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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64 cvar_t cl_startdemos = {CF_CLIENT | CF_ARCHIVE, "cl_startdemos", "1", "1 enables the `startdemos` loop used in Quake and some mods, 0 goes straight to the menu"};
65
66 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67
68 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
69 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
70 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
71 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
72 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73
74 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
75 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76
77 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
78 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
79 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
80 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81
82 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83
84 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
85
86 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
87 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88
89 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
90
91 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
92 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93
94 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95
96 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
97 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
98
99 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
100 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
101 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
103 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
104 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
105 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
106 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
107 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
108 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
109 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
110
111 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
112 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
113
114
115 client_static_t cls;
116 client_state_t  cl;
117
118 /*
119 =====================
120 CL_ClearState
121
122 =====================
123 */
124 void CL_ClearState(void)
125 {
126         int i;
127         entity_t *ent;
128
129         CL_VM_ShutDown();
130
131 // wipe the entire cl structure
132         Mem_EmptyPool(cls.levelmempool);
133         memset (&cl, 0, sizeof(cl));
134
135         S_StopAllSounds();
136
137         // reset the view zoom interpolation
138         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
139         cl.sensitivityscale = 1.0f;
140
141         // enable rendering of the world and such
142         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
143         cl.csqc_vidvars.drawenginesbar = true;
144         cl.csqc_vidvars.drawcrosshair = true;
145
146         // set up the float version of the stats array for easier access to float stats
147         cl.statsf = (float *)cl.stats;
148
149         cl.num_entities = 0;
150         cl.num_static_entities = 0;
151         cl.num_brushmodel_entities = 0;
152
153         // tweak these if the game runs out
154         cl.max_csqcrenderentities = 0;
155         cl.max_entities = MAX_ENTITIES_INITIAL;
156         cl.max_static_entities = MAX_STATICENTITIES;
157         cl.max_effects = MAX_EFFECTS;
158         cl.max_beams = MAX_BEAMS;
159         cl.max_dlights = MAX_DLIGHTS;
160         cl.max_lightstyle = MAX_LIGHTSTYLES;
161         cl.max_brushmodel_entities = MAX_EDICTS;
162         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
163         cl.max_showlmps = 0;
164
165         cl.num_dlights = 0;
166         cl.num_effects = 0;
167         cl.num_beams = 0;
168
169         cl.csqcrenderentities = NULL;
170         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
171         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
172         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
173         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
174         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
175         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
176         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
177         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
178         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
179         cl.showlmps = NULL;
180
181         // LadyHavoc: have to set up the baseline info for alpha and other stuff
182         for (i = 0;i < cl.max_entities;i++)
183         {
184                 cl.entities[i].state_baseline = defaultstate;
185                 cl.entities[i].state_previous = defaultstate;
186                 cl.entities[i].state_current = defaultstate;
187         }
188
189         if (IS_NEXUIZ_DERIVED(gamemode))
190         {
191                 VectorSet(cl.playerstandmins, -16, -16, -24);
192                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
193                 VectorSet(cl.playercrouchmins, -16, -16, -24);
194                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
195         }
196         else
197         {
198                 VectorSet(cl.playerstandmins, -16, -16, -24);
199                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
200                 VectorSet(cl.playercrouchmins, -16, -16, -24);
201                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
202         }
203
204         // disable until we get textures for it
205         R_ResetSkyBox();
206
207         ent = &cl.entities[0];
208         // entire entity array was cleared, so just fill in a few fields
209         ent->state_current.active = true;
210         ent->render.model = cl.worldmodel = NULL; // no world model yet
211         ent->render.alpha = 1;
212         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
213         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
214         ent->render.allowdecals = true;
215         CL_UpdateRenderEntity(&ent->render);
216
217         // noclip is turned off at start
218         noclip_anglehack = false;
219
220         // mark all frames invalid for delta
221         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
222
223         // set bestweapon data back to Quake data
224         IN_BestWeapon_ResetData();
225
226         CL_Screen_NewMap();
227 }
228
229 extern cvar_t cl_topcolor;
230 extern cvar_t cl_bottomcolor;
231
232 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
233 {
234         int i;
235         qbool fail = false;
236         char vabuf[1024];
237         if (!allowstarkey && key[0] == '*')
238                 fail = true;
239         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
240                 fail = true;
241         for (i = 0;key[i];i++)
242                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
243                         fail = true;
244         for (i = 0;value[i];i++)
245                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
246                         fail = true;
247         if (fail)
248         {
249                 if (!quiet)
250                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
251                 return;
252         }
253         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
254         if (cls.state == ca_connected && cls.netcon)
255         {
256                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
257                 {
258                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
260                 }
261                 else if (!strcasecmp(key, "_cl_name") || !strcasecmp(key, "name"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playermodel"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "playerskin"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
275                 }
276                 else if (!strcasecmp(key, "topcolor"))
277                 {
278                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
280                 }
281                 else if (!strcasecmp(key, "bottomcolor"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
285                 }
286                 else if (!strcasecmp(key, "rate"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
290                 }
291                 else if (!strcasecmp(key, "rate_burstsize"))
292                 {
293                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
294                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
295                 }
296         }
297 }
298
299 void CL_ExpandEntities(int num)
300 {
301         int i, oldmaxentities;
302         entity_t *oldentities;
303         if (num >= cl.max_entities)
304         {
305                 if (!cl.entities)
306                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
307                 if (num >= MAX_EDICTS)
308                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309                 oldmaxentities = cl.max_entities;
310                 oldentities = cl.entities;
311                 cl.max_entities = (num & ~255) + 256;
312                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
313                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
314                 Mem_Free(oldentities);
315                 for (i = oldmaxentities;i < cl.max_entities;i++)
316                 {
317                         cl.entities[i].state_baseline = defaultstate;
318                         cl.entities[i].state_previous = defaultstate;
319                         cl.entities[i].state_current = defaultstate;
320                 }
321         }
322 }
323
324 void CL_ExpandCSQCRenderEntities(int num)
325 {
326         int i;
327         int oldmaxcsqcrenderentities;
328         entity_render_t *oldcsqcrenderentities;
329         if (num >= cl.max_csqcrenderentities)
330         {
331                 if (num >= MAX_EDICTS)
332                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
333                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
334                 oldcsqcrenderentities = cl.csqcrenderentities;
335                 cl.max_csqcrenderentities = (num & ~255) + 256;
336                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
337                 if (oldcsqcrenderentities)
338                 {
339                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
340                         for (i = 0;i < r_refdef.scene.numentities;i++)
341                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
342                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
343                         Mem_Free(oldcsqcrenderentities);
344                 }
345         }
346 }
347
348 static void CL_ToggleMenu_Hook(void)
349 {
350 #ifdef CONFIG_MENU
351         // remove menu
352         if (key_dest == key_menu || key_dest == key_menu_grabbed)
353                 MR_ToggleMenu(0);
354 #endif
355         key_dest = key_game;
356 }
357
358 extern cvar_t rcon_secure;
359
360 /*
361 =====================
362 CL_Disconnect
363
364 Sends a disconnect message to the server
365 This is also called on Host_Error, so it shouldn't cause any errors
366 =====================
367 */
368
369 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
370 {
371         va_list argptr;
372         char reason[512];
373
374         if (cls.state == ca_dedicated)
375                 return;
376
377         if(fmt)
378         {
379                 va_start(argptr,fmt);
380                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
381                 va_end(argptr);
382         }
383         else
384         {
385                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
386         }
387
388         if (Sys_CheckParm("-profilegameonly"))
389                 Sys_AllowProfiling(false);
390
391         Curl_Clear_forthismap();
392
393         Con_DPrintf("CL_Disconnect\n");
394
395         Cvar_SetValueQuick(&csqc_progcrc, -1);
396         Cvar_SetValueQuick(&csqc_progsize, -1);
397         CL_VM_ShutDown();
398         // stop sounds (especially looping!)
399         S_StopAllSounds();
400         // prevent dlcache assets from this server from interfering with the next one
401         FS_UnloadPacks_dlcache();
402
403         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
404
405         // clear contents blends
406         cl.cshifts[0].percent = 0;
407         cl.cshifts[1].percent = 0;
408         cl.cshifts[2].percent = 0;
409         cl.cshifts[3].percent = 0;
410
411         cl.worldmodel = NULL;
412
413         CL_Parse_ErrorCleanUp();
414
415         if (cls.demoplayback)
416                 CL_StopPlayback();
417         else if (cls.netcon)
418         {
419                 sizebuf_t buf;
420                 unsigned char bufdata[520];
421                 if (cls.demorecording)
422                         CL_Stop_f(cmd_local);
423
424                 if(!kicked)
425                 {
426                         // send disconnect message 3 times to improve chances of server
427                         // receiving it (but it still fails sometimes)
428                         memset(&buf, 0, sizeof(buf));
429                         buf.data = bufdata;
430                         buf.maxsize = sizeof(bufdata);
431                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
432                         {
433                                 Con_DPrint("Sending drop command\n");
434                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
435                                 MSG_WriteString(&buf, "drop");
436                         }
437                         else
438                         {
439                                 Con_DPrint("Sending clc_disconnect\n");
440                                 MSG_WriteByte(&buf, clc_disconnect);
441                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
442                                         MSG_WriteString(&buf, reason);
443                                 // DP8 TODO: write a simpler func that Sys_HandleCrash() calls
444                                 // to send a disconnect message indicating we crashed
445                         }
446                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
447                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
448                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
449                 }
450
451                 NetConn_Close(cls.netcon);
452                 cls.netcon = NULL;
453
454                 // It's possible for a server to disconnect a player with an empty reason
455                 // which is checked here rather than above so we don't print "Disconnect by user".
456                 if(fmt && reason[0] != '\0')
457                         dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason);
458                 else
459                         dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status));
460                 Con_Printf("%s\n", cl_connect_status);
461         }
462         cls.state = ca_disconnected;
463         cl.islocalgame = false;
464         cls.signon = 0;
465         cls.demoplayback = cls.timedemo = host.restless = false;
466         Cvar_Callback(&vid_vsync); // might need to re-enable vsync
467
468         Cvar_Callback(&cl_netport);
469
470         // If we're dropped mid-connection attempt, it won't clear otherwise.
