf, clc_disconnect);
434                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
435                                         MSG_WriteString(&buf, reason);
436                         }
437                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
438                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
439                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
440                 }
441
442                 NetConn_Close(cls.netcon);
443                 cls.netcon = NULL;
444                 if(fmt)
445                         Con_Printf("Disconnect: %s\n", reason);
446                 else
447                         Con_Printf("Disconnected\n");
448         }
449         cls.state = ca_disconnected;
450         cl.islocalgame = false;
451
452         cls.demoplayback = cls.timedemo = host.restless = false;
453         cls.signon = 0;
454
455         Cvar_Callback(&cl_netport);
456
457         // If we're dropped mid-connection attempt, it won't clear otherwise.
458         SCR_ClearLoadingScreen(false);
459
460         if(host.hook.SV_Shutdown)
461                 host.hook.SV_Shutdown();
462 }
463
464 void CL_Disconnect(void)
465 {
466         CL_DisconnectEx(false, NULL);
467 }
468
469 /*
470 ==================
471 CL_Reconnect_f
472
473 This command causes the client to wait for the signon messages again.
474 This is sent just before a server changes levels
475 ==================
476 */
477 static void CL_Reconnect_f(cmd_state_t *cmd)
478 {
479         char temp[128];
480         // if not connected, reconnect to the most recent server
481         if (!cls.netcon)
482         {
483                 // if we have connected to a server recently, the userinfo
484                 // will still contain its IP address, so get the address...
485                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
486                 if (temp[0])
487                         CL_EstablishConnection(temp, -1);
488                 else
489                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
490                 return;
491         }
492         // if connected, do something based on protocol
493         if (cls.protocol == PROTOCOL_QUAKEWORLD)
494         {
495                 // quakeworld can just re-login
496                 if (cls.qw_downloadmemory)  // don't change when downloading
497                         return;
498
499                 S_StopAllSounds();
500
501                 if (cls.state == ca_connected)
502                 {
503                         Con_Printf("Server is changing level...\n");
504                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
505                         MSG_WriteString(&cls.netcon->message, "new");
506                 }
507         }
508         else
509         {
510                 // netquake uses reconnect on level changes (silly)
511                 if (Cmd_Argc(cmd) != 1)
512                 {
513                         Con_Print("reconnect : wait for signon messages again\n");
514                         return;
515                 }
516                 if (!cls.signon)
517                 {
518                         Con_Print("reconnect: no signon, ignoring reconnect\n");
519                         return;
520                 }
521                 cls.signon = 0;         // need new connection messages
522         }
523 }
524
525 /*
526 =====================
527 CL_Connect_f
528
529 User command to connect to server
530 =====================
531 */
532 static void CL_Connect_f(cmd_state_t *cmd)
533 {
534         if (Cmd_Argc(cmd) < 2)
535         {
536                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
537                 return;
538         }
539         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
540         if(rcon_secure.integer <= 0)
541                 Cvar_SetQuick(&rcon_password, "");
542         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
543 }
544
545 void CL_Disconnect_f(cmd_state_t *cmd)
546 {
547         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
548 }
549
550
551
552
553 /*
554 =====================
555 CL_EstablishConnection
556
557 Host should be either "local" or a net address
558 =====================
559 */
560 void CL_EstablishConnection(const char *address, int firstarg)
561 {
562         if (cls.state == ca_dedicated)
563                 return;
564
565         // don't connect to a server if we're benchmarking a demo
566         if (Sys_CheckParm("-benchmark"))
567                 return;
568
569         // clear menu's connect error message
570 #ifdef CONFIG_MENU
571         M_Update_Return_Reason("");
572 #endif
573
574         // make sure the client ports are open before attempting to connect
575         NetConn_UpdateSockets();
576
577         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
578         {
579                 cls.connect_trying = true;
580                 cls.connect_remainingtries = 3;
581                 cls.connect_nextsendtime = 0;
582
583                 // only NOW, set connect_userinfo
584                 if(firstarg >= 0)
585                 {
586                         int i;
587                         *cls.connect_userinfo = 0;
588                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
589                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
590                 }
591                 else if(firstarg < -1)
592                 {
593                         // -1: keep as is (reconnect)
594                         // -2: clear
595                         *cls.connect_userinfo = 0;
596                 }
597
598 #ifdef CONFIG_MENU
599                 M_Update_Return_Reason("Trying to connect...");
600 #endif
601         }
602         else
603         {
604                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
605 #ifdef CONFIG_MENU
606                 M_Update_Return_Reason("No network");
607 #endif
608         }
609 }
610
611 static void CL_EstablishConnection_Local(void)
612 {
613         if(cls.state == ca_disconnected)
614                 CL_EstablishConnection("local:1", -2);
615 }
616
617 static qbool CL_Intermission(void)
618 {
619         return cl.intermission;
620 }
621
622 /*
623 ==============
624 CL_PrintEntities_f
625 ==============
626 */
627 static void CL_PrintEntities_f(cmd_state_t *cmd)
628 {
629         entity_t *ent;
630         int i;
631
632         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
633         {
634                 const char* modelname;
635
636                 if (!ent->state_current.active)
637                         continue;
638
639                 if (ent->render.model)
640                         modelname = ent->render.model->name;
641                 else
642                         modelname = "--no model--";
643                 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);
644         }
645 }
646
647 /*
648 ===============
649 CL_ModelIndexList_f
650
651 List information on all models in the client modelindex
652 ===============
653 */
654 static void CL_ModelIndexList_f(cmd_state_t *cmd)
655 {
656         int i;
657         model_t *model;
658
659         // Print Header
660         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
661
662         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
663         {
664                 model = CL_GetModelByIndex(i);
665                 if (!model)
666                         continue;
667                 if(model->loaded || i == 1)
668                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
669                 else
670                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
671                 i++;
672         }
673 }
674
675 /*
676 ===============
677 CL_SoundIndexList_f
678
679 List all sounds in the client soundindex
680 ===============
681 */
682 static void CL_SoundIndexList_f(cmd_state_t *cmd)
683 {
684         int i = 1;
685
686         while(cl.sound_precache[i] && i != MAX_SOUNDS)
687         { // Valid Sound
688                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
689                 i++;
690         }
691 }
692
693 /*
694 ===============
695 CL_UpdateRenderEntity
696
697 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
698 ===============
699 */
700 void CL_UpdateRenderEntity(entity_render_t *ent)
701 {
702         vec3_t org;
703         vec_t scale;
704         model_t *model = ent->model;
705         // update the inverse matrix for the renderer
706         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
707         // update the animation blend state
708         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
709         // we need the matrix origin to center the box
710         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
711         // update entity->render.scale because the renderer needs it
712         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
713         if (model)
714         {
715                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
716 #ifdef MATRIX4x4_OPENGLORIENTATION
717                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
718 #else
719                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
720 #endif
721                 {
722                         // pitch or roll
723                         VectorMA(org, scale, model->rotatedmins, ent->mins);
724                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
725                 }
726 #ifdef MATRIX4x4_OPENGLORIENTATION
727                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
728 #else
729                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
730 #endif
731                 {
732                         // yaw
733                         VectorMA(org, scale, model->yawmins, ent->mins);
734                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
735                 }
736                 else
737                 {
738                         VectorMA(org, scale, model->normalmins, ent->mins);
739                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
740                 }
741         }
742         else
743         {
744                 ent->mins[0] = org[0] - 16;
745                 ent->mins[1] = org[1] - 16;
746                 ent->mins[2] = org[2] - 16;
747                 ent->maxs[0] = org[0] + 16;
748                 ent->maxs[1] = org[1] + 16;
749                 ent->maxs[2] = org[2] + 16;
750         }
751 }
752
753 /*
754 ===============
755 CL_LerpPoint
756
757 Determines the fraction between the last two messages that the objects
758 should be put at.