471         SCR_ClearLoadingScreen(false);
472
473         if(host.hook.SV_Shutdown)
474                 host.hook.SV_Shutdown();
475 }
476
477 void CL_Disconnect(void)
478 {
479         CL_DisconnectEx(false, NULL);
480 }
481
482 /*
483 ==================
484 CL_Reconnect_f
485
486 This command causes the client to wait for the signon messages again.
487 This is sent just before a server changes levels
488 ==================
489 */
490 static void CL_Reconnect_f(cmd_state_t *cmd)
491 {
492         char temp[128];
493         // if not connected, reconnect to the most recent server
494         if (!cls.netcon)
495         {
496                 // if we have connected to a server recently, the userinfo
497                 // will still contain its IP address, so get the address...
498                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
499                 if (temp[0])
500                         CL_EstablishConnection(temp, -1);
501                 else
502                         Con_Printf(CON_WARN "Reconnect to what server?  (you have not connected to a server yet)\n");
503                 return;
504         }
505         // if connected, do something based on protocol
506         if (cls.protocol == PROTOCOL_QUAKEWORLD)
507         {
508                 // quakeworld can just re-login
509                 if (cls.qw_downloadmemory)  // don't change when downloading
510                         return;
511
512                 S_StopAllSounds();
513
514                 if (cls.state == ca_connected)
515                 {
516                         Con_Printf("Server is changing level...\n");
517                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
518                         MSG_WriteString(&cls.netcon->message, "new");
519                 }
520         }
521         else
522         {
523                 // netquake uses reconnect on level changes (silly)
524                 if (Cmd_Argc(cmd) != 1)
525                 {
526                         Con_Print("reconnect : wait for signon messages again\n");
527                         return;
528                 }
529                 if (!cls.signon)
530                 {
531                         Con_Print("reconnect: no signon, ignoring reconnect\n");
532                         return;
533                 }
534                 cls.signon = 0;         // need new connection messages
535         }
536 }
537
538 /*
539 =====================
540 CL_Connect_f
541
542 User command to connect to server
543 =====================
544 */
545 static void CL_Connect_f(cmd_state_t *cmd)
546 {
547         if (Cmd_Argc(cmd) < 2)
548         {
549                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
550                 return;
551         }
552         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
553         if(rcon_secure.integer <= 0)
554                 Cvar_SetQuick(&rcon_password, "");
555         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
556 }
557
558 void CL_Disconnect_f(cmd_state_t *cmd)
559 {
560         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
561 }
562
563
564
565
566 /*
567 =====================
568 CL_EstablishConnection
569
570 Host should be either "local" or a net address
571 =====================
572 */
573 void CL_EstablishConnection(const char *address, int firstarg)
574 {
575         if (cls.state == ca_dedicated)
576                 return;
577
578         // don't connect to a server if we're benchmarking a demo
579         if (Sys_CheckParm("-benchmark"))
580                 return;
581
582         // make sure the client ports are open before attempting to connect
583         NetConn_UpdateSockets();
584
585         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
586         {
587                 cls.connect_trying = true;
588                 cls.connect_remainingtries = 10;
589                 cls.connect_nextsendtime = 0;
590
591                 // only NOW, set connect_userinfo
592                 if(firstarg >= 0)
593                 {
594                         int i;
595                         *cls.connect_userinfo = 0;
596                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
597                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
598                 }
599                 else if(firstarg < -1)
600                 {
601                         // -1: keep as is (reconnect)
602                         // -2: clear
603                         *cls.connect_userinfo = 0;
604                 }
605
606                 dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status));
607                 SCR_BeginLoadingPlaque(false);
608         }
609         else
610         {
611                 Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address);
612                 dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status));
613         }
614 }
615
616 static void CL_EstablishConnection_Local(void)
617 {
618         if(cls.state == ca_disconnected)
619                 CL_EstablishConnection("local:1", -2);
620 }
621
622 static qbool CL_Intermission(void)
623 {
624         return cl.intermission;
625 }
626
627 /*
628 ==============
629 CL_PrintEntities_f
630 ==============
631 */
632 static void CL_PrintEntities_f(cmd_state_t *cmd)
633 {
634         entity_t *ent;
635         int i;
636
637         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
638         {
639                 const char* modelname;
640
641                 if (!ent->state_current.active)
642                         continue;
643
644                 if (ent->render.model)
645                         modelname = ent->render.model->name;
646                 else
647                         modelname = "--no model--";
648                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
649         }
650 }
651
652 /*
653 ===============
654 CL_ModelIndexList_f
655
656 List information on all models in the client modelindex
657 ===============
658 */
659 static void CL_ModelIndexList_f(cmd_state_t *cmd)
660 {
661         int i;
662         model_t *model;
663
664         // Print Header
665         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
666
667         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
668         {
669                 model = CL_GetModelByIndex(i);
670                 if (!model)
671                         continue;
672                 if(model->loaded || i == 1)
673                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
674                 else
675                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
676                 i++;
677         }
678 }
679
680 /*
681 ===============
682 CL_SoundIndexList_f
683
684 List all sounds in the client soundindex
685 ===============
686 */
687 static void CL_SoundIndexList_f(cmd_state_t *cmd)
688 {
689         int i = 1;
690
691         while(cl.sound_precache[i] && i != MAX_SOUNDS)
692         { // Valid Sound
693                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
694                 i++;
695         }
696 }
697
698 /*
699 ===============
700 CL_UpdateRenderEntity
701
702 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
703 ===============
704 */
705 void CL_UpdateRenderEntity(entity_render_t *ent)
706 {
707         vec3_t org;
708         vec_t scale;
709         model_t *model = ent->model;
710         // update the inverse matrix for the renderer
711         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
712         // update the animation blend state
713         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
714         // we need the matrix origin to center the box
715         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
716         // update entity->render.scale because the renderer needs it
717         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
718         if (model)
719         {
720                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
721 #ifdef MATRIX4x4_OPENGLORIENTATION
722                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
723 #else
724                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
725 #endif
726                 {
727                         // pitch or roll
728                         VectorMA(org, scale, model->rotatedmins, ent->mins);
729                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
730                 }
731 #ifdef MATRIX4x4_OPENGLORIENTATION
732                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
733 #else
734                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
735 #endif
736                 {
737                         // yaw
738                         VectorMA(org, scale, model->yawmins, ent->mins);
739                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
740                 }
741                 else
742                 {
743                         VectorMA(org, scale, model->normalmins, ent->mins);
744                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
745                 }
746         }
747         else
748         {
749                 ent->mins[0] = org[0] - 16;
750                 ent->mins[1] = org[1] - 16;
751                 ent->mins[2] = org[2] - 16;
752                 ent->maxs[0] = org[0] + 16;
753                 ent->maxs[1] = org[1] + 16;
754                 ent->maxs[2] = org[2] + 16;
755         }
756 }
757
758 /*
759 ===============
760 CL_LerpPoint
761
762 Determines the fraction between the last two messages that the objects
763 should be put at.
764 ===============
765 */
766 static float CL_LerpPoint(void)
767 {
768         float f;
769
770         if (cl_nettimesyncboundmode.integer == 1)
771                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
772
773         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
774         if (cl.mtime[0] <= cl.mtime[1])
775         {
776                 cl.time = cl.mtime[0];
777                 return 1;
778         }
779
780         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
781         return bound(0, f, 1 + cl_lerpexcess.value);
782 }
783
784 void CL_ClearTempEntities (void)
785 {
786         r_refdef.scene.numtempentities = 0;
787         // grow tempentities buffer on request
788         if (r_refdef.scene.expandtempentities)
789         {
790                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
791                 r_refdef.scene.maxtempentities *= 2;
792                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
793                 r_refdef.scene.expandtempentities = false;
794         }
795 }
796
797 entity_render_t *CL_NewTempEntity(double shadertime)
798 {
799         entity_render_t *render;
800
801         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
802                 return NULL;
803         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
804         {
805                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
806                 return NULL;
807         }
808         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
809         memset (render, 0, sizeof(*render));
810         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
811
812         render->shadertime = shadertime;
813         render->alpha = 1;
814         VectorSet(render->colormod, 1, 1, 1);
815         VectorSet(render->glowmod, 1, 1, 1);
816         return render;
817 }
818
819 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
820 {
821         int i;
822         cl_effect_t *e;
823         if (!model) // sanity check
824                 return;
825         if (framerate < 1)
826         {
827                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
828                 return;
829         }
830         if (framecount < 1)
831         {
832                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
833                 return;
834         }
835         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
836         {
837                 if (e->active)
838                         continue;
839                 e->active = true;
840                 VectorCopy(org, e->origin);
841                 e->model = model;
842                 e->starttime = cl.time;
843                 e->startframe = startframe;
844                 e->endframe = startframe + framecount;
845                 e->framerate = framerate;
846
847                 e->frame = 0;
848                 e->frame1time = cl.time;
849                 e->frame2time = cl.time;
850                 cl.num_effects = max(cl.num_effects, i + 1);
851                 break;
852         }
853 }
854
855 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
856 {
857         int i;
858         dlight_t *dl;
859
860 // then look for anything else
861         dl = cl.dlights;
862         for (i = 0;i < cl.max_dlights;i++, dl++)
863                 if (!dl->radius)
864                         break;
865
866         // unable to find one
867         if (i == cl.max_dlights)
868                 return;
869
870         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
871         memset (dl, 0, sizeof(*dl));
872         cl.num_dlights = max(cl.num_dlights, i + 1);
873         Matrix4x4_Normalize(&dl->matrix, matrix);
874         dl->ent = ent;
875         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
876         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
877         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
878         dl->radius = radius;
879         dl->color[0] = red;
880         dl->color[1] = green;
881         dl->color[2] = blue;
882         dl->initialradius = radius;
883         dl->initialcolor[0] = red;
884         dl->initialcolor[1] = green;
885         dl->initialcolor[2] = blue;
886         dl->decay = decay / radius; // changed decay to be a percentage decrease
887         dl->intensity = 1; // this is what gets decayed
888         if (lifetime)
889                 dl->die = cl.time + lifetime;
890         else
891                 dl->die = 0;
892         dl->cubemapname[0] = 0;
893         if (cubemapname && cubemapname[0])
894                 dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
895         dl->style = style;
896         dl->shadow = shadowenable;
897         dl->corona = corona;
898         dl->flags = flags;
899         dl->coronasizescale = coronasizescale;
900         dl->ambientscale = ambientscale;
901         dl->diffusescale = diffusescale;
902         dl->specularscale = specularscale;
903 }
904
905 static void CL_DecayLightFlashes(void)
906 {
907         int i, oldmax;
908         dlight_t *dl;
909         float time;
910
911         time = bound(0, cl.time - cl.oldtime, 0.1);
912         oldmax = cl.num_dlights;
913         cl.num_dlights = 0;
914         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
915         {
916                 if (dl->radius)
917                 {
918                         dl->intensity -= time * dl->decay;
919                         if (cl.time < dl->die && dl->intensity > 0)
920                         {
921                                 if (cl_dlights_decayradius.integer)
922                                         dl->radius = dl->initialradius * dl->intensity;
923                                 else
924                                         dl->radius = dl->initialradius;
925                                 if (cl_dlights_decaybrightness.integer)
926                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
927                                 else
928                                         VectorCopy(dl->initialcolor, dl->color);
929                                 cl.num_dlights = i + 1;
930                         }
931                         else
932                                 dl->radius = 0;
933                 }
934         }
935 }
936
937 // called before entity relinking
938 void CL_RelinkLightFlashes(void)
939 {
940         int i, j, k, l;
941         dlight_t *dl;
942         float frac, f;
943         matrix4x4_t tempmatrix;
944
945         if (r_dynamic.integer)
946         {
947                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
948                 {
949                         if (dl->radius)
950                         {
951                                 tempmatrix = dl->matrix;
952                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
953                                 // we need the corona fading to be persistent
954                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
955                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
956                         }
957                 }
958         }
959
960         if (!cl.lightstyle)
961         {
962                 for (j = 0;j < cl.max_lightstyle;j++)
963                 {
964                         r_refdef.scene.rtlightstylevalue[j] = 1;
965                         r_refdef.scene.lightstylevalue[j] = 256;
966                 }
967                 return;
968         }
969
970 // light animations
971 // 'm' is normal light, 'a' is no light, 'z' is double bright
972         f = cl.time * 10;
973         i = (int)floor(f);
974         frac = f - i;
975         for (j = 0;j < cl.max_lightstyle;j++)
976         {
977                 if (!cl.lightstyle[j].length)
978                 {
979                         r_refdef.scene.rtlightstylevalue[j] = 1;
980                         r_refdef.scene.lightstylevalue[j] = 256;
981                         continue;
982                 }
983                 // static lightstyle "=value"
984                 if (cl.lightstyle[j].map[0] == '=')
985                 {
986                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
987                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
988                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
989                         continue;
990                 }
991                 k = i % cl.lightstyle[j].length;
992                 l = (i-1) % cl.lightstyle[j].length;
993                 k = cl.lightstyle[j].map[k] - 'a';
994                 l = cl.lightstyle[j].map[l] - 'a';
995                 // rtlightstylevalue is always interpolated because it has no bad
996                 // consequences for performance
997                 // lightstylevalue is subject to a cvar for performance reasons;
998                 // skipping lightmap updates on most rendered frames substantially
999                 // improves framerates (but makes light fades look bad)
1000                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1001                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1002         }
1003 }
1004
1005 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1006 {
1007         int frame = player->render.framegroupblend[0].frame;
1008         float f;
1009         entity_render_t *flagrender;
1010         matrix4x4_t flagmatrix;
1011
1012         // this code taken from QuakeWorld
1013         f = 14;
1014         if (frame >= 29 && frame <= 40)
1015         {
1016                 if (frame >= 29 && frame <= 34)
1017                 { //axpain
1018                         if      (frame == 29) f = f + 2;
1019                         else if (frame == 30) f = f + 8;
1020                         else if (frame == 31) f = f + 12;
1021                         else if (frame == 32) f = f + 11;
1022                         else if (frame == 33) f = f + 10;
1023                         else if (frame == 34) f = f + 4;
1024                 }
1025                 else if (frame >= 35 && frame <= 40)
1026                 { // pain
1027                         if      (frame == 35) f = f + 2;
1028                         else if (frame == 36) f = f + 10;
1029                         else if (frame == 37) f = f + 10;
1030                         else if (frame == 38) f = f + 8;
1031                         else if (frame == 39) f = f + 4;
1032                         else if (frame == 40) f = f + 2;
1033                 }
1034         }
1035         else if (frame >= 103 && frame <= 118)
1036         {
1037                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1038                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1039                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1040                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1041         }
1042         // end of code taken from QuakeWorld
1043
1044         flagrender = CL_NewTempEntity(player->render.shadertime);
1045         if (!flagrender)
1046                 return;
1047
1048         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1049         flagrender->skinnum = skin;
1050         flagrender->alpha = 1;
1051         VectorSet(flagrender->colormod, 1, 1, 1);
1052         VectorSet(flagrender->glowmod, 1, 1, 1);
1053         // attach the flag to the player matrix
1054         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1055         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1056         CL_UpdateRenderEntity(flagrender);
1057 }
1058
1059 matrix4x4_t viewmodelmatrix_withbob;
1060 matrix4x4_t viewmodelmatrix_nobob;
1061
1062 static const vec3_t muzzleflashorigin = {18, 0, 0};
1063
1064 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1065 {
1066         const unsigned char *cbcolor;
1067         if (colormap >= 0)
1068         {
1069                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1070                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1071                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1072                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1073         }
1074         else
1075         {
1076                 VectorClear(ent->colormap_pantscolor);
1077                 VectorClear(ent->colormap_shirtcolor);
1078         }
1079 }
1080
1081 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1082 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1083 {
1084         const matrix4x4_t *matrix;
1085         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1086         int frame;
1087         vec_t origin[3], angles[3], lerp;
1088         entity_t *t;
1089         entity_render_t *r;
1090         //entity_persistent_t *p = &e->persistent;
1091         //entity_render_t *r = &e->render;
1092         // skip inactive entities and world
1093         if (!e->state_current.active || e == cl.entities)
1094                 return;
1095         if (recursionlimit < 1)
1096                 return;
1097         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1098         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1099         e->render.flags = e->state_current.flags;
1100         e->render.effects = e->state_current.effects;
1101         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1102         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1103         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1104                 e->render.entitynumber = e - cl.entities;
1105         else
1106                 e->render.entitynumber = 0;
1107         if (e->state_current.flags & RENDER_COLORMAPPED)
1108                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1109         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1110                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1111         else
1112                 CL_SetEntityColormapColors(&e->render, -1);
1113         e->render.skinnum = e->state_current.skin;
1114         if (e->state_current.tagentity)
1115         {
1116                 // attached entity (gun held in player model's hand, etc)
1117                 // if the tag entity is currently impossible, skip it
1118                 if (e->state_current.tagentity >= cl.num_entities)
1119                         return;
1120                 t = cl.entities + e->state_current.tagentity;
1121                 // if the tag entity is inactive, skip it
1122                 if (t->state_current.active)
1123                 {
1124                         // update the parent first
1125                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1126                         r = &t->render;
1127                 }
1128                 else
1129                 {
1130                         // it may still be a CSQC entity... trying to use its
1131                         // info from last render frame (better than nothing)
1132                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1133                                 return;
1134                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1135                         if(!r->entitynumber)
1136                                 return; // neither CSQC nor legacy entity... can't attach
1137                 }
1138                 // make relative to the entity
1139                 matrix = &r->matrix;
1140                 // some properties of the tag entity carry over
1141                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1142                 // if a valid tagindex is used, make it relative to that tag instead
1143                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1144                 {
1145                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1146                         {
1147                                 // concat the tag matrices onto the entity matrix
1148                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1149                                 // use the constructed tag matrix
1150                                 matrix = &tempmatrix;
1151                         }
1152                 }
1153         }
1154         else if (e->render.flags & RENDER_VIEWMODEL)
1155         {
1156                 // view-relative entity (guns and such)
1157                 if (e->render.effects & EF_NOGUNBOB)
1158                         matrix = &viewmodelmatrix_nobob; // really attached to view
1159                 else
1160                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1161         }
1162         else
1163         {
1164                 // world-relative entity (the normal kind)
1165                 matrix = &identitymatrix;
1166         }
1167
1168         // movement lerp
1169         // if it's the predicted player entity, update according to client movement
1170         // but don't lerp if going through a teleporter as it causes a bad lerp
1171         // also don't use the predicted location if fixangle was set on both of
1172         // the most recent server messages, as that cause means you are spectating
1173         // someone or watching a cutscene of some sort
1174         if (cl_nolerp.integer || cls.timedemo)
1175                 interpolate = false;
1176
1177         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1178         {
1179                 VectorCopy(cl.movement_origin, origin);
1180                 VectorSet(angles, 0, cl.viewangles[1], 0);
1181         }
1182         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1183         {
1184                 // interpolate the origin and angles
1185                 lerp = max(0, lerp);
1186                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1187 #if 0
1188                 // this fails at the singularity of euler angles
1189                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1190                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1191                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1192                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1193                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1194 #else
1195                 {
1196                         vec3_t f0, u0, f1, u1;
1197                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1198                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1199                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1200                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1201                         AnglesFromVectors(angles, f0, u0, false);
1202                 }
1203 #endif
1204         }
1205         else
1206         {
1207                 // no interpolation
1208                 VectorCopy(e->persistent.neworigin, origin);
1209                 VectorCopy(e->persistent.newangles, angles);
1210         }
1211
1212         // model setup and some modelflags
1213         frame = e->state_current.frame;
1214         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1215         if (e->render.model)
1216         {
1217                 if (e->render.skinnum >= e->render.model->numskins)
1218                         e->render.skinnum = 0;
1219                 if (frame >= e->render.model->numframes)
1220                         frame = 0;
1221                 // models can set flags such as EF_ROCKET
1222                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1223                 if (!(e->render.effects & 0xFF800000))
1224                         e->render.effects |= e->render.model->effects;
1225                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1226                 if (e->render.model->type == mod_alias)
1227                         angles[0] = -angles[0];
1228                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1229                 {
1230                         VectorScale(e->render.colormod, 2, e->render.colormod);
1231                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1232                 }
1233         }
1234         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1235         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1236                 angles[0] = -angles[0];
1237                 // NOTE: this must be synced to SV_GetPitchSign!