759 ===============
760 */
761 static float CL_LerpPoint(void)
762 {
763         float f;
764
765         if (cl_nettimesyncboundmode.integer == 1)
766                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
767
768         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
769         if (cl.mtime[0] <= cl.mtime[1])
770         {
771                 cl.time = cl.mtime[0];
772                 return 1;
773         }
774
775         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
776         return bound(0, f, 1 + cl_lerpexcess.value);
777 }
778
779 void CL_ClearTempEntities (void)
780 {
781         r_refdef.scene.numtempentities = 0;
782         // grow tempentities buffer on request
783         if (r_refdef.scene.expandtempentities)
784         {
785                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
786                 r_refdef.scene.maxtempentities *= 2;
787                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
788                 r_refdef.scene.expandtempentities = false;
789         }
790 }
791
792 entity_render_t *CL_NewTempEntity(double shadertime)
793 {
794         entity_render_t *render;
795
796         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
797                 return NULL;
798         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
799         {
800                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
801                 return NULL;
802         }
803         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
804         memset (render, 0, sizeof(*render));
805         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
806
807         render->shadertime = shadertime;
808         render->alpha = 1;
809         VectorSet(render->colormod, 1, 1, 1);
810         VectorSet(render->glowmod, 1, 1, 1);
811         return render;
812 }
813
814 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
815 {
816         int i;
817         cl_effect_t *e;
818         if (!model) // sanity check
819                 return;
820         if (framerate < 1)
821         {
822                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
823                 return;
824         }
825         if (framecount < 1)
826         {
827                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
828                 return;
829         }
830         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
831         {
832                 if (e->active)
833                         continue;
834                 e->active = true;
835                 VectorCopy(org, e->origin);
836                 e->model = model;
837                 e->starttime = cl.time;
838                 e->startframe = startframe;
839                 e->endframe = startframe + framecount;
840                 e->framerate = framerate;
841
842                 e->frame = 0;
843                 e->frame1time = cl.time;
844                 e->frame2time = cl.time;
845                 cl.num_effects = max(cl.num_effects, i + 1);
846                 break;
847         }
848 }
849
850 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
851 {
852         int i;
853         dlight_t *dl;
854
855 // then look for anything else
856         dl = cl.dlights;
857         for (i = 0;i < cl.max_dlights;i++, dl++)
858                 if (!dl->radius)
859                         break;
860
861         // unable to find one
862         if (i == cl.max_dlights)
863                 return;
864
865         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
866         memset (dl, 0, sizeof(*dl));
867         cl.num_dlights = max(cl.num_dlights, i + 1);
868         Matrix4x4_Normalize(&dl->matrix, matrix);
869         dl->ent = ent;
870         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
871         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
872         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
873         dl->radius = radius;
874         dl->color[0] = red;
875         dl->color[1] = green;
876         dl->color[2] = blue;
877         dl->initialradius = radius;
878         dl->initialcolor[0] = red;
879         dl->initialcolor[1] = green;
880         dl->initialcolor[2] = blue;
881         dl->decay = decay / radius; // changed decay to be a percentage decrease
882         dl->intensity = 1; // this is what gets decayed
883         if (lifetime)
884                 dl->die = cl.time + lifetime;
885         else
886                 dl->die = 0;
887         dl->cubemapname[0] = 0;
888         if (cubemapname && cubemapname[0])
889                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
890         dl->style = style;
891         dl->shadow = shadowenable;
892         dl->corona = corona;
893         dl->flags = flags;
894         dl->coronasizescale = coronasizescale;
895         dl->ambientscale = ambientscale;
896         dl->diffusescale = diffusescale;
897         dl->specularscale = specularscale;
898 }
899
900 static void CL_DecayLightFlashes(void)
901 {
902         int i, oldmax;
903         dlight_t *dl;
904         float time;
905
906         time = bound(0, cl.time - cl.oldtime, 0.1);
907         oldmax = cl.num_dlights;
908         cl.num_dlights = 0;
909         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
910         {
911                 if (dl->radius)
912                 {
913                         dl->intensity -= time * dl->decay;
914                         if (cl.time < dl->die && dl->intensity > 0)
915                         {
916                                 if (cl_dlights_decayradius.integer)
917                                         dl->radius = dl->initialradius * dl->intensity;
918                                 else
919                                         dl->radius = dl->initialradius;
920                                 if (cl_dlights_decaybrightness.integer)
921                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
922                                 else
923                                         VectorCopy(dl->initialcolor, dl->color);
924                                 cl.num_dlights = i + 1;
925                         }
926                         else
927                                 dl->radius = 0;
928                 }
929         }
930 }
931
932 // called before entity relinking
933 void CL_RelinkLightFlashes(void)
934 {
935         int i, j, k, l;
936         dlight_t *dl;
937         float frac, f;
938         matrix4x4_t tempmatrix;
939
940         if (r_dynamic.integer)
941         {
942                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
943                 {
944                         if (dl->radius)
945                         {
946                                 tempmatrix = dl->matrix;
947                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
948                                 // we need the corona fading to be persistent
949                                 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);
950                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
951                         }
952                 }
953         }
954
955         if (!cl.lightstyle)
956         {
957                 for (j = 0;j < cl.max_lightstyle;j++)
958                 {
959                         r_refdef.scene.rtlightstylevalue[j] = 1;
960                         r_refdef.scene.lightstylevalue[j] = 256;
961                 }
962                 return;
963         }
964
965 // light animations
966 // 'm' is normal light, 'a' is no light, 'z' is double bright
967         f = cl.time * 10;
968         i = (int)floor(f);
969         frac = f - i;
970         for (j = 0;j < cl.max_lightstyle;j++)
971         {
972                 if (!cl.lightstyle[j].length)
973                 {
974                         r_refdef.scene.rtlightstylevalue[j] = 1;
975                         r_refdef.scene.lightstylevalue[j] = 256;
976                         continue;
977                 }
978                 // static lightstyle "=value"
979                 if (cl.lightstyle[j].map[0] == '=')
980                 {
981                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
982                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
983                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
984                         continue;
985                 }
986                 k = i % cl.lightstyle[j].length;
987                 l = (i-1) % cl.lightstyle[j].length;
988                 k = cl.lightstyle[j].map[k] - 'a';
989                 l = cl.lightstyle[j].map[l] - 'a';
990                 // rtlightstylevalue is always interpolated because it has no bad
991                 // consequences for performance
992                 // lightstylevalue is subject to a cvar for performance reasons;
993                 // skipping lightmap updates on most rendered frames substantially
994                 // improves framerates (but makes light fades look bad)
995                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
996                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
997         }
998 }
999
1000 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1001 {
1002         int frame = player->render.framegroupblend[0].frame;
1003         float f;
1004         entity_render_t *flagrender;
1005         matrix4x4_t flagmatrix;
1006
1007         // this code taken from QuakeWorld
1008         f = 14;
1009         if (frame >= 29 && frame <= 40)
1010         {
1011                 if (frame >= 29 && frame <= 34)
1012                 { //axpain
1013                         if      (frame == 29) f = f + 2;
1014                         else if (frame == 30) f = f + 8;
1015                         else if (frame == 31) f = f + 12;
1016                         else if (frame == 32) f = f + 11;
1017                         else if (frame == 33) f = f + 10;
1018                         else if (frame == 34) f = f + 4;
1019                 }
1020                 else if (frame >= 35 && frame <= 40)
1021                 { // pain
1022                         if      (frame == 35) f = f + 2;
1023                         else if (frame == 36) f = f + 10;
1024                         else if (frame == 37) f = f + 10;
1025                         else if (frame == 38) f = f + 8;
1026                         else if (frame == 39) f = f + 4;
1027                         else if (frame == 40) f = f + 2;
1028                 }
1029         }
1030         else if (frame >= 103 && frame <= 118)
1031         {
1032                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1033                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1034                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1035                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1036         }
1037         // end of code taken from QuakeWorld
1038
1039         flagrender = CL_NewTempEntity(player->render.shadertime);
1040         if (!flagrender)
1041                 return;
1042
1043         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1044         flagrender->skinnum = skin;
1045         flagrender->alpha = 1;
1046         VectorSet(flagrender->colormod, 1, 1, 1);
1047         VectorSet(flagrender->glowmod, 1, 1, 1);
1048         // attach the flag to the player matrix
1049         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1050         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1051         CL_UpdateRenderEntity(flagrender);
1052 }
1053
1054 matrix4x4_t viewmodelmatrix_withbob;
1055 matrix4x4_t viewmodelmatrix_nobob;
1056
1057 static const vec3_t muzzleflashorigin = {18, 0, 0};
1058
1059 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1060 {
1061         const unsigned char *cbcolor;
1062         if (colormap >= 0)
1063         {
1064                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1065                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1066                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1067                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1068         }
1069         else
1070         {
1071                 VectorClear(ent->colormap_pantscolor);
1072                 VectorClear(ent->colormap_shirtcolor);
1073         }
1074 }
1075
1076 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1077 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1078 {
1079         const matrix4x4_t *matrix;
1080         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1081         int frame;
1082         vec_t origin[3], angles[3], lerp;
1083         entity_t *t;
1084         entity_render_t *r;
1085         //entity_persistent_t *p = &e->persistent;
1086         //entity_render_t *r = &e->render;
1087         // skip inactive entities and world
1088         if (!e->state_current.active || e == cl.entities)
1089                 return;
1090         if (recursionlimit < 1)
1091                 return;
1092         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1093         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1094         e->render.flags = e->state_current.flags;
1095         e->render.effects = e->state_current.effects;
1096         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1097         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1098         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1099                 e->render.entitynumber = e - cl.entities;
1100         else
1101                 e->render.entitynumber = 0;
1102         if (e->state_current.flags & RENDER_COLORMAPPED)
1103                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1104         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1105                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1106         else
1107                 CL_SetEntityColormapColors(&e->render, -1);
1108         e->render.skinnum = e->state_current.skin;
1109         if (e->state_current.tagentity)
1110         {
1111                 // attached entity (gun held in player model's hand, etc)
1112                 // if the tag entity is currently impossible, skip it
1113                 if (e->state_current.tagentity >= cl.num_entities)
1114                         return;
1115                 t = cl.entities + e->state_current.tagentity;
1116                 // if the tag entity is inactive, skip it
1117                 if (t->state_current.active)
1118                 {
1119                         // update the parent first
1120                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1121                         r = &t->render;
1122                 }
1123                 else
1124                 {
1125                         // it may still be a CSQC entity... trying to use its
1126                         // info from last render frame (better than nothing)
1127                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1128                                 return;
1129                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1130                         if(!r->entitynumber)
1131                                 return; // neither CSQC nor legacy entity... can't attach
1132                 }
1133                 // make relative to the entity
1134                 matrix = &r->matrix;
1135                 // some properties of the tag entity carry over
1136                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1137                 // if a valid tagindex is used, make it relative to that tag instead
1138                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1139                 {
1140                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1141                         {
1142                                 // concat the tag matrices onto the entity matrix
1143                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1144                                 // use the constructed tag matrix
1145                                 matrix = &tempmatrix;
1146                         }
1147                 }
1148         }
1149         else if (e->render.flags & RENDER_VIEWMODEL)
1150         {
1151                 // view-relative entity (guns and such)
1152                 if (e->render.effects & EF_NOGUNBOB)
1153                         matrix = &viewmodelmatrix_nobob; // really attached to view
1154                 else
1155                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1156         }
1157         else
1158         {
1159                 // world-relative entity (the normal kind)
1160                 matrix = &identitymatrix;
1161         }
1162
1163         // movement lerp
1164         // if it's the predicted player entity, update according to client movement
1165         // but don't lerp if going through a teleporter as it causes a bad lerp
1166         // also don't use the predicted location if fixangle was set on both of
1167         // the most recent server messages, as that cause means you are spectating
1168         // someone or watching a cutscene of some sort
1169         if (cl_nolerp.integer || cls.timedemo)
1170                 interpolate = false;
1171         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1172         {
1173                 VectorCopy(cl.movement_origin, origin);
1174                 VectorSet(angles, 0, cl.viewangles[1], 0);
1175         }
1176         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1177         {
1178                 // interpolate the origin and angles
1179                 lerp = max(0, lerp);
1180                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1181 #if 0
1182                 // this fails at the singularity of euler angles
1183                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1184                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1185                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1186                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1187                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1188 #else
1189                 {
1190                         vec3_t f0, u0, f1, u1;
1191                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1192                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1193                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1194                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1195                         AnglesFromVectors(angles, f0, u0, false);
1196                 }
1197 #endif
1198         }
1199         else
1200         {
1201                 // no interpolation
1202                 VectorCopy(e->persistent.neworigin, origin);
1203                 VectorCopy(e->persistent.newangles, angles);
1204         }
1205
1206         // model setup and some modelflags
1207         frame = e->state_current.frame;
1208         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1209         if (e->render.model)
1210         {
1211                 if (e->render.skinnum >= e->render.model->numskins)
1212                         e->render.skinnum = 0;
1213                 if (frame >= e->render.model->numframes)
1214                         frame = 0;
1215                 // models can set flags such as EF_ROCKET
1216                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1217                 if (!(e->render.effects & 0xFF800000))
1218                         e->render.effects |= e->render.model->effects;
1219                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1220                 if (e->render.model->type == mod_alias)
1221                         angles[0] = -angles[0];
1222                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1223                 {
1224                         VectorScale(e->render.colormod, 2, e->render.colormod);
1225                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1226                 }
1227         }
1228         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1229         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1230                 angles[0] = -angles[0];
1231                 // NOTE: this must be synced to SV_GetPitchSign!