1238
1239         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1240         {
1241                 angles[1] = ANGLEMOD(100*cl.time);
1242                 if (cl_itembobheight.value)
1243                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1244         }
1245
1246         // animation lerp
1247         e->render.skeleton = NULL;
1248         if (e->render.flags & RENDER_COMPLEXANIMATION)
1249         {
1250                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1251                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1252                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1253                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1254                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1255                         e->render.skeleton = &e->state_current.skeletonobject;
1256         }
1257         else if (e->render.framegroupblend[0].frame == frame)
1258         {
1259                 // update frame lerp fraction
1260                 e->render.framegroupblend[0].lerp = 1;
1261                 e->render.framegroupblend[1].lerp = 0;
1262                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1263                 {
1264                         // make sure frame lerp won't last longer than 100ms
1265                         // (this mainly helps with models that use framegroups and
1266                         // switch between them infrequently)
1267                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1268                         if(e->render.model)
1269                         if(e->render.model->animscenes)
1270                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1271                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1272                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1273                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1274                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1275                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1276                 }
1277         }
1278         else
1279         {
1280                 // begin a new frame lerp
1281                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1282                 e->render.framegroupblend[1].lerp = 1;
1283                 e->render.framegroupblend[0].frame = frame;
1284                 e->render.framegroupblend[0].start = cl.time;
1285                 e->render.framegroupblend[0].lerp = 0;
1286         }
1287
1288         // set up the render matrix
1289         if (matrix)
1290         {
1291                 // attached entity, this requires a matrix multiply (concat)
1292                 // FIXME: e->render.scale should go away
1293                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1294                 // concat the matrices to make the entity relative to its tag
1295                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1296                 // get the origin from the new matrix
1297                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1298         }
1299         else
1300         {
1301                 // unattached entities are faster to process
1302                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1303         }
1304
1305         // tenebrae's sprites are all additive mode (weird)
1306         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1307                 e->render.flags |= RENDER_ADDITIVE;
1308         // player model is only shown with chase_active on
1309         if (e->state_current.number == cl.viewentity)
1310                 e->render.flags |= RENDER_EXTERIORMODEL;
1311         // either fullbright or lit
1312         if(!r_fullbright.integer)
1313         {
1314                 if (!(e->render.effects & EF_FULLBRIGHT))
1315                         e->render.flags |= RENDER_LIGHT;
1316         }
1317         // hide player shadow during intermission or nehahra movie
1318         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1319          && (e->render.alpha >= 1)
1320          && !(e->render.flags & RENDER_VIEWMODEL)
1321          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1322                 e->render.flags |= RENDER_SHADOW;
1323         if (e->render.flags & RENDER_VIEWMODEL)
1324                 e->render.flags |= RENDER_NOSELFSHADOW;
1325         if (e->render.effects & EF_NOSELFSHADOW)
1326                 e->render.flags |= RENDER_NOSELFSHADOW;
1327         if (e->render.effects & EF_NODEPTHTEST)
1328                 e->render.flags |= RENDER_NODEPTHTEST;
1329         if (e->render.effects & EF_ADDITIVE)
1330                 e->render.flags |= RENDER_ADDITIVE;
1331         if (e->render.effects & EF_DOUBLESIDED)
1332                 e->render.flags |= RENDER_DOUBLESIDED;
1333         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1334                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1335
1336         // make the other useful stuff
1337         e->render.allowdecals = true;
1338         CL_UpdateRenderEntity(&e->render);
1339 }
1340
1341 // creates light and trails from an entity
1342 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1343 {
1344         effectnameindex_t trailtype;
1345         vec3_t origin;
1346
1347         // bmodels are treated specially since their origin is usually '0 0 0' and
1348         // their actual geometry is far from '0 0 0'
1349         if (e->render.model && e->render.model->soundfromcenter)
1350         {
1351                 vec3_t o;
1352                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1353                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1354         }
1355         else
1356                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1357
1358         // handle particle trails and such effects now that we know where this
1359         // entity is in the world...
1360         trailtype = EFFECT_NONE;
1361         // LadyHavoc: if the entity has no effects, don't check each
1362         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1363         {
1364                 if (e->render.effects & EF_BRIGHTFIELD)
1365                 {
1366                         if (IS_NEXUIZ_DERIVED(gamemode))
1367                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1368                         else
1369                                 CL_EntityParticles(e);
1370                 }
1371                 if (e->render.effects & EF_FLAME)
1372                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1373                 if (e->render.effects & EF_STARDUST)
1374                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1375         }
1376         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1377         {
1378                 // these are only set on player entities
1379                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1380         }
1381         // muzzleflash fades over time
1382         if (e->persistent.muzzleflash > 0)
1383                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1384         // LadyHavoc: if the entity has no effects, don't check each
1385         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1386         {
1387                 if (e->render.effects & EF_GIB)
1388                         trailtype = EFFECT_TR_BLOOD;
1389                 else if (e->render.effects & EF_ZOMGIB)
1390                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1391                 else if (e->render.effects & EF_TRACER)
1392                         trailtype = EFFECT_TR_WIZSPIKE;
1393                 else if (e->render.effects & EF_TRACER2)
1394                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1395                 else if (e->render.effects & EF_ROCKET)
1396                         trailtype = EFFECT_TR_ROCKET;
1397                 else if (e->render.effects & EF_GRENADE)
1398                 {
1399                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1400                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1401                 }
1402                 else if (e->render.effects & EF_TRACER3)
1403                         trailtype = EFFECT_TR_VORESPIKE;
1404         }
1405         // do trails
1406         if (e->render.flags & RENDER_GLOWTRAIL)
1407                 trailtype = EFFECT_TR_GLOWTRAIL;
1408         if (e->state_current.traileffectnum)
1409                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1410         // check if a trail is allowed (it is not after a teleport for example)
1411         if (trailtype && e->persistent.trail_allowed)
1412         {
1413                 float len;
1414                 vec3_t vel;
1415                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1416                 len = e->state_current.time - e->state_previous.time;
1417                 if (len > 0)
1418                         len = 1.0f / len;
1419                 VectorScale(vel, len, vel);
1420                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1421                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1422         }
1423         // now that the entity has survived one trail update it is allowed to
1424         // leave a real trail on later frames
1425         e->persistent.trail_allowed = true;
1426         VectorCopy(origin, e->persistent.trail_origin);
1427 }
1428
1429
1430 /*
1431 ===============
1432 CL_UpdateViewEntities
1433 ===============
1434 */
1435 void CL_UpdateViewEntities(void)
1436 {
1437         int i;
1438         // update any RENDER_VIEWMODEL entities to use the new view matrix
1439         for (i = 1;i < cl.num_entities;i++)
1440         {
1441                 if (cl.entities_active[i])
1442                 {
1443                         entity_t *ent = cl.entities + i;
1444                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1445                                 CL_UpdateNetworkEntity(ent, 32, true);
1446                 }
1447         }
1448         // and of course the engine viewmodel needs updating as well
1449         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1450 }
1451
1452 /*
1453 ===============
1454 CL_UpdateNetworkCollisionEntities
1455 ===============
1456 */
1457 static void CL_UpdateNetworkCollisionEntities(void)
1458 {
1459         entity_t *ent;
1460         int i;
1461
1462         // start on the entity after the world
1463         cl.num_brushmodel_entities = 0;
1464         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1465         {
1466                 if (cl.entities_active[i])
1467                 {
1468                         ent = cl.entities + i;
1469                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1470                         {
1471                                 // do not interpolate the bmodels for this
1472                                 CL_UpdateNetworkEntity(ent, 32, false);
1473                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1474                         }
1475                 }
1476         }
1477 }
1478
1479 /*
1480 ===============
1481 CL_UpdateNetworkEntities
1482 ===============
1483 */
1484 static void CL_UpdateNetworkEntities(void)
1485 {
1486         entity_t *ent;
1487         int i;
1488
1489         // start on the entity after the world
1490         for (i = 1;i < cl.num_entities;i++)
1491         {
1492                 if (cl.entities_active[i])
1493                 {
1494                         ent = cl.entities + i;
1495                         if (ent->state_current.active)
1496                         {
1497                                 CL_UpdateNetworkEntity(ent, 32, true);
1498                                 // view models should never create light/trails
1499                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1500                                         CL_UpdateNetworkEntityTrail(ent);
1501                         }
1502                         else
1503                         {
1504                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1505                                 cl.entities_active[i] = false;
1506                         }
1507                 }
1508         }
1509 }
1510
1511 static void CL_UpdateViewModel(void)
1512 {
1513         entity_t *ent;
1514         ent = &cl.viewent;
1515         ent->state_previous = ent->state_current;
1516         ent->state_current = defaultstate;
1517         ent->state_current.time = cl.time;
1518         ent->state_current.number = (unsigned short)-1;
1519         ent->state_current.active = true;
1520         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1521         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1522         ent->state_current.flags = RENDER_VIEWMODEL;
1523         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1524                 ent->state_current.modelindex = 0;
1525         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1526         {
1527                 if (gamemode == GAME_TRANSFUSION)
1528                         ent->state_current.alpha = 128;
1529                 else
1530                         ent->state_current.modelindex = 0;
1531         }
1532         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1533         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1534
1535         // reset animation interpolation on weaponmodel if model changed
1536         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1537         {
1538                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1539                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1540                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1541         }
1542         CL_UpdateNetworkEntity(ent, 32, true);
1543 }
1544
1545 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1546 static void CL_LinkNetworkEntity(entity_t *e)
1547 {
1548         effectnameindex_t trailtype;
1549         vec3_t origin;
1550         vec3_t dlightcolor;
1551         vec_t dlightradius;
1552         char vabuf[1024];
1553
1554         // skip inactive entities and world
1555         if (!e->state_current.active || e == cl.entities)
1556                 return;
1557         if (e->state_current.tagentity)
1558         {
1559                 // if the tag entity is currently impossible, skip it
1560                 if (e->state_current.tagentity >= cl.num_entities)
1561                         return;
1562                 // if the tag entity is inactive, skip it
1563                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1564                 {
1565                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1566                                 return;
1567                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1568                                 return;
1569                         // if we get here, it's properly csqc networked and attached
1570                 }
1571         }
1572
1573         // create entity dlights associated with this entity
1574         if (e->render.model && e->render.model->soundfromcenter)
1575         {
1576                 // bmodels are treated specially since their origin is usually '0 0 0'
1577                 vec3_t o;
1578                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1579                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1580         }
1581         else
1582                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1583         trailtype = EFFECT_NONE;
1584         dlightradius = 0;
1585         dlightcolor[0] = 0;
1586         dlightcolor[1] = 0;
1587         dlightcolor[2] = 0;
1588         // LadyHavoc: if the entity has no effects, don't check each
1589         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1590         {
1591                 if (e->render.effects & EF_BRIGHTFIELD)
1592                 {
1593                         if (IS_NEXUIZ_DERIVED(gamemode))
1594                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1595                 }
1596                 if (e->render.effects & EF_DIMLIGHT)
1597                 {
1598                         dlightradius = max(dlightradius, 200);
1599                         dlightcolor[0] += 1.50f;
1600                         dlightcolor[1] += 1.50f;
1601                         dlightcolor[2] += 1.50f;
1602                 }
1603                 if (e->render.effects & EF_BRIGHTLIGHT)
1604                 {
1605                         dlightradius = max(dlightradius, 400);
1606                         dlightcolor[0] += 3.00f;
1607                         dlightcolor[1] += 3.00f;
1608                         dlightcolor[2] += 3.00f;
1609                 }
1610                 // LadyHavoc: more effects
1611                 if (e->render.effects & EF_RED) // red
1612                 {
1613                         dlightradius = max(dlightradius, 200);
1614                         dlightcolor[0] += 1.50f;
1615                         dlightcolor[1] += 0.15f;
1616                         dlightcolor[2] += 0.15f;
1617                 }
1618                 if (e->render.effects & EF_BLUE) // blue
1619                 {
1620                         dlightradius = max(dlightradius, 200);
1621                         dlightcolor[0] += 0.15f;
1622                         dlightcolor[1] += 0.15f;
1623                         dlightcolor[2] += 1.50f;
1624                 }
1625                 if (e->render.effects & EF_FLAME)
1626                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1627                 if (e->render.effects & EF_STARDUST)
1628                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1629         }
1630         // muzzleflash fades over time, and is offset a bit
1631         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1632         {
1633                 vec3_t v2;
1634                 vec3_t color;
1635                 trace_t trace;
1636                 matrix4x4_t tempmatrix;
1637                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1638                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1639                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1640                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1641                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1642                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1643                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1644                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1645         }
1646         // LadyHavoc: if the model has no flags, don't check each
1647         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1648         {
1649                 if (e->render.effects & EF_GIB)
1650                         trailtype = EFFECT_TR_BLOOD;
1651                 else if (e->render.effects & EF_ZOMGIB)
1652                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1653                 else if (e->render.effects & EF_TRACER)
1654                         trailtype = EFFECT_TR_WIZSPIKE;
1655                 else if (e->render.effects & EF_TRACER2)
1656                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1657                 else if (e->render.effects & EF_ROCKET)
1658                         trailtype = EFFECT_TR_ROCKET;
1659                 else if (e->render.effects & EF_GRENADE)
1660                 {
1661                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1662                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1663                 }
1664                 else if (e->render.effects & EF_TRACER3)
1665                         trailtype = EFFECT_TR_VORESPIKE;
1666         }
1667         // LadyHavoc: customizable glow
1668         if (e->state_current.glowsize)
1669         {
1670                 // * 4 for the expansion from 0-255 to 0-1023 range,
1671                 // / 255 to scale down byte colors
1672                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1673                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1674         }
1675         // custom rtlight
1676         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1677         {
1678                 matrix4x4_t dlightmatrix;
1679                 vec4_t light;
1680                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1681                 light[3] = e->state_current.light[3];
1682                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1683                         VectorSet(light, 1, 1, 1);
1684                 if (light[3] == 0)
1685                         light[3] = 350;
1686                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1687                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1688                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1689                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1690                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1691         }
1692         // make the glow dlight
1693         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1694         {
1695                 matrix4x4_t dlightmatrix;
1696                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1697                 // hack to make glowing player light shine on their gun
1698                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1699                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1700                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1701                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1702                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1703         }
1704         // do trail light
1705         if (e->render.flags & RENDER_GLOWTRAIL)
1706                 trailtype = EFFECT_TR_GLOWTRAIL;
1707         if (e->state_current.traileffectnum)
1708                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1709         if (trailtype)
1710                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1711
1712         // don't show entities with no modelindex (note: this still shows
1713         // entities which have a modelindex that resolved to a NULL model)
1714         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1715                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1716         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1717         //      Matrix4x4_Print(&e->render.matrix);
1718 }
1719
1720 static void CL_RelinkWorld(void)
1721 {
1722         entity_t *ent = &cl.entities[0];
1723         // FIXME: this should be done at load
1724         ent->render.matrix = identitymatrix;
1725         ent->render.flags = RENDER_SHADOW;
1726         if (!r_fullbright.integer)
1727                 ent->render.flags |= RENDER_LIGHT;
1728         VectorSet(ent->render.colormod, 1, 1, 1);
1729         VectorSet(ent->render.glowmod, 1, 1, 1);
1730         ent->render.allowdecals = true;
1731         CL_UpdateRenderEntity(&ent->render);
1732         r_refdef.scene.worldentity = &ent->render;
1733         r_refdef.scene.worldmodel = cl.worldmodel;
1734
1735         // if the world is q2bsp, animate the textures
1736         if (ent->render.model && ent->render.model->brush.isq2bsp)
1737                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1738 }
1739
1740 static void CL_RelinkStaticEntities(void)
1741 {
1742         int i;
1743         entity_t *e;
1744         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1745         {
1746                 e->render.flags = 0;
1747                 // if the model was not loaded when the static entity was created we
1748                 // need to re-fetch the model pointer
1749                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1750                 // either fullbright or lit
1751                 if(!r_fullbright.integer)
1752                 {
1753                         if (!(e->render.effects & EF_FULLBRIGHT))
1754                                 e->render.flags |= RENDER_LIGHT;
1755                 }
1756                 // hide player shadow during intermission or nehahra movie
1757                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1758                         e->render.flags |= RENDER_SHADOW;
1759                 VectorSet(e->render.colormod, 1, 1, 1);
1760                 VectorSet(e->render.glowmod, 1, 1, 1);
1761                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1762                 e->render.allowdecals = true;
1763                 CL_UpdateRenderEntity(&e->render);
1764                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1765         }
1766 }
1767
1768 /*
1769 ===============
1770 CL_RelinkEntities
1771 ===============
1772 */
1773 static void CL_RelinkNetworkEntities(void)
1774 {
1775         entity_t *ent;
1776         int i;
1777
1778         // start on the entity after the world
1779         for (i = 1;i < cl.num_entities;i++)
1780         {
1781                 if (cl.entities_active[i])
1782                 {
1783                         ent = cl.entities + i;
1784                         if (ent->state_current.active)
1785                                 CL_LinkNetworkEntity(ent);
1786                         else
1787                                 cl.entities_active[i] = false;
1788                 }
1789         }
1790 }
1791
1792 static void CL_RelinkEffects(void)
1793 {
1794         int i, intframe;
1795         cl_effect_t *e;
1796         entity_render_t *entrender;
1797         float frame;
1798
1799         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1800         {
1801                 if (e->active)
1802                 {
1803                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1804                         intframe = (int)frame;
1805                         if (intframe < 0 || intframe >= e->endframe)
1806                         {
1807                                 memset(e, 0, sizeof(*e));
1808                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1809                                         cl.num_effects--;
1810                                 continue;
1811                         }
1812
1813                         if (intframe != e->frame)
1814                         {
1815                                 e->frame = intframe;
1816                                 e->frame1time = e->frame2time;
1817                                 e->frame2time = cl.time;
1818                         }
1819
1820                         // if we're drawing effects, get a new temp entity
1821                         // (NewTempEntity adds it to the render entities list for us)
1822                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1823                         {
1824                                 // interpolation stuff
1825                                 entrender->framegroupblend[0].frame = intframe;
1826                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1827                                 entrender->framegroupblend[0].start = e->frame1time;
1828                                 if (intframe + 1 >= e->endframe)
1829                                 {
1830                                         entrender->framegroupblend[1].frame = 0; // disappear
1831                                         entrender->framegroupblend[1].lerp = 0;
1832                                         entrender->framegroupblend[1].start = 0;
1833                                 }
1834                                 else
1835                                 {
1836                                         entrender->framegroupblend[1].frame = intframe + 1;
1837                                         entrender->framegroupblend[1].lerp = frame - intframe;
1838                                         entrender->framegroupblend[1].start = e->frame2time;
1839                                 }
1840
1841                                 // normal stuff
1842                                 entrender->model = e->model;
1843                                 entrender->alpha = 1;
1844                                 VectorSet(entrender->colormod, 1, 1, 1);
1845                                 VectorSet(entrender->glowmod, 1, 1, 1);
1846
1847                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1848                                 CL_UpdateRenderEntity(entrender);
1849                         }
1850                 }
1851         }
1852 }
1853
1854 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1855 {
1856         VectorCopy(b->start, start);
1857         VectorCopy(b->end, end);
1858
1859         // if coming from the player, update the start position
1860         if (b->entity == cl.viewentity)
1861         {
1862                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1863                 {
1864                         // LadyHavoc: this is a stupid hack from Quake that makes your
1865                         // lightning appear to come from your waist and cover less of your
1866                         // view
1867                         // in Quake this hack was applied to all players (causing the
1868                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1869                         // only applies to your own lightning, and only in first person
1870                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1871                 }
1872                 if (cl_beams_instantaimhack.integer)
1873                 {
1874                         vec3_t dir, localend;
1875                         vec_t len;
1876                         // LadyHavoc: this updates the beam direction to match your
1877                         // viewangles
1878                         VectorSubtract(end, start, dir);
1879                         len = VectorLength(dir);
1880                         VectorNormalize(dir);
1881                         VectorSet(localend, len, 0, 0);
1882                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1883                 }
1884         }
1885 }
1886
1887 void CL_RelinkBeams(void)
1888 {
1889         int i;
1890         beam_t *b;
1891         vec3_t dist, org, start, end;
1892         float d;