1232
1233         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1234         {
1235                 angles[1] = ANGLEMOD(100*cl.time);
1236                 if (cl_itembobheight.value)
1237                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1238         }
1239
1240         // animation lerp
1241         e->render.skeleton = NULL;
1242         if (e->render.flags & RENDER_COMPLEXANIMATION)
1243         {
1244                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1245                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1246                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1247                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1248                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1249                         e->render.skeleton = &e->state_current.skeletonobject;
1250         }
1251         else if (e->render.framegroupblend[0].frame == frame)
1252         {
1253                 // update frame lerp fraction
1254                 e->render.framegroupblend[0].lerp = 1;
1255                 e->render.framegroupblend[1].lerp = 0;
1256                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1257                 {
1258                         // make sure frame lerp won't last longer than 100ms
1259                         // (this mainly helps with models that use framegroups and
1260                         // switch between them infrequently)
1261                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1262                         if(e->render.model)
1263                         if(e->render.model->animscenes)
1264                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1265                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1266                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1267                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1268                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1269                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1270                 }
1271         }
1272         else
1273         {
1274                 // begin a new frame lerp
1275                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1276                 e->render.framegroupblend[1].lerp = 1;
1277                 e->render.framegroupblend[0].frame = frame;
1278                 e->render.framegroupblend[0].start = cl.time;
1279                 e->render.framegroupblend[0].lerp = 0;
1280         }
1281
1282         // set up the render matrix
1283         if (matrix)
1284         {
1285                 // attached entity, this requires a matrix multiply (concat)
1286                 // FIXME: e->render.scale should go away
1287                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1288                 // concat the matrices to make the entity relative to its tag
1289                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1290                 // get the origin from the new matrix
1291                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1292         }
1293         else
1294         {
1295                 // unattached entities are faster to process
1296                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1297         }
1298
1299         // tenebrae's sprites are all additive mode (weird)
1300         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1301                 e->render.flags |= RENDER_ADDITIVE;
1302         // player model is only shown with chase_active on
1303         if (e->state_current.number == cl.viewentity)
1304                 e->render.flags |= RENDER_EXTERIORMODEL;
1305         // either fullbright or lit
1306         if(!r_fullbright.integer)
1307         {
1308                 if (!(e->render.effects & EF_FULLBRIGHT))
1309                         e->render.flags |= RENDER_LIGHT;
1310         }
1311         // hide player shadow during intermission or nehahra movie
1312         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1313          && (e->render.alpha >= 1)
1314          && !(e->render.flags & RENDER_VIEWMODEL)
1315          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1316                 e->render.flags |= RENDER_SHADOW;
1317         if (e->render.flags & RENDER_VIEWMODEL)
1318                 e->render.flags |= RENDER_NOSELFSHADOW;
1319         if (e->render.effects & EF_NOSELFSHADOW)
1320                 e->render.flags |= RENDER_NOSELFSHADOW;
1321         if (e->render.effects & EF_NODEPTHTEST)
1322                 e->render.flags |= RENDER_NODEPTHTEST;
1323         if (e->render.effects & EF_ADDITIVE)
1324                 e->render.flags |= RENDER_ADDITIVE;
1325         if (e->render.effects & EF_DOUBLESIDED)
1326                 e->render.flags |= RENDER_DOUBLESIDED;
1327         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1328                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1329
1330         // make the other useful stuff
1331         e->render.allowdecals = true;
1332         CL_UpdateRenderEntity(&e->render);
1333 }
1334
1335 // creates light and trails from an entity
1336 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1337 {
1338         effectnameindex_t trailtype;
1339         vec3_t origin;
1340
1341         // bmodels are treated specially since their origin is usually '0 0 0' and
1342         // their actual geometry is far from '0 0 0'
1343         if (e->render.model && e->render.model->soundfromcenter)
1344         {
1345                 vec3_t o;
1346                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1347                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1348         }
1349         else
1350                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1351
1352         // handle particle trails and such effects now that we know where this
1353         // entity is in the world...
1354         trailtype = EFFECT_NONE;
1355         // LadyHavoc: if the entity has no effects, don't check each
1356         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1357         {
1358                 if (e->render.effects & EF_BRIGHTFIELD)
1359                 {
1360                         if (IS_NEXUIZ_DERIVED(gamemode))
1361                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1362                         else
1363                                 CL_EntityParticles(e);
1364                 }
1365                 if (e->render.effects & EF_FLAME)
1366                         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);
1367                 if (e->render.effects & EF_STARDUST)
1368                         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);
1369         }
1370         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1371         {
1372                 // these are only set on player entities
1373                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1374         }
1375         // muzzleflash fades over time
1376         if (e->persistent.muzzleflash > 0)
1377                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1378         // LadyHavoc: if the entity has no effects, don't check each
1379         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1380         {
1381                 if (e->render.effects & EF_GIB)
1382                         trailtype = EFFECT_TR_BLOOD;
1383                 else if (e->render.effects & EF_ZOMGIB)
1384                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1385                 else if (e->render.effects & EF_TRACER)
1386                         trailtype = EFFECT_TR_WIZSPIKE;
1387                 else if (e->render.effects & EF_TRACER2)
1388                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1389                 else if (e->render.effects & EF_ROCKET)
1390                         trailtype = EFFECT_TR_ROCKET;
1391                 else if (e->render.effects & EF_GRENADE)
1392                 {
1393                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1394                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1395                 }
1396                 else if (e->render.effects & EF_TRACER3)
1397                         trailtype = EFFECT_TR_VORESPIKE;
1398         }
1399         // do trails
1400         if (e->render.flags & RENDER_GLOWTRAIL)
1401                 trailtype = EFFECT_TR_GLOWTRAIL;
1402         if (e->state_current.traileffectnum)
1403                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1404         // check if a trail is allowed (it is not after a teleport for example)
1405         if (trailtype && e->persistent.trail_allowed)
1406         {
1407                 float len;
1408                 vec3_t vel;
1409                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1410                 len = e->state_current.time - e->state_previous.time;
1411                 if (len > 0)
1412                         len = 1.0f / len;
1413                 VectorScale(vel, len, vel);
1414                 // 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
1415                 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);
1416         }
1417         // now that the entity has survived one trail update it is allowed to
1418         // leave a real trail on later frames
1419         e->persistent.trail_allowed = true;
1420         VectorCopy(origin, e->persistent.trail_origin);
1421 }
1422
1423
1424 /*
1425 ===============
1426 CL_UpdateViewEntities
1427 ===============
1428 */
1429 void CL_UpdateViewEntities(void)
1430 {
1431         int i;
1432         // update any RENDER_VIEWMODEL entities to use the new view matrix
1433         for (i = 1;i < cl.num_entities;i++)
1434         {
1435                 if (cl.entities_active[i])
1436                 {
1437                         entity_t *ent = cl.entities + i;
1438                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1439                                 CL_UpdateNetworkEntity(ent, 32, true);
1440                 }
1441         }
1442         // and of course the engine viewmodel needs updating as well
1443         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1444 }
1445
1446 /*
1447 ===============
1448 CL_UpdateNetworkCollisionEntities
1449 ===============
1450 */
1451 static void CL_UpdateNetworkCollisionEntities(void)
1452 {
1453         entity_t *ent;
1454         int i;
1455
1456         // start on the entity after the world
1457         cl.num_brushmodel_entities = 0;
1458         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1459         {
1460                 if (cl.entities_active[i])
1461                 {
1462                         ent = cl.entities + i;
1463                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1464                         {
1465                                 // do not interpolate the bmodels for this
1466                                 CL_UpdateNetworkEntity(ent, 32, false);
1467                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1468                         }
1469                 }
1470         }
1471 }
1472
1473 /*
1474 ===============
1475 CL_UpdateNetworkEntities
1476 ===============
1477 */
1478 static void CL_UpdateNetworkEntities(void)
1479 {
1480         entity_t *ent;
1481         int i;
1482
1483         // start on the entity after the world
1484         for (i = 1;i < cl.num_entities;i++)
1485         {
1486                 if (cl.entities_active[i])
1487                 {
1488                         ent = cl.entities + i;
1489                         if (ent->state_current.active)
1490                         {
1491                                 CL_UpdateNetworkEntity(ent, 32, true);
1492                                 // view models should never create light/trails
1493                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1494                                         CL_UpdateNetworkEntityTrail(ent);
1495                         }
1496                         else
1497                         {
1498                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1499                                 cl.entities_active[i] = false;
1500                         }
1501                 }
1502         }
1503 }
1504
1505 static void CL_UpdateViewModel(void)
1506 {
1507         entity_t *ent;
1508         ent = &cl.viewent;
1509         ent->state_previous = ent->state_current;
1510         ent->state_current = defaultstate;
1511         ent->state_current.time = cl.time;
1512         ent->state_current.number = (unsigned short)-1;
1513         ent->state_current.active = true;
1514         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1515         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1516         ent->state_current.flags = RENDER_VIEWMODEL;
1517         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1518                 ent->state_current.modelindex = 0;
1519         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1520         {
1521                 if (gamemode == GAME_TRANSFUSION)
1522                         ent->state_current.alpha = 128;
1523                 else
1524                         ent->state_current.modelindex = 0;
1525         }
1526         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1527         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1528
1529         // reset animation interpolation on weaponmodel if model changed
1530         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1531         {
1532                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1533                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1534                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1535         }
1536         CL_UpdateNetworkEntity(ent, 32, true);
1537 }
1538
1539 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1540 static void CL_LinkNetworkEntity(entity_t *e)
1541 {
1542         effectnameindex_t trailtype;
1543         vec3_t origin;
1544         vec3_t dlightcolor;
1545         vec_t dlightradius;
1546         char vabuf[1024];
1547
1548         // skip inactive entities and world
1549         if (!e->state_current.active || e == cl.entities)
1550                 return;
1551         if (e->state_current.tagentity)
1552         {
1553                 // if the tag entity is currently impossible, skip it
1554                 if (e->state_current.tagentity >= cl.num_entities)
1555                         return;
1556                 // if the tag entity is inactive, skip it
1557                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1558                 {
1559                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1560                                 return;
1561                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1562                                 return;
1563                         // if we get here, it's properly csqc networked and attached
1564                 }
1565         }
1566
1567         // create entity dlights associated with this entity
1568         if (e->render.model && e->render.model->soundfromcenter)
1569         {
1570                 // bmodels are treated specially since their origin is usually '0 0 0'
1571                 vec3_t o;
1572                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1573                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1574         }
1575         else
1576                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1577         trailtype = EFFECT_NONE;
1578         dlightradius = 0;
1579         dlightcolor[0] = 0;
1580         dlightcolor[1] = 0;
1581         dlightcolor[2] = 0;
1582         // LadyHavoc: if the entity has no effects, don't check each
1583         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1584         {
1585                 if (e->render.effects & EF_BRIGHTFIELD)
1586                 {
1587                         if (IS_NEXUIZ_DERIVED(gamemode))
1588                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1589                 }
1590                 if (e->render.effects & EF_DIMLIGHT)
1591                 {
1592                         dlightradius = max(dlightradius, 200);
1593                         dlightcolor[0] += 1.50f;
1594                         dlightcolor[1] += 1.50f;
1595                         dlightcolor[2] += 1.50f;
1596                 }
1597                 if (e->render.effects & EF_BRIGHTLIGHT)
1598                 {
1599                         dlightradius = max(dlightradius, 400);
1600                         dlightcolor[0] += 3.00f;
1601                         dlightcolor[1] += 3.00f;
1602                         dlightcolor[2] += 3.00f;
1603                 }
1604                 // LadyHavoc: more effects
1605                 if (e->render.effects & EF_RED) // red
1606                 {
1607                         dlightradius = max(dlightradius, 200);
1608                         dlightcolor[0] += 1.50f;
1609                         dlightcolor[1] += 0.15f;
1610                         dlightcolor[2] += 0.15f;
1611                 }
1612                 if (e->render.effects & EF_BLUE) // blue
1613                 {
1614                         dlightradius = max(dlightradius, 200);
1615                         dlightcolor[0] += 0.15f;
1616                         dlightcolor[1] += 0.15f;
1617                         dlightcolor[2] += 1.50f;
1618                 }
1619                 if (e->render.effects & EF_FLAME)
1620                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1621                 if (e->render.effects & EF_STARDUST)
1622                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1623         }
1624         // muzzleflash fades over time, and is offset a bit
1625         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1626         {
1627                 vec3_t v2;
1628                 vec3_t color;
1629                 trace_t trace;
1630                 matrix4x4_t tempmatrix;
1631                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1632                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1633                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1634                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1635                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1636                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1637                 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);
1638                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1639         }
1640         // LadyHavoc: if the model has no flags, don't check each
1641         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1642         {
1643                 if (e->render.effects & EF_GIB)
1644                         trailtype = EFFECT_TR_BLOOD;
1645                 else if (e->render.effects & EF_ZOMGIB)
1646                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1647                 else if (e->render.effects & EF_TRACER)
1648                         trailtype = EFFECT_TR_WIZSPIKE;
1649                 else if (e->render.effects & EF_TRACER2)
1650                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1651                 else if (e->render.effects & EF_ROCKET)
1652                         trailtype = EFFECT_TR_ROCKET;
1653                 else if (e->render.effects & EF_GRENADE)
1654                 {
1655                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1656                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1657                 }
1658                 else if (e->render.effects & EF_TRACER3)
1659                         trailtype = EFFECT_TR_VORESPIKE;
1660         }
1661         // LadyHavoc: customizable glow
1662         if (e->state_current.glowsize)
1663         {
1664                 // * 4 for the expansion from 0-255 to 0-1023 range,
1665                 // / 255 to scale down byte colors
1666                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1667                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1668         }
1669         // custom rtlight
1670         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1671         {
1672                 matrix4x4_t dlightmatrix;
1673                 vec4_t light;
1674                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1675                 light[3] = e->state_current.light[3];
1676                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1677                         VectorSet(light, 1, 1, 1);
1678                 if (light[3] == 0)
1679                         light[3] = 350;
1680                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1681                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1682                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1683                 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);
1684                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1685         }
1686         // make the glow dlight
1687         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1688         {
1689                 matrix4x4_t dlightmatrix;
1690                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1691                 // hack to make glowing player light shine on their gun
1692                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1693                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1694                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1695                 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);
1696                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1697         }
1698         // do trail light
1699         if (e->render.flags & RENDER_GLOWTRAIL)
1700                 trailtype = EFFECT_TR_GLOWTRAIL;
1701         if (e->state_current.traileffectnum)
1702                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1703         if (trailtype)
1704                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1705
1706         // don't show entities with no modelindex (note: this still shows
1707         // entities which have a modelindex that resolved to a NULL model)
1708         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1709                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1710         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1711         //      Matrix4x4_Print(&e->render.matrix);
1712 }
1713
1714 static void CL_RelinkWorld(void)
1715 {
1716         entity_t *ent = &cl.entities[0];
1717         // FIXME: this should be done at load
1718         ent->render.matrix = identitymatrix;
1719         ent->render.flags = RENDER_SHADOW;
1720         if (!r_fullbright.integer)
1721                 ent->render.flags |= RENDER_LIGHT;
1722         VectorSet(ent->render.colormod, 1, 1, 1);
1723         VectorSet(ent->render.glowmod, 1, 1, 1);
1724         ent->render.allowdecals = true;
1725         CL_UpdateRenderEntity(&ent->render);
1726         r_refdef.scene.worldentity = &ent->render;
1727         r_refdef.scene.worldmodel = cl.worldmodel;
1728
1729         // if the world is q2bsp, animate the textures
1730         if (ent->render.model && ent->render.model->brush.isq2bsp)
1731                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1732 }
1733
1734 static void CL_RelinkStaticEntities(void)
1735 {
1736         int i;
1737         entity_t *e;
1738         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1739         {
1740                 e->render.flags = 0;
1741                 // if the model was not loaded when the static entity was created we
1742                 // need to re-fetch the model pointer
1743                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1744                 // either fullbright or lit
1745                 if(!r_fullbright.integer)
1746                 {
1747                         if (!(e->render.effects & EF_FULLBRIGHT))
1748                                 e->render.flags |= RENDER_LIGHT;
1749                 }
1750                 // hide player shadow during intermission or nehahra movie
1751                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1752                         e->render.flags |= RENDER_SHADOW;
1753                 VectorSet(e->render.colormod, 1, 1, 1);
1754                 VectorSet(e->render.glowmod, 1, 1, 1);
1755                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1756                 e->render.allowdecals = true;
1757                 CL_UpdateRenderEntity(&e->render);
1758                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1759         }
1760 }
1761
1762 /*
1763 ===============
1764 CL_RelinkEntities
1765 ===============
1766 */
1767 static void CL_RelinkNetworkEntities(void)
1768 {
1769         entity_t *ent;
1770         int i;
1771
1772         // start on the entity after the world
1773         for (i = 1;i < cl.num_entities;i++)
1774         {
1775                 if (cl.entities_active[i])
1776                 {
1777                         ent = cl.entities + i;
1778                         if (ent->state_current.active)
1779                                 CL_LinkNetworkEntity(ent);
1780                         else
1781                                 cl.entities_active[i] = false;
1782                 }
1783         }
1784 }
1785
1786 static void CL_RelinkEffects(void)
1787 {
1788         int i, intframe;
1789         cl_effect_t *e;
1790         entity_render_t *entrender;
1791         float frame;
1792
1793         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1794         {
1795                 if (e->active)
1796                 {
1797                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1798                         intframe = (int)frame;
1799                         if (intframe < 0 || intframe >= e->endframe)
1800                         {
1801                                 memset(e, 0, sizeof(*e));
1802                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1803                                         cl.num_effects--;
1804                                 continue;
1805                         }
1806
1807                         if (intframe != e->frame)
1808                         {
1809                                 e->frame = intframe;
1810                                 e->frame1time = e->frame2time;
1811                                 e->frame2time = cl.time;
1812                         }
1813
1814                         // if we're drawing effects, get a new temp entity
1815                         // (NewTempEntity adds it to the render entities list for us)
1816                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1817                         {
1818                                 // interpolation stuff
1819                                 entrender->framegroupblend[0].frame = intframe;
1820                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1821                                 entrender->framegroupblend[0].start = e->frame1time;
1822                                 if (intframe + 1 >= e->endframe)
1823                                 {
1824                                         entrender->framegroupblend[1].frame = 0; // disappear
1825                                         entrender->framegroupblend[1].lerp = 0;
1826                                         entrender->framegroupblend[1].start = 0;