1893         entity_render_t *entrender;
1894         double yaw, pitch;
1895         float forward;
1896         matrix4x4_t tempmatrix;
1897
1898         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1899         {
1900                 if (!b->model)
1901                         continue;
1902                 if (b->endtime < cl.time)
1903                 {
1904                         b->model = NULL;
1905                         continue;
1906                 }
1907
1908                 CL_Beam_CalculatePositions(b, start, end);
1909
1910                 if (b->lightning)
1911                 {
1912                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1913                         {
1914                                 // FIXME: create a matrix from the beam start/end orientation
1915                                 vec3_t dlightcolor;
1916                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1917                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1918                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1919                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1920                         }
1921                         if (cl_beams_polygons.integer)
1922                         {
1923                                 CL_Beam_AddPolygons(b);
1924                                 continue;
1925                         }
1926                 }
1927
1928                 // calculate pitch and yaw
1929                 // (this is similar to the QuakeC builtin function vectoangles)
1930                 VectorSubtract(end, start, dist);
1931                 if (dist[1] == 0 && dist[0] == 0)
1932                 {
1933                         yaw = 0;
1934                         if (dist[2] > 0)
1935                                 pitch = 90;
1936                         else
1937                                 pitch = 270;
1938                 }
1939                 else
1940                 {
1941                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1942                         if (yaw < 0)
1943                                 yaw += 360;
1944
1945                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1946                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1947                         if (pitch < 0)
1948                                 pitch += 360;
1949                 }
1950
1951                 // add new entities for the lightning
1952                 VectorCopy (start, org);
1953                 d = VectorNormalizeLength(dist);
1954                 while (d > 0)
1955                 {
1956                         entrender = CL_NewTempEntity (0);
1957                         if (!entrender)
1958                                 return;
1959                         entrender->model = b->model;
1960                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1961                         CL_UpdateRenderEntity(entrender);
1962                         VectorMA(org, 30, dist, org);
1963                         d -= 30;
1964                 }
1965         }
1966
1967         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1968                 cl.num_beams--;
1969 }
1970
1971 static void CL_RelinkQWNails(void)
1972 {
1973         int i;
1974         vec_t *v;
1975         entity_render_t *entrender;
1976
1977         for (i = 0;i < cl.qw_num_nails;i++)
1978         {
1979                 v = cl.qw_nails[i];
1980
1981                 // if we're drawing effects, get a new temp entity
1982                 // (NewTempEntity adds it to the render entities list for us)
1983                 if (!(entrender = CL_NewTempEntity(0)))
1984                         continue;
1985
1986                 // normal stuff
1987                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1988                 entrender->alpha = 1;
1989                 VectorSet(entrender->colormod, 1, 1, 1);
1990                 VectorSet(entrender->glowmod, 1, 1, 1);
1991
1992                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1993                 CL_UpdateRenderEntity(entrender);
1994         }
1995 }
1996
1997 static void CL_LerpPlayer(float frac)
1998 {
1999         int i;
2000
2001         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2002         for (i = 0;i < 3;i++)
2003         {
2004                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2005                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2006                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2007         }
2008
2009         // interpolate the angles if playing a demo or spectating someone
2010         if (cls.demoplayback || cl.fixangle[0])
2011         {
2012                 for (i = 0;i < 3;i++)
2013                 {
2014                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2015                         if (d > 180)
2016                                 d -= 360;
2017                         else if (d < -180)
2018                                 d += 360;
2019                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2020                 }
2021         }
2022 }
2023
2024 void CSQC_RelinkAllEntities (int drawmask)
2025 {
2026         // link stuff
2027         CL_RelinkWorld();
2028         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2029         CL_MeshEntities_Scene_AddRenderEntity();
2030         CL_RelinkStaticEntities();
2031         CL_RelinkBeams();
2032         CL_RelinkEffects();
2033         CL_RelinkLightFlashes();
2034
2035         // link stuff
2036         if (drawmask & ENTMASK_ENGINE)
2037         {
2038                 CL_RelinkNetworkEntities();
2039                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2040                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2041                 CL_RelinkQWNails();
2042         }
2043
2044         // update view blend
2045         V_CalcViewBlend();
2046 }
2047
2048 /*
2049 ===============
2050 CL_UpdateWorld
2051
2052 Update client game world for a new frame
2053 ===============
2054 */
2055 void CL_UpdateWorld(void)
2056 {
2057         r_refdef.scene.extraupdate = !r_speeds.integer;
2058         r_refdef.scene.numentities = 0;
2059         r_refdef.scene.numlights = 0;
2060         r_refdef.view.matrix = identitymatrix;
2061         r_refdef.view.quality = 1;
2062                 
2063         cl.num_brushmodel_entities = 0;
2064
2065         if (cls.state == ca_connected && cls.signon == SIGNONS)
2066         {
2067                 // prepare for a new frame
2068                 CL_LerpPlayer(CL_LerpPoint());
2069                 CL_DecayLightFlashes();
2070                 CL_ClearTempEntities();
2071                 V_DriftPitch();
2072                 V_FadeViewFlashs();
2073
2074                 // if prediction is enabled we have to update all the collidable
2075                 // network entities before the prediction code can be run
2076                 CL_UpdateNetworkCollisionEntities();
2077
2078                 // now update the player prediction
2079                 CL_ClientMovement_Replay();
2080
2081                 // update the player entity (which may be predicted)
2082                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2083
2084                 // now update the view (which depends on that player entity)
2085                 V_CalcRefdef();
2086
2087                 // now update all the network entities and create particle trails
2088                 // (some entities may depend on the view)
2089                 CL_UpdateNetworkEntities();
2090
2091                 // update the engine-based viewmodel
2092                 CL_UpdateViewModel();
2093
2094                 // when csqc is loaded, it will call this in CSQC_UpdateView
2095                 if (!CLVM_prog->loaded || CLVM_prog->flag & PRVM_CSQC_SIMPLE)
2096                 {
2097                         // clear the CL_Mesh_Scene() used for some engine effects
2098                         CL_MeshEntities_Scene_Clear();
2099                         // add engine entities and effects
2100                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2101                 }
2102
2103                 // decals, particles, and explosions will be updated during rneder
2104         }
2105
2106         r_refdef.scene.time = cl.time;
2107 }
2108
2109 /*
2110 ======================
2111 CL_Fog_f
2112 ======================
2113 */
2114 static void CL_Fog_f(cmd_state_t *cmd)
2115 {
2116         if (Cmd_Argc (cmd) == 1)
2117         {
2118                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
2119                 return;
2120         }
2121         FOG_clear(); // so missing values get good defaults
2122         if(Cmd_Argc(cmd) > 1)
2123                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2124         if(Cmd_Argc(cmd) > 2)
2125                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2126         if(Cmd_Argc(cmd) > 3)
2127                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2128         if(Cmd_Argc(cmd) > 4)
2129                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2130         if(Cmd_Argc(cmd) > 5)
2131                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2132         if(Cmd_Argc(cmd) > 6)
2133                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2134         if(Cmd_Argc(cmd) > 7)
2135                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2136         if(Cmd_Argc(cmd) > 8)
2137                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2138         if(Cmd_Argc(cmd) > 9)
2139                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2140 }
2141
2142 /*
2143 ======================
2144 CL_FogHeightTexture_f
2145 ======================
2146 */
2147 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2148 {
2149         if (Cmd_Argc (cmd) < 11)
2150         {
2151                 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2152                 return;
2153         }
2154         FOG_clear(); // so missing values get good defaults
2155         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2156         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2157         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2158         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2159         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2160         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2161         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2162         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2163         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2164         dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2165 }
2166
2167
2168 /*
2169 ====================
2170 CL_TimeRefresh_f
2171
2172 For program optimization
2173 ====================
2174 */
2175 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2176 {
2177         int i;
2178         double timestart, timedelta;
2179
2180         r_refdef.scene.extraupdate = false;
2181
2182         timestart = Sys_DirtyTime();
2183         for (i = 0;i < 128;i++)
2184         {
2185                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2186                 r_refdef.view.quality = 1;
2187                 CL_UpdateScreen();
2188         }
2189         timedelta = Sys_DirtyTime() - timestart;
2190
2191         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2192 }
2193
2194 static void CL_AreaStats_f(cmd_state_t *cmd)
2195 {
2196         World_PrintAreaStats(&cl.world, "client");
2197 }
2198
2199 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2200 {
2201         int i;
2202         cl_locnode_t *loc;
2203         cl_locnode_t *best;
2204         vec3_t nearestpoint;
2205         vec_t dist, bestdist;
2206         best = NULL;
2207         bestdist = 0;
2208         for (loc = cl.locnodes;loc;loc = loc->next)
2209         {
2210                 for (i = 0;i < 3;i++)
2211                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2212                 dist = VectorDistance2(nearestpoint, point);
2213                 if (bestdist > dist || !best)
2214                 {
2215                         bestdist = dist;
2216                         best = loc;
2217                         if (bestdist < 1)
2218                                 break;
2219                 }
2220         }
2221         return best;
2222 }
2223
2224 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2225 {
2226         cl_locnode_t *loc;
2227         loc = CL_Locs_FindNearest(point);
2228         if (loc)
2229                 dp_strlcpy(buffer, loc->name, buffersize);
2230         else
2231                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2232 }
2233
2234 static void CL_Locs_FreeNode(cl_locnode_t *node)
2235 {
2236         cl_locnode_t **pointer, **next;
2237         for (pointer = &cl.locnodes;*pointer;pointer = next)
2238         {
2239                 next = &(*pointer)->next;
2240                 if (*pointer == node)
2241                 {
2242                         *pointer = node->next;
2243                         Mem_Free(node);
2244                         return;
2245                 }
2246         }
2247         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2248 }
2249
2250 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2251 {
2252         cl_locnode_t *node, **pointer;
2253         int namelen;
2254         if (!name)
2255                 name = "";
2256         namelen = (int)strlen(name);
2257         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2258         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2259         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2260         node->name = (char *)(node + 1);
2261         memcpy(node->name, name, namelen);
2262         node->name[namelen] = 0;
2263         // link it into the tail of the list to preserve the order
2264         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2265                 ;
2266         *pointer = node;
2267 }
2268
2269 static void CL_Locs_Add_f(cmd_state_t *cmd)
2270 {
2271         vec3_t mins, maxs;
2272         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2273         {
2274                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2275                 return;
2276         }
2277         mins[0] = atof(Cmd_Argv(cmd, 1));
2278         mins[1] = atof(Cmd_Argv(cmd, 2));
2279         mins[2] = atof(Cmd_Argv(cmd, 3));
2280         if (Cmd_Argc(cmd) == 8)
2281         {
2282                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2283                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2284                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2285                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2286         }
2287         else
2288                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2289 }
2290
2291 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2292 {
2293         cl_locnode_t *loc;
2294         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2295         if (loc)
2296                 CL_Locs_FreeNode(loc);
2297         else
2298                 Con_Printf("no loc point or box found for your location\n");
2299 }
2300
2301 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2302 {
2303         while (cl.locnodes)
2304                 CL_Locs_FreeNode(cl.locnodes);
2305 }
2306
2307 static void CL_Locs_Save_f(cmd_state_t *cmd)
2308 {
2309         cl_locnode_t *loc;
2310         qfile_t *outfile;
2311         char locfilename[MAX_QPATH];
2312         if (!cl.locnodes)
2313         {
2314                 Con_Printf("No loc points/boxes exist!\n");
2315                 return;
2316         }
2317         if (cls.state != ca_connected || !cl.worldmodel)
2318         {
2319                 Con_Printf("No level loaded!\n");
2320                 return;
2321         }
2322         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2323
2324         outfile = FS_OpenRealFile(locfilename, "w", false);
2325         if (!outfile)
2326                 return;
2327         // if any boxes are used then this is a proquake-format loc file, which
2328         // allows comments, so add some relevant information at the start
2329         for (loc = cl.locnodes;loc;loc = loc->next)
2330                 if (!VectorCompare(loc->mins, loc->maxs))
2331                         break;
2332         if (loc)
2333         {
2334                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2335                 for (loc = cl.locnodes;loc;loc = loc->next)
2336                         if (VectorCompare(loc->mins, loc->maxs))
2337                                 break;
2338                 if (loc)
2339                         Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2340         }
2341         for (loc = cl.locnodes;loc;loc = loc->next)
2342         {
2343                 if (VectorCompare(loc->mins, loc->maxs))
2344                 {
2345                         int len;
2346                         const char *s;
2347                         const char *in = loc->name;
2348                         char name[MAX_INPUTLINE];
2349                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2350                         {
2351                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2352                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2353                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2354                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2355                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2356                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2357                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2358                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2359                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2360                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2361                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2362                                 else s = NULL;
2363                                 if (s)
2364                                 {
2365                                         while (len < (int)sizeof(name) - 1 && *s)
2366                                                 name[len++] = *s++;
2367                                         continue;
2368                                 }
2369                                 name[len++] = *in++;
2370                         }
2371                         name[len] = 0;
2372                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2373                 }
2374                 else
2375                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2376         }
2377         FS_Close(outfile);
2378 }
2379
2380 void CL_Locs_Reload_f(cmd_state_t *cmd)
2381 {
2382         int i, linenumber, limit, len;
2383         const char *s;
2384         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2385         fs_offset_t filesize;
2386         vec3_t mins, maxs;
2387         char locfilename[MAX_QPATH];
2388         char name[MAX_INPUTLINE];
2389
2390         if (cls.state != ca_connected || !cl.worldmodel)
2391         {
2392                 Con_Printf("No level loaded!\n");
2393                 return;
2394         }
2395
2396         CL_Locs_Clear_f(cmd);
2397
2398         // try maps/something.loc first (LadyHavoc: where I think they should be)
2399         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2400         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2401         if (!filedata)
2402         {
2403                 // try proquake name as well (LadyHavoc: I hate path mangling)
2404                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2405                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2406                 if (!filedata)
2407                         return;
2408         }
2409         text = filedata;
2410         textend = filedata + filesize;
2411         for (linenumber = 1;text < textend;linenumber++)
2412         {
2413                 linestart = text;
2414                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2415                         ;
2416                 lineend = text;
2417                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2418                         text++;
2419                 if (text < textend)
2420                         text++;
2421                 // trim trailing whitespace
2422                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2423                         lineend--;
2424                 // trim leading whitespace
2425                 while (linestart < lineend && ISWHITESPACE(*linestart))
2426                         linestart++;
2427                 // check if this is a comment
2428                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2429                         continue;
2430                 linetext = linestart;
2431                 limit = 3;
2432                 for (i = 0;i < limit;i++)
2433                 {
2434                         if (linetext >= lineend)
2435                                 break;
2436                         // note: a missing number is interpreted as 0
2437                         if (i < 3)
2438                                 mins[i] = atof(linetext);
2439                         else
2440                                 maxs[i - 3] = atof(linetext);
2441                         // now advance past the number
2442                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2443                                 linetext++;
2444                         // advance through whitespace
2445                         if (linetext < lineend)
2446                         {
2447                                 if (*linetext == ',')
2448                                 {
2449                                         linetext++;
2450                                         limit = 6;
2451                                         // note: comma can be followed by whitespace
2452                                 }
2453                                 if (ISWHITESPACE(*linetext))
2454                                 {
2455                                         // skip whitespace
2456                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2457                                                 linetext++;
2458                                 }
2459                         }
2460                 }
2461                 // if this is a quoted name, remove the quotes
2462                 if (i == 6)
2463                 {
2464                         if (linetext >= lineend || *linetext != '"')
2465                                 continue; // proquake location names are always quoted
2466                         lineend--;
2467                         linetext++;
2468                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2469                         memcpy(name, linetext, len);
2470                         name[len] = 0;
2471                         // add the box to the list
2472                         CL_Locs_AddNode(mins, maxs, name);
2473                 }
2474                 // if a point was parsed, it needs to be scaled down by 8 (since
2475                 // point-based loc files were invented by a proxy which dealt
2476                 // directly with quake protocol coordinates, which are *8), turn
2477                 // it into a box
2478                 else if (i == 3)
2479                 {
2480                         // interpret silly fuhquake macros
2481                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2482                         {
2483                                 if (*linetext == '$')
2484                                 {
2485                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2486                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2487                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2488                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2489                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2490                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2491                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2492                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2493                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2494                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2495                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2496                                         else s = NULL;
2497                                         if (s)
2498                                         {
2499                                                 while (len < (int)sizeof(name) - 1 && *s)
2500                                                         name[len++] = *s++;
2501                                                 continue;
2502                                         }
2503                                 }
2504                                 name[len++] = *linetext++;
2505                         }
2506                         name[len] = 0;
2507                         // add the point to the list
2508                         VectorScale(mins, (1.0 / 8.0), mins);
2509                         CL_Locs_AddNode(mins, mins, name);
2510                 }
2511                 else
2512                         continue;
2513         }
2514 }
2515
2516 entity_t cl_meshentities[NUM_MESHENTITIES];
2517 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2518 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2519 {
2520         "MESH_SCENE",
2521         "MESH_UI",
2522 };
2523
2524 static void CL_MeshEntities_Restart(void)
2525 {
2526         int i;
2527         entity_t *ent;
2528         for (i = 0; i < NUM_MESHENTITIES; i++)
2529         {
2530                 ent = cl_meshentities + i;
2531                 Mod_Mesh_Destroy(ent->render.model);
2532                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2533         }
2534 }
2535
2536 static void CL_MeshEntities_Start(void)
2537 {
2538         int i;
2539         entity_t *ent;
2540         for(i = 0; i < NUM_MESHENTITIES; i++)
2541         {
2542                 ent = cl_meshentities + i;
2543                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2544         }
2545 }
2546
2547 static void CL_MeshEntities_Shutdown(void)
2548 {
2549         int i;
2550         entity_t *ent;
2551         for(i = 0; i < NUM_MESHENTITIES; i++)
2552         {
2553                 ent = cl_meshentities + i;
2554                 Mod_Mesh_Destroy(ent->render.model);
2555         }
2556 }
2557
2558 void CL_MeshEntities_Init(void)
2559 {
2560         int i;
2561         entity_t *ent;
2562         for (i = 0; i < NUM_MESHENTITIES; i++)
2563         {
2564                 ent = cl_meshentities + i;
2565                 ent->state_current.active = true;
2566                 ent->render.model = cl_meshentitymodels + i;
2567                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2568                 ent->render.alpha = 1;
2569                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2570                 ent->render.framegroupblend[0].lerp = 1;
2571                 ent->render.frameblend[0].lerp = 1;
2572                 VectorSet(ent->render.colormod, 1, 1, 1);
2573                 VectorSet(ent->render.glowmod, 1, 1, 1);
2574                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2575                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2576                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2577                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2578                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2579                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2580                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2581                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2582                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2583                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2584                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2585                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2586                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2587                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2588                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2589
2590                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2591                 CL_UpdateRenderEntity(&ent->render);
2592         }
2593         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2594         R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2595 }
2596
2597 void CL_MeshEntities_Scene_Clear(void)
2598 {
2599         Mod_Mesh_Reset(CL_Mesh_Scene());
2600 }
2601
2602 void CL_MeshEntities_Scene_AddRenderEntity(void)
2603 {
2604         entity_t* ent = &cl_meshentities[MESH_SCENE];
2605         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2606 }
2607
2608 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2609 {
2610         entity_t *ent = &cl_meshentities[MESH_SCENE];
2611         Mod_Mesh_Finalize(ent->render.model);
2612         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2613         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2614 }
2615
2616 extern cvar_t r_overheadsprites_pushback;
2617 extern cvar_t r_fullbright_directed_pitch_relative;
2618 extern cvar_t r_fullbright_directed_pitch;
2619 extern cvar_t r_fullbright_directed_ambient;
2620 extern cvar_t r_fullbright_directed_diffuse;
2621 extern cvar_t r_fullbright_directed;
2622 extern cvar_t r_hdr_glowintensity;
2623
2624 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2625 {
2626         vec3_t angles;
2627
2628         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2629         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2630
2631         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2632         // same for all stereo views, and to better handle pitches outside
2633         // [-90, 90] (in_pitch_* cvars allow that).