1827                                 }
1828                                 else
1829                                 {
1830                                         entrender->framegroupblend[1].frame = intframe + 1;
1831                                         entrender->framegroupblend[1].lerp = frame - intframe;
1832                                         entrender->framegroupblend[1].start = e->frame2time;
1833                                 }
1834
1835                                 // normal stuff
1836                                 entrender->model = e->model;
1837                                 entrender->alpha = 1;
1838                                 VectorSet(entrender->colormod, 1, 1, 1);
1839                                 VectorSet(entrender->glowmod, 1, 1, 1);
1840
1841                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1842                                 CL_UpdateRenderEntity(entrender);
1843                         }
1844                 }
1845         }
1846 }
1847
1848 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1849 {
1850         VectorCopy(b->start, start);
1851         VectorCopy(b->end, end);
1852
1853         // if coming from the player, update the start position
1854         if (b->entity == cl.viewentity)
1855         {
1856                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1857                 {
1858                         // LadyHavoc: this is a stupid hack from Quake that makes your
1859                         // lightning appear to come from your waist and cover less of your
1860                         // view
1861                         // in Quake this hack was applied to all players (causing the
1862                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1863                         // only applies to your own lightning, and only in first person
1864                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1865                 }
1866                 if (cl_beams_instantaimhack.integer)
1867                 {
1868                         vec3_t dir, localend;
1869                         vec_t len;
1870                         // LadyHavoc: this updates the beam direction to match your
1871                         // viewangles
1872                         VectorSubtract(end, start, dir);
1873                         len = VectorLength(dir);
1874                         VectorNormalize(dir);
1875                         VectorSet(localend, len, 0, 0);
1876                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1877                 }
1878         }
1879 }
1880
1881 void CL_RelinkBeams(void)
1882 {
1883         int i;
1884         beam_t *b;
1885         vec3_t dist, org, start, end;
1886         float d;
1887         entity_render_t *entrender;
1888         double yaw, pitch;
1889         float forward;
1890         matrix4x4_t tempmatrix;
1891
1892         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1893         {
1894                 if (!b->model)
1895                         continue;
1896                 if (b->endtime < cl.time)
1897                 {
1898                         b->model = NULL;
1899                         continue;
1900                 }
1901
1902                 CL_Beam_CalculatePositions(b, start, end);
1903
1904                 if (b->lightning)
1905                 {
1906                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1907                         {
1908                                 // FIXME: create a matrix from the beam start/end orientation
1909                                 vec3_t dlightcolor;
1910                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1911                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1912                                 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);
1913                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1914                         }
1915                         if (cl_beams_polygons.integer)
1916                         {
1917                                 CL_Beam_AddPolygons(b);
1918                                 continue;
1919                         }
1920                 }
1921
1922                 // calculate pitch and yaw
1923                 // (this is similar to the QuakeC builtin function vectoangles)
1924                 VectorSubtract(end, start, dist);
1925                 if (dist[1] == 0 && dist[0] == 0)
1926                 {
1927                         yaw = 0;
1928                         if (dist[2] > 0)
1929                                 pitch = 90;
1930                         else
1931                                 pitch = 270;
1932                 }
1933                 else
1934                 {
1935                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1936                         if (yaw < 0)
1937                                 yaw += 360;
1938
1939                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1940                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1941                         if (pitch < 0)
1942                                 pitch += 360;
1943                 }
1944
1945                 // add new entities for the lightning
1946                 VectorCopy (start, org);
1947                 d = VectorNormalizeLength(dist);
1948                 while (d > 0)
1949                 {
1950                         entrender = CL_NewTempEntity (0);
1951                         if (!entrender)
1952                                 return;
1953                         entrender->model = b->model;
1954                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1955                         CL_UpdateRenderEntity(entrender);
1956                         VectorMA(org, 30, dist, org);
1957                         d -= 30;
1958                 }
1959         }
1960
1961         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1962                 cl.num_beams--;
1963 }
1964
1965 static void CL_RelinkQWNails(void)
1966 {
1967         int i;
1968         vec_t *v;
1969         entity_render_t *entrender;
1970
1971         for (i = 0;i < cl.qw_num_nails;i++)
1972         {
1973                 v = cl.qw_nails[i];
1974
1975                 // if we're drawing effects, get a new temp entity
1976                 // (NewTempEntity adds it to the render entities list for us)
1977                 if (!(entrender = CL_NewTempEntity(0)))
1978                         continue;
1979
1980                 // normal stuff
1981                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1982                 entrender->alpha = 1;
1983                 VectorSet(entrender->colormod, 1, 1, 1);
1984                 VectorSet(entrender->glowmod, 1, 1, 1);
1985
1986                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1987                 CL_UpdateRenderEntity(entrender);
1988         }
1989 }
1990
1991 static void CL_LerpPlayer(float frac)
1992 {
1993         int i;
1994
1995         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1996         for (i = 0;i < 3;i++)
1997         {
1998                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1999                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2000                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2001         }
2002
2003         // interpolate the angles if playing a demo or spectating someone
2004         if (cls.demoplayback || cl.fixangle[0])
2005         {
2006                 for (i = 0;i < 3;i++)
2007                 {
2008                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2009                         if (d > 180)
2010                                 d -= 360;
2011                         else if (d < -180)
2012                                 d += 360;
2013                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2014                 }
2015         }
2016 }
2017
2018 void CSQC_RelinkAllEntities (int drawmask)
2019 {
2020         // link stuff
2021         CL_RelinkWorld();
2022         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2023         CL_MeshEntities_Scene_AddRenderEntity();
2024         CL_RelinkStaticEntities();
2025         CL_RelinkBeams();
2026         CL_RelinkEffects();
2027         CL_RelinkLightFlashes();
2028
2029         // link stuff
2030         if (drawmask & ENTMASK_ENGINE)
2031         {
2032                 CL_RelinkNetworkEntities();
2033                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2034                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2035                 CL_RelinkQWNails();
2036         }
2037
2038         // update view blend
2039         V_CalcViewBlend();
2040 }
2041
2042 /*
2043 ===============
2044 CL_UpdateWorld
2045
2046 Update client game world for a new frame
2047 ===============
2048 */
2049 void CL_UpdateWorld(void)
2050 {
2051         r_refdef.scene.extraupdate = !r_speeds.integer;
2052         r_refdef.scene.numentities = 0;
2053         r_refdef.scene.numlights = 0;
2054         r_refdef.view.matrix = identitymatrix;
2055         r_refdef.view.quality = 1;
2056                 
2057         cl.num_brushmodel_entities = 0;
2058
2059         if (cls.state == ca_connected && cls.signon == SIGNONS)
2060         {
2061                 // prepare for a new frame
2062                 CL_LerpPlayer(CL_LerpPoint());
2063                 CL_DecayLightFlashes();
2064                 CL_ClearTempEntities();
2065                 V_DriftPitch();
2066                 V_FadeViewFlashs();
2067
2068                 // if prediction is enabled we have to update all the collidable
2069                 // network entities before the prediction code can be run
2070                 CL_UpdateNetworkCollisionEntities();
2071
2072                 // now update the player prediction
2073                 CL_ClientMovement_Replay();
2074
2075                 // update the player entity (which may be predicted)
2076                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2077
2078                 // now update the view (which depends on that player entity)
2079                 V_CalcRefdef();
2080
2081                 // now update all the network entities and create particle trails
2082                 // (some entities may depend on the view)
2083                 CL_UpdateNetworkEntities();
2084
2085                 // update the engine-based viewmodel
2086                 CL_UpdateViewModel();
2087
2088                 // when csqc is loaded, it will call this in CSQC_UpdateView
2089                 if (!cl.csqc_loaded)
2090                 {
2091                         // clear the CL_Mesh_Scene() used for some engine effects
2092                         CL_MeshEntities_Scene_Clear();
2093                         // add engine entities and effects
2094                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2095                 }
2096
2097                 // decals, particles, and explosions will be updated during rneder
2098         }
2099
2100         r_refdef.scene.time = cl.time;
2101 }
2102
2103 /*
2104 ======================
2105 CL_Fog_f
2106 ======================
2107 */
2108 static void CL_Fog_f(cmd_state_t *cmd)
2109 {
2110         if (Cmd_Argc (cmd) == 1)
2111         {
2112                 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);
2113                 return;
2114         }
2115         FOG_clear(); // so missing values get good defaults
2116         if(Cmd_Argc(cmd) > 1)
2117                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2118         if(Cmd_Argc(cmd) > 2)
2119                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2120         if(Cmd_Argc(cmd) > 3)
2121                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2122         if(Cmd_Argc(cmd) > 4)
2123                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2124         if(Cmd_Argc(cmd) > 5)
2125                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2126         if(Cmd_Argc(cmd) > 6)
2127                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2128         if(Cmd_Argc(cmd) > 7)
2129                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2130         if(Cmd_Argc(cmd) > 8)
2131                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2132         if(Cmd_Argc(cmd) > 9)
2133                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2134 }
2135
2136 /*
2137 ======================
2138 CL_FogHeightTexture_f
2139 ======================
2140 */
2141 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2142 {
2143         if (Cmd_Argc (cmd) < 11)
2144         {
2145                 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);
2146                 return;
2147         }
2148         FOG_clear(); // so missing values get good defaults
2149         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2150         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2151         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2152         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2153         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2154         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2155         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2156         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2157         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2158         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2159 }
2160
2161
2162 /*
2163 ====================
2164 CL_TimeRefresh_f
2165
2166 For program optimization
2167 ====================
2168 */
2169 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2170 {
2171         int i;
2172         double timestart, timedelta;
2173
2174         r_refdef.scene.extraupdate = false;
2175
2176         timestart = Sys_DirtyTime();
2177         for (i = 0;i < 128;i++)
2178         {
2179                 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);
2180                 r_refdef.view.quality = 1;
2181                 CL_UpdateScreen();
2182         }
2183         timedelta = Sys_DirtyTime() - timestart;
2184
2185         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2186 }
2187
2188 static void CL_AreaStats_f(cmd_state_t *cmd)
2189 {
2190         World_PrintAreaStats(&cl.world, "client");
2191 }
2192
2193 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2194 {
2195         int i;
2196         cl_locnode_t *loc;
2197         cl_locnode_t *best;
2198         vec3_t nearestpoint;
2199         vec_t dist, bestdist;
2200         best = NULL;
2201         bestdist = 0;
2202         for (loc = cl.locnodes;loc;loc = loc->next)
2203         {
2204                 for (i = 0;i < 3;i++)
2205                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2206                 dist = VectorDistance2(nearestpoint, point);
2207                 if (bestdist > dist || !best)
2208                 {
2209                         bestdist = dist;
2210                         best = loc;
2211                         if (bestdist < 1)
2212                                 break;
2213                 }
2214         }
2215         return best;
2216 }
2217
2218 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2219 {
2220         cl_locnode_t *loc;
2221         loc = CL_Locs_FindNearest(point);
2222         if (loc)
2223                 strlcpy(buffer, loc->name, buffersize);
2224         else
2225                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2226 }
2227
2228 static void CL_Locs_FreeNode(cl_locnode_t *node)
2229 {
2230         cl_locnode_t **pointer, **next;
2231         for (pointer = &cl.locnodes;*pointer;pointer = next)
2232         {
2233                 next = &(*pointer)->next;
2234                 if (*pointer == node)
2235                 {
2236                         *pointer = node->next;
2237                         Mem_Free(node);
2238                         return;
2239                 }
2240         }
2241         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2242 }
2243
2244 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2245 {
2246         cl_locnode_t *node, **pointer;
2247         int namelen;
2248         if (!name)
2249                 name = "";
2250         namelen = (int)strlen(name);
2251         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2252         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2253         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2254         node->name = (char *)(node + 1);
2255         memcpy(node->name, name, namelen);
2256         node->name[namelen] = 0;
2257         // link it into the tail of the list to preserve the order
2258         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2259                 ;
2260         *pointer = node;
2261 }
2262
2263 static void CL_Locs_Add_f(cmd_state_t *cmd)
2264 {
2265         vec3_t mins, maxs;
2266         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2267         {
2268                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2269                 return;
2270         }
2271         mins[0] = atof(Cmd_Argv(cmd, 1));
2272         mins[1] = atof(Cmd_Argv(cmd, 2));
2273         mins[2] = atof(Cmd_Argv(cmd, 3));
2274         if (Cmd_Argc(cmd) == 8)
2275         {
2276                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2277                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2278                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2279                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2280         }
2281         else
2282                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2283 }
2284
2285 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2286 {
2287         cl_locnode_t *loc;
2288         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2289         if (loc)
2290                 CL_Locs_FreeNode(loc);
2291         else
2292                 Con_Printf("no loc point or box found for your location\n");
2293 }
2294
2295 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2296 {
2297         while (cl.locnodes)
2298                 CL_Locs_FreeNode(cl.locnodes);
2299 }
2300
2301 static void CL_Locs_Save_f(cmd_state_t *cmd)
2302 {
2303         cl_locnode_t *loc;
2304         qfile_t *outfile;
2305         char locfilename[MAX_QPATH];
2306         if (!cl.locnodes)
2307         {
2308                 Con_Printf("No loc points/boxes exist!\n");
2309                 return;
2310         }
2311         if (cls.state != ca_connected || !cl.worldmodel)
2312         {
2313                 Con_Printf("No level loaded!\n");
2314                 return;
2315         }
2316         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2317
2318         outfile = FS_OpenRealFile(locfilename, "w", false);
2319         if (!outfile)
2320                 return;
2321         // if any boxes are used then this is a proquake-format loc file, which
2322         // allows comments, so add some relevant information at the start
2323         for (loc = cl.locnodes;loc;loc = loc->next)
2324                 if (!VectorCompare(loc->mins, loc->maxs))
2325                         break;
2326         if (loc)
2327         {
2328                 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);
2329                 for (loc = cl.locnodes;loc;loc = loc->next)
2330                         if (VectorCompare(loc->mins, loc->maxs))
2331                                 break;
2332                 if (loc)
2333                         Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2334         }
2335         for (loc = cl.locnodes;loc;loc = loc->next)
2336         {
2337                 if (VectorCompare(loc->mins, loc->maxs))
2338                 {
2339                         int len;
2340                         const char *s;
2341                         const char *in = loc->name;
2342                         char name[MAX_INPUTLINE];
2343                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2344                         {
2345                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2346                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2347                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2348                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2349                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2350                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2351                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2352                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2353                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2354                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2355                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2356                                 else s = NULL;
2357                                 if (s)
2358                                 {
2359                                         while (len < (int)sizeof(name) - 1 && *s)
2360                                                 name[len++] = *s++;
2361                                         continue;
2362                                 }
2363                                 name[len++] = *in++;
2364                         }
2365                         name[len] = 0;
2366                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2367                 }
2368                 else
2369                         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);
2370         }
2371         FS_Close(outfile);
2372 }
2373
2374 void CL_Locs_Reload_f(cmd_state_t *cmd)
2375 {
2376         int i, linenumber, limit, len;
2377         const char *s;
2378         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2379         fs_offset_t filesize;
2380         vec3_t mins, maxs;
2381         char locfilename[MAX_QPATH];
2382         char name[MAX_INPUTLINE];
2383
2384         if (cls.state != ca_connected || !cl.worldmodel)
2385         {
2386                 Con_Printf("No level loaded!\n");
2387                 return;
2388         }
2389
2390         CL_Locs_Clear_f(cmd);
2391
2392         // try maps/something.loc first (LadyHavoc: where I think they should be)
2393         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2394         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2395         if (!filedata)
2396         {
2397                 // try proquake name as well (LadyHavoc: I hate path mangling)
2398                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2399                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2400                 if (!filedata)
2401                         return;
2402         }
2403         text = filedata;
2404         textend = filedata + filesize;
2405         for (linenumber = 1;text < textend;linenumber++)
2406         {
2407                 linestart = text;
2408                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2409                         ;
2410                 lineend = text;
2411                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2412                         text++;
2413                 if (text < textend)
2414                         text++;
2415                 // trim trailing whitespace
2416                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2417                         lineend--;
2418                 // trim leading whitespace
2419                 while (linestart < lineend && ISWHITESPACE(*linestart))
2420                         linestart++;
2421                 // check if this is a comment
2422                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2423                         continue;
2424                 linetext = linestart;
2425                 limit = 3;
2426                 for (i = 0;i < limit;i++)
2427                 {
2428                         if (linetext >= lineend)
2429                                 break;
2430                         // note: a missing number is interpreted as 0
2431                         if (i < 3)
2432                                 mins[i] = atof(linetext);
2433                         else
2434                                 maxs[i - 3] = atof(linetext);
2435                         // now advance past the number
2436                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2437                                 linetext++;
2438                         // advance through whitespace
2439                         if (linetext < lineend)
2440                         {
2441                                 if (*linetext == ',')
2442                                 {
2443                                         linetext++;
2444                                         limit = 6;
2445                                         // note: comma can be followed by whitespace
2446                                 }
2447                                 if (ISWHITESPACE(*linetext))
2448                                 {
2449                                         // skip whitespace
2450                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2451                                                 linetext++;
2452                                 }
2453                         }
2454                 }
2455                 // if this is a quoted name, remove the quotes
2456                 if (i == 6)
2457                 {
2458                         if (linetext >= lineend || *linetext != '"')
2459                                 continue; // proquake location names are always quoted
2460                         lineend--;
2461                         linetext++;
2462                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2463                         memcpy(name, linetext, len);
2464                         name[len] = 0;
2465                         // add the box to the list
2466                         CL_Locs_AddNode(mins, maxs, name);
2467                 }
2468                 // if a point was parsed, it needs to be scaled down by 8 (since
2469                 // point-based loc files were invented by a proxy which dealt
2470                 // directly with quake protocol coordinates, which are *8), turn
2471                 // it into a box
2472                 else if (i == 3)
2473                 {
2474                         // interpret silly fuhquake macros
2475                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2476                         {
2477                                 if (*linetext == '$')
2478                                 {
2479                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2480                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2481                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2482                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2483                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2484                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2485                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2486                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2487                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2488                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2489                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2490                                         else s = NULL;
2491                                         if (s)