2634         VectorCopy(cl.viewangles, angles);
2635         if (r_fullbright_directed_pitch_relative.integer) {
2636                 angles[PITCH] += r_fullbright_directed_pitch.value;
2637         }
2638         else {
2639                 angles[PITCH] = r_fullbright_directed_pitch.value;
2640         }
2641         AngleVectors(angles, worldspacenormal, NULL, NULL);
2642         VectorNegate(worldspacenormal, worldspacenormal);
2643 }
2644
2645 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2646 {
2647         float shadingorigin[3], a[3], c[3], dir[3];
2648         int q;
2649
2650         for (q = 0; q < 3; q++)
2651                 a[q] = c[q] = dir[q] = 0;
2652
2653         ent->render_lightgrid = false;
2654         ent->render_modellight_forced = false;
2655         ent->render_rtlight_disabled = false;
2656
2657         // pick an appropriate value for render_modellight_origin - if this is an
2658         // attachment we want to use the parent's render_modellight_origin so that
2659         // shading is the same (also important for r_shadows to cast shadows in the
2660         // same direction)
2661         if (VectorLength2(ent->custommodellight_origin))
2662         {
2663                 // CSQC entities always provide this (via CL_GetTagMatrix)
2664                 for (q = 0; q < 3; q++)
2665                         shadingorigin[q] = ent->custommodellight_origin[q];
2666         }
2667         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2668         {
2669                 // network entity - follow attachment chain back to a root entity,
2670                 int entnum = ent->entitynumber, recursion;
2671                 for (recursion = 32; recursion > 0; --recursion)
2672                 {
2673                         int parentnum = cl.entities[entnum].state_current.tagentity;
2674                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2675                                 break;
2676                         entnum = parentnum;
2677                 }
2678                 // grab the root entity's origin
2679                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2680         }
2681         else
2682         {
2683                 // not a CSQC entity (which sets custommodellight_origin), not a network
2684                 // entity - so it's probably not attached to anything
2685                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2686         }
2687
2688         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2689         {
2690                 // intentionally EF_FULLBRIGHT entity
2691                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2692                 // CSQC can still provide its own customized modellight values
2693                 ent->render_rtlight_disabled = true;
2694                 ent->render_modellight_forced = true;
2695                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2696                 {
2697                         // custom colors provided by CSQC
2698                         for (q = 0; q < 3; q++)
2699                         {
2700                                 a[q] = ent->custommodellight_ambient[q];
2701                                 c[q] = ent->custommodellight_diffuse[q];
2702                                 dir[q] = ent->custommodellight_lightdir[q];
2703                         }
2704                 }
2705                 else if (r_fullbright_directed.integer)
2706                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2707                 else
2708                         for (q = 0; q < 3; q++)
2709                                 a[q] = 1;
2710         }
2711         else
2712         {
2713                 // fetch the lighting from the worldmodel data
2714
2715                 // CSQC can provide its own customized modellight values
2716                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2717                 {
2718                         ent->render_modellight_forced = true;
2719                         for (q = 0; q < 3; q++)
2720                         {
2721                                 a[q] = ent->custommodellight_ambient[q];
2722                                 c[q] = ent->custommodellight_diffuse[q];
2723                                 dir[q] = ent->custommodellight_lightdir[q];
2724                         }
2725                 }
2726                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2727                 {
2728                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2729                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2730                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2731                         ent->render_modellight_forced = true;
2732                         ent->render_rtlight_disabled = true;
2733                 }
2734                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2735                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2736                 {
2737                         ent->render_lightgrid = true;
2738                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2739                 }
2740                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2741                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2742                 else if (r_fullbright_directed.integer)
2743                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2744                 else
2745                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2746         }
2747
2748         for (q = 0; q < 3; q++)
2749         {
2750                 ent->render_fullbright[q] = ent->colormod[q];
2751                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2752                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2753                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2754                 ent->render_modellight_specular[q] = c[q];
2755                 ent->render_modellight_lightdir_world[q] = dir[q];
2756                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2757                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2758                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2759                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2760                 ent->render_rtlight_specular[q] = 1;
2761         }
2762
2763         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2764         if (ent->render_modellight_forced)
2765                 for (q = 0; q < 3; q++)
2766                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2767         if (ent->render_rtlight_disabled)
2768                 for (q = 0; q < 3; q++)
2769                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2770
2771         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2772                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2773         VectorNormalize(ent->render_modellight_lightdir_world);
2774         // transform into local space for the entity as well
2775         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2776         VectorNormalize(ent->render_modellight_lightdir_local);
2777 }
2778
2779
2780 void CL_UpdateEntityShading(void)
2781 {
2782         int i;
2783         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2784         for (i = 0; i < r_refdef.scene.numentities; i++)
2785                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2786 }
2787
2788 qbool vid_opened = false;
2789 void CL_StartVideo(void)
2790 {
2791         if (!vid_opened && cls.state != ca_dedicated)
2792         {
2793                 vid_opened = true;
2794 #ifdef WIN32
2795                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2796                 NetConn_UpdateSockets();
2797 #endif
2798                 VID_Start();
2799         }
2800 }
2801
2802 extern cvar_t host_framerate;
2803 extern cvar_t host_speeds;
2804 extern uint8_t serverlist_querystage;
2805 double CL_Frame (double time)
2806 {
2807         static double clframetime;
2808         static double cl_timer = 0;
2809         static double time1 = 0, time2 = 0, time3 = 0;
2810         int pass1, pass2, pass3;
2811         float maxfps;
2812
2813         CL_VM_PreventInformationLeaks();
2814
2815         /*
2816          * If the accumulator hasn't become positive, don't
2817          * run the frame. Everything that happens before this
2818          * point will happen even if we're sleeping this frame.
2819          */
2820         if((cl_timer += time) < 0)
2821                 return cl_timer;
2822
2823         // limit the frametime steps to no more than 100ms each
2824         if (cl_timer > 0.1)
2825                 cl_timer = 0.1;
2826
2827         // Run at full speed when querying servers, compared to waking up early to parse
2828         // this is simpler and gives pings more representative of what can be expected when playing.
2829         maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2830
2831         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2832         {
2833                 R_TimeReport("---");
2834                 Collision_Cache_NewFrame();
2835                 R_TimeReport("photoncache");
2836 #ifdef CONFIG_VIDEO_CAPTURE
2837                 // decide the simulation time
2838                 if (cls.capturevideo.active)
2839                 {
2840                         if (cls.capturevideo.realtime)
2841                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2842                         else
2843                         {
2844                                 clframetime = 1.0 / cls.capturevideo.framerate;
2845                                 cl.realframetime = max(time, clframetime);
2846                         }
2847                 }
2848                 else
2849 #endif
2850                 {
2851                         if (maxfps <= 0 || cls.timedemo)
2852                                 clframetime = cl.realframetime = cl_timer;
2853                         else
2854                                 // networking assumes at least 10fps
2855                                 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2856
2857                         // on some legacy systems, we need to sleep to keep input responsive
2858                         if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2859                                 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2860                 }
2861
2862                 // apply slowmo scaling
2863                 clframetime *= cl.movevars_timescale;
2864                 // scale playback speed of demos by slowmo cvar
2865                 if (cls.demoplayback)
2866                 {
2867                         clframetime *= host_timescale.value;
2868                         // if demo playback is paused, don't advance time at all
2869                         if (cls.demopaused)
2870                                 clframetime = 0;
2871                 }
2872                 else
2873                 {
2874                         // host_framerate overrides all else
2875                         if (host_framerate.value)
2876                                 clframetime = host_framerate.value;
2877
2878                         if (cl.paused || host.paused)
2879                                 clframetime = 0;
2880                 }
2881
2882                 if (cls.timedemo)
2883                         clframetime = cl.realframetime = cl_timer;
2884
2885                 // deduct the frame time from the accumulator
2886                 cl_timer -= cl.realframetime;
2887
2888                 cl.oldtime = cl.time;
2889                 cl.time += clframetime;
2890
2891                 // update video
2892                 if (host_speeds.integer)
2893                         time1 = Sys_DirtyTime();
2894                 R_TimeReport("pre-input");
2895
2896                 // Collect input into cmd
2897                 CL_Input();
2898
2899                 R_TimeReport("input");
2900
2901                 // check for new packets
2902                 NetConn_ClientFrame();
2903
2904                 // read a new frame from a demo if needed
2905                 CL_ReadDemoMessage();
2906                 R_TimeReport("clientnetwork");
2907
2908                 // now that packets have been read, send input to server
2909                 CL_SendMove();
2910                 R_TimeReport("sendmove");
2911
2912                 // update client world (interpolate entities, create trails, etc)
2913                 CL_UpdateWorld();
2914                 R_TimeReport("lerpworld");
2915
2916                 CL_Video_Frame();
2917
2918                 R_TimeReport("client");
2919
2920                 CL_UpdateScreen();
2921                 R_TimeReport("render");
2922
2923                 if (host_speeds.integer)
2924                         time2 = Sys_DirtyTime();
2925
2926                 // update audio
2927                 if(cl.csqc_usecsqclistener)
2928                 {
2929                         S_Update(&cl.csqc_listenermatrix);
2930                         cl.csqc_usecsqclistener = false;
2931                 }
2932                 else
2933                         S_Update(&r_refdef.view.matrix);
2934
2935                 CDAudio_Update();
2936                 R_TimeReport("audio");
2937
2938                 // reset gathering of mouse input
2939                 in_mouse_x = in_mouse_y = 0;
2940
2941                 if (host_speeds.integer)
2942                 {
2943                         pass1 = (int)((time1 - time3)*1000000);
2944                         time3 = Sys_DirtyTime();
2945                         pass2 = (int)((time2 - time1)*1000000);
2946                         pass3 = (int)((time3 - time2)*1000000);
2947                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2948                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2949                 }
2950         }
2951         // if there is some time remaining from this frame, reset the timer
2952         return cl_timer >= 0 ? 0 : cl_timer;
2953 }
2954
2955 /*
2956 ===========
2957 CL_Shutdown
2958 ===========
2959 */
2960 void CL_Shutdown (void)
2961 {
2962         // be quiet while shutting down
2963         S_StopAllSounds();
2964         
2965         // disconnect client from server if active
2966         CL_Disconnect();
2967         
2968         CL_Video_Shutdown();
2969
2970 #ifdef CONFIG_MENU
2971         // Shutdown menu
2972         if(MR_Shutdown)
2973                 MR_Shutdown();
2974 #endif
2975
2976         S_Terminate ();
2977         
2978         R_Modules_Shutdown();
2979         VID_Shutdown();
2980
2981         CL_Screen_Shutdown();
2982         CL_Particles_Shutdown();
2983         CL_Parse_Shutdown();
2984         CL_MeshEntities_Shutdown();
2985
2986         Key_Shutdown();
2987
2988         Mem_FreePool (&cls.permanentmempool);
2989         Mem_FreePool (&cls.levelmempool);
2990 }
2991
2992 /*
2993 =================
2994 CL_Init
2995 =================
2996 */
2997 void CL_Init (void)
2998 {
2999         if (cls.state == ca_dedicated)
3000         {
3001                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3002         }
3003         else
3004         {
3005                 Con_Printf("Initializing client\n");
3006
3007                 Cvar_SetValueQuick(&host_isclient, 1);
3008
3009                 R_Modules_Init();
3010                 Palette_Init();
3011 #ifdef CONFIG_MENU
3012                 MR_Init_Commands();
3013 #endif
3014                 VID_Shared_Init();
3015                 VID_Init();
3016                 Render_Init();
3017                 S_Init();
3018                 Key_Init();
3019                 V_Init();
3020
3021                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3022                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3023
3024                 memset(&r_refdef, 0, sizeof(r_refdef));
3025                 // max entities sent to renderer per frame
3026                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3027                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3028
3029                 // max temp entities
3030                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3031                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3032
3033                 CL_InitInput ();
3034
3035         //
3036         // register our commands
3037         //
3038                 CL_InitCommands();
3039
3040                 Cvar_RegisterVariable (&cl_upspeed);
3041                 Cvar_RegisterVariable (&cl_forwardspeed);
3042                 Cvar_RegisterVariable (&cl_backspeed);
3043                 Cvar_RegisterVariable (&cl_sidespeed);
3044                 Cvar_RegisterVariable (&cl_movespeedkey);
3045                 Cvar_RegisterVariable (&cl_yawspeed);
3046                 Cvar_RegisterVariable (&cl_pitchspeed);
3047                 Cvar_RegisterVariable