2492                                         {
2493                                                 while (len < (int)sizeof(name) - 1 && *s)
2494                                                         name[len++] = *s++;
2495                                                 continue;
2496                                         }
2497                                 }
2498                                 name[len++] = *linetext++;
2499                         }
2500                         name[len] = 0;
2501                         // add the point to the list
2502                         VectorScale(mins, (1.0 / 8.0), mins);
2503                         CL_Locs_AddNode(mins, mins, name);
2504                 }
2505                 else
2506                         continue;
2507         }
2508 }
2509
2510 entity_t cl_meshentities[NUM_MESHENTITIES];
2511 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2512 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2513 {
2514         "MESH_SCENE",
2515         "MESH_UI",
2516 };
2517
2518 static void CL_MeshEntities_Restart(void)
2519 {
2520         int i;
2521         entity_t *ent;
2522         for (i = 0; i < NUM_MESHENTITIES; i++)
2523         {
2524                 ent = cl_meshentities + i;
2525                 Mod_Mesh_Destroy(ent->render.model);
2526                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2527         }
2528 }
2529
2530 static void CL_MeshEntities_Start(void)
2531 {
2532         int i;
2533         entity_t *ent;
2534         for(i = 0; i < NUM_MESHENTITIES; i++)
2535         {
2536                 ent = cl_meshentities + i;
2537                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2538         }
2539 }
2540
2541 static void CL_MeshEntities_Shutdown(void)
2542 {
2543         int i;
2544         entity_t *ent;
2545         for(i = 0; i < NUM_MESHENTITIES; i++)
2546         {
2547                 ent = cl_meshentities + i;
2548                 Mod_Mesh_Destroy(ent->render.model);
2549         }
2550 }
2551
2552 static void CL_MeshEntities_Init(void)
2553 {
2554         int i;
2555         entity_t *ent;
2556         for (i = 0; i < NUM_MESHENTITIES; i++)
2557         {
2558                 ent = cl_meshentities + i;
2559                 ent->state_current.active = true;
2560                 ent->render.model = cl_meshentitymodels + i;
2561                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2562                 ent->render.alpha = 1;
2563                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2564                 ent->render.framegroupblend[0].lerp = 1;
2565                 ent->render.frameblend[0].lerp = 1;
2566                 VectorSet(ent->render.colormod, 1, 1, 1);
2567                 VectorSet(ent->render.glowmod, 1, 1, 1);
2568                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2569                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2570                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2571                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2572                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2573                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2574                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2575                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2576                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2577                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2578                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2579                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2580                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2581                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2582                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2583
2584                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2585                 CL_UpdateRenderEntity(&ent->render);
2586         }
2587         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2588         R_RegisterModule("cl_meshentities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2589 }
2590
2591 void CL_MeshEntities_Scene_Clear(void)
2592 {
2593         Mod_Mesh_Reset(CL_Mesh_Scene());
2594 }
2595
2596 void CL_MeshEntities_Scene_AddRenderEntity(void)
2597 {
2598         entity_t* ent = &cl_meshentities[MESH_SCENE];
2599         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2600 }
2601
2602 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2603 {
2604         entity_t *ent = &cl_meshentities[MESH_SCENE];
2605         Mod_Mesh_Finalize(ent->render.model);
2606         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2607         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2608 }
2609
2610 extern cvar_t r_overheadsprites_pushback;
2611 extern cvar_t r_fullbright_directed_pitch_relative;
2612 extern cvar_t r_fullbright_directed_pitch;
2613 extern cvar_t r_fullbright_directed_ambient;
2614 extern cvar_t r_fullbright_directed_diffuse;
2615 extern cvar_t r_fullbright_directed;
2616 extern cvar_t r_hdr_glowintensity;
2617
2618 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2619 {
2620         vec3_t angles;
2621
2622         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2623         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2624
2625         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2626         // same for all stereo views, and to better handle pitches outside
2627         // [-90, 90] (in_pitch_* cvars allow that).
2628         VectorCopy(cl.viewangles, angles);
2629         if (r_fullbright_directed_pitch_relative.integer) {
2630                 angles[PITCH] += r_fullbright_directed_pitch.value;
2631         }
2632         else {
2633                 angles[PITCH] = r_fullbright_directed_pitch.value;
2634         }
2635         AngleVectors(angles, worldspacenormal, NULL, NULL);
2636         VectorNegate(worldspacenormal, worldspacenormal);
2637 }
2638
2639 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2640 {
2641         float shadingorigin[3], a[3], c[3], dir[3];
2642         int q;
2643
2644         for (q = 0; q < 3; q++)
2645                 a[q] = c[q] = dir[q] = 0;
2646
2647         ent->render_lightgrid = false;
2648         ent->render_modellight_forced = false;
2649         ent->render_rtlight_disabled = false;
2650
2651         // pick an appropriate value for render_modellight_origin - if this is an
2652         // attachment we want to use the parent's render_modellight_origin so that
2653         // shading is the same (also important for r_shadows to cast shadows in the
2654         // same direction)
2655         if (VectorLength2(ent->custommodellight_origin))
2656         {
2657                 // CSQC entities always provide this (via CL_GetTagMatrix)
2658                 for (q = 0; q < 3; q++)
2659                         shadingorigin[q] = ent->custommodellight_origin[q];
2660         }
2661         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2662         {
2663                 // network entity - follow attachment chain back to a root entity,
2664                 int entnum = ent->entitynumber, recursion;
2665                 for (recursion = 32; recursion > 0; --recursion)
2666                 {
2667                         int parentnum = cl.entities[entnum].state_current.tagentity;
2668                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2669                                 break;
2670                         entnum = parentnum;
2671                 }
2672                 // grab the root entity's origin
2673                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2674         }
2675         else
2676         {
2677                 // not a CSQC entity (which sets custommodellight_origin), not a network
2678                 // entity - so it's probably not attached to anything
2679                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2680         }
2681
2682         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2683         {
2684                 // intentionally EF_FULLBRIGHT entity
2685                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2686                 // CSQC can still provide its own customized modellight values
2687                 ent->render_rtlight_disabled = true;
2688                 ent->render_modellight_forced = true;
2689                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2690                 {
2691                         // custom colors provided by CSQC
2692                         for (q = 0; q < 3; q++)
2693                         {
2694                                 a[q] = ent->custommodellight_ambient[q];
2695                                 c[q] = ent->custommodellight_diffuse[q];
2696                                 dir[q] = ent->custommodellight_lightdir[q];
2697                         }
2698                 }
2699                 else if (r_fullbright_directed.integer)
2700                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2701                 else
2702                         for (q = 0; q < 3; q++)
2703                                 a[q] = 1;
2704         }
2705         else
2706         {
2707                 // fetch the lighting from the worldmodel data
2708
2709                 // CSQC can provide its own customized modellight values
2710                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2711                 {
2712                         ent->render_modellight_forced = true;
2713                         for (q = 0; q < 3; q++)
2714                         {
2715                                 a[q] = ent->custommodellight_ambient[q];
2716                                 c[q] = ent->custommodellight_diffuse[q];
2717                                 dir[q] = ent->custommodellight_lightdir[q];
2718                         }
2719                 }
2720                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2721                 {
2722                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2723                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2724                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2725                         ent->render_modellight_forced = true;
2726                         ent->render_rtlight_disabled = true;
2727                 }
2728                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2729                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2730                 {
2731                         ent->render_lightgrid = true;
2732                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2733                 }
2734                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2735                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2736                 else if (r_fullbright_directed.integer)
2737                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2738                 else
2739                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2740         }
2741
2742         for (q = 0; q < 3; q++)
2743         {
2744                 ent->render_fullbright[q] = ent->colormod[q];
2745                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2746                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2747                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2748                 ent->render_modellight_specular[q] = c[q];
2749                 ent->render_modellight_lightdir_world[q] = dir[q];
2750                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2751                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2752                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2753                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2754                 ent->render_rtlight_specular[q] = 1;
2755         }
2756
2757         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2758         if (ent->render_modellight_forced)
2759                 for (q = 0; q < 3; q++)
2760                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2761         if (ent->render_rtlight_disabled)
2762                 for (q = 0; q < 3; q++)
2763                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2764
2765         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2766                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2767         VectorNormalize(ent->render_modellight_lightdir_world);
2768         // transform into local space for the entity as well
2769         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2770         VectorNormalize(ent->render_modellight_lightdir_local);
2771 }
2772
2773
2774 void CL_UpdateEntityShading(void)
2775 {
2776         int i;
2777         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2778         for (i = 0; i < r_refdef.scene.numentities; i++)
2779                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2780 }
2781
2782 qbool vid_opened = false;
2783 void CL_StartVideo(void)
2784 {
2785         if (!vid_opened && cls.state != ca_dedicated)
2786         {
2787                 vid_opened = true;
2788 #ifdef WIN32
2789                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2790                 NetConn_UpdateSockets();
2791 #endif
2792                 VID_Start();
2793                 CDAudio_Startup();
2794         }
2795 }
2796
2797 extern cvar_t host_framerate;
2798 extern cvar_t host_speeds;
2799
2800 double CL_Frame (double time)
2801 {
2802         static double clframetime;
2803         static double cl_timer = 0;
2804         static double time1 = 0, time2 = 0, time3 = 0;
2805         int pass1, pass2, pass3;
2806
2807         CL_VM_PreventInformationLeaks();
2808
2809         // get new key events
2810         Key_EventQueue_Unblock();
2811         SndSys_SendKeyEvents();
2812         Sys_SendKeyEvents();
2813
2814         if((cl_timer += time) < 0)
2815                 return cl_timer;
2816
2817         // limit the frametime steps to no more than 100ms each
2818         if (cl_timer > 0.1)
2819                 cl_timer = 0.1;
2820
2821         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2822         {
2823                 R_TimeReport("---");
2824                 Collision_Cache_NewFrame();
2825                 R_TimeReport("photoncache");
2826 #ifdef CONFIG_VIDEO_CAPTURE
2827                 // decide the simulation time
2828                 if (cls.capturevideo.active)
2829                 {
2830                         //***
2831                         if (cls.capturevideo.realtime)
2832                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2833                         else
2834                         {
2835                                 clframetime = 1.0 / cls.capturevideo.framerate;
2836                                 cl.realframetime = max(time, clframetime);
2837                         }
2838                 }
2839                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2840
2841 #else
2842                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2843 #endif
2844                 {
2845                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2846                         // when running slow, we need to sleep to keep input responsive
2847                         if (cl_maxfps_alwayssleep.value > 0)
2848                                 Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
2849                 }
2850                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2851                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2852                 else
2853                         clframetime = cl.realframetime = cl_timer;
2854
2855                 // apply slowmo scaling
2856                 clframetime *= cl.movevars_timescale;
2857                 // scale playback speed of demos by slowmo cvar
2858                 if (cls.demoplayback)
2859                 {
2860                         clframetime *= host_timescale.value;
2861                         // if demo playback is paused, don't advance time at all
2862                         if (cls.demopaused)
2863                                 clframetime = 0;
2864                 }
2865                 else
2866                 {
2867                         // host_framerate overrides all else
2868                         if (host_framerate.value)
2869                                 clframetime = host_framerate.value;
2870
2871                         if (cl.paused || host.paused)
2872                                 clframetime = 0;
2873                 }
2874
2875                 if (cls.timedemo)
2876                         clframetime = cl.realframetime = cl_timer;
2877
2878                 // deduct the frame time from the accumulator
2879                 cl_timer -= cl.realframetime;
2880
2881                 cl.oldtime = cl.time;
2882                 cl.time += clframetime;
2883
2884                 // update video
2885                 if (host_speeds.integer)
2886                         time1 = Sys_DirtyTime();
2887                 R_TimeReport("pre-input");
2888
2889                 // Collect input into cmd
2890                 CL_Input();
2891
2892                 R_TimeReport("input");
2893
2894                 // check for new packets
2895                 NetConn_ClientFrame();
2896
2897                 // read a new frame from a demo if needed
2898                 CL_ReadDemoMessage();
2899                 R_TimeReport("clientnetwork");
2900
2901                 // now that packets have been read, send input to server
2902                 CL_SendMove();
2903                 R_TimeReport("sendmove");
2904
2905                 // update client world (interpolate entities, create trails, etc)
2906                 CL_UpdateWorld();
2907                 R_TimeReport("lerpworld");
2908
2909                 CL_Video_Frame();
2910
2911                 R_TimeReport("client");
2912
2913                 CL_UpdateScreen();
2914                 R_TimeReport("render");
2915
2916                 if (host_speeds.integer)
2917                         time2 = Sys_DirtyTime();
2918
2919                 // update audio
2920                 if(cl.csqc_usecsqclistener)
2921                 {
2922                         S_Update(&cl.csqc_listenermatrix);
2923                         cl.csqc_usecsqclistener = false;
2924                 }
2925                 else
2926                         S_Update(&r_refdef.view.matrix);
2927
2928                 CDAudio_Update();
2929                 R_TimeReport("audio");
2930
2931                 // reset gathering of mouse input
2932                 in_mouse_x = in_mouse_y = 0;
2933
2934                 if (host_speeds.integer)
2935                 {
2936                         pass1 = (int)((time1 - time3)*1000000);
2937                         time3 = Sys_DirtyTime();
2938                         pass2 = (int)((time2 - time1)*1000000);
2939                         pass3 = (int)((time3 - time2)*1000000);
2940                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2941                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2942                 }
2943         }
2944         // if there is some time remaining from this frame, reset the timer
2945         return cl_timer >= 0 ? 0 : cl_timer;
2946 }
2947
2948 /*
2949 ===========
2950 CL_Shutdown
2951 ===========
2952 */
2953 void CL_Shutdown (void)
2954 {
2955         // be quiet while shutting down
2956         S_StopAllSounds();
2957         
2958         // disconnect client from server if active
2959         CL_Disconnect();
2960         
2961         CL_Video_Shutdown();
2962
2963 #ifdef CONFIG_MENU
2964         // Shutdown menu
2965         if(MR_Shutdown)
2966                 MR_Shutdown();
2967 #endif
2968
2969         CDAudio_Shutdown ();
2970         S_Terminate ();
2971         
2972         R_Modules_Shutdown();
2973         VID_Shutdown();
2974
2975         CL_Screen_Shutdown();
2976         CL_Particles_Shutdown();
2977         CL_Parse_Shutdown();
2978         CL_MeshEntities_Shutdown();
2979
2980         Key_Shutdown();
2981         S_Shutdown();
2982
2983         Mem_FreePool (&cls.permanentmempool);
2984         Mem_FreePool (&cls.levelmempool);
2985 }
2986
2987 /*
2988 =================
2989 CL_Init
2990 =================
2991 */
2992 void CL_Init (void)
2993 {
2994         if (cls.state == ca_dedicated)
2995         {
2996                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2997         }
2998         else
2999         {
3000                 Con_Printf("Initializing client\n");
3001
3002                 Cvar_SetValueQuick(&host_isclient, 1);
3003
3004                 R_Modules_Init();
3005                 Palette_Init();
3006 #ifdef CONFIG_MENU
3007                 MR_Init_Commands();
3008 #endif
3009                 VID_Shared_Init();
3010                 VID_Init();
3011                 Render_Init();
3012                 S_Init();
3013                 CDAudio_Init();
3014                 Key_Init();
3015                 V_Init();
3016
3017                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3018                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3019
3020                 memset(&r_refdef, 0, sizeof(r_refdef));
3021                 // max entities sent to renderer per frame
3022                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3023                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3024
3025                 // max temp entities
3026                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3027                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3028
3029                 CL_InitInput ();
3030
3031         //
3032         // register our commands
3033         //
3034                 CL_InitCommands();
3035
3036                 Cvar_RegisterVariable (&cl_upspeed);
3037                 Cvar_RegisterVariable (&cl_forwardspeed);
3038                 Cvar_RegisterVariable (&cl_backspeed);
3039                 Cvar_RegisterVariable (&cl_sidespeed);
3040                 Cvar_RegisterVariable (&cl_movespeedkey);
3041                 Cvar_RegisterVariable (&cl_yawspeed);
3042                 Cvar_RegisterVariable (&cl_pitchspeed);
3043                 Cvar_RegisterVariable (&cl_anglespeedkey);
3044                 Cvar_RegisterVariable (&cl_shownet);
3045                 Cvar_RegisterVariable (&cl_nolerp);
3046                 Cvar_RegisterVariable (&cl_lerpexcess);
3047                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3048                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3049                 Cvar_RegisterVariable (&cl_deathfade);
3050                 Cvar_RegisterVariable (&lookspring);
3051                 Cvar_RegisterVariable (&lookstrafe);
3052                 Cvar_RegisterVariable (&sensitivity);
3053                 Cvar_RegisterVariable (&freelook);
3054
3055                 Cvar_RegisterVariable (&m_pitch);
3056                 Cvar_RegisterVariable (&m_yaw);
3057                 Cvar_RegisterVariable (&m_forward);
3058                 Cvar_RegisterVariable (&m_side);
3059
3060                 Cvar_RegisterVariable (&cl_itembobspeed);
3061                 Cvar_RegisterVariable (&cl_itembobheight);
3062
3063                 CL_Demo_Init();
3064
3065                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3066                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3067                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3068                 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3069
3070                 // Support Client-side Model Index List
3071                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3072                 // Support Client-side Sound Index List
3073                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3074
3075                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3076                 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3077
3078                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3079
3080                 Cvar_RegisterVariable(&r_draweffects);
3081                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3082                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3083                 Cvar_RegisterVariable(&cl_explosions_size_start);
3084                 Cvar_RegisterVariable(&cl_explosions_size_end);
3085                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3086                 Cvar_RegisterVariable(&cl_stainmaps);
3087                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3088                 Cvar_RegisterVariable(&cl_beams_polygons);
3089                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3090                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3091                 Cvar_RegisterVariable(&cl_beams_lightatend);
3092                 Cvar_RegisterVariable(&cl_noplayershadow);
3093                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3094                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3095
3096                 Cvar_RegisterVariable(&cl_prydoncursor);
3097                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3098
3099                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3100
3101                 // for QW connections
3102                 Cvar_RegisterVariable(&qport);
3103                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3104
3105                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3106
3107                 Cvar_RegisterVariable(&cl_locs_enable);
3108                 Cvar_RegisterVariable(&cl_locs_show);
3109                 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3110                 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3111                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3112                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3113                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3114
3115                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3116
3117                 Cvar_RegisterVariable (&cl_minfps);
3118                 Cvar_RegisterVariable (&cl_minfps_fade);
3119                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3120                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3121                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3122                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3123                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3124                 Cvar_RegisterVariable (&cl_minfps_force);
3125                 Cvar_RegisterVariable (&cl_maxfps);
3126                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3127                 Cvar_RegisterVariable (&cl_maxidlefps);
3128
3129                 CL_Parse_Init();
3130                 CL_Particles_Init();
3131                 CL_Screen_Init();
3132                 CL_MeshEntities_Init();
3133
3134                 CL_Video_Init();
3135
3136                 NetConn_UpdateSockets_Client();
3137
3138                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3139                 host.hook.Disconnect = CL_DisconnectEx;
3140                 host.hook.CL_Intermission = CL_Intermission;
3141                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3142         }
3143 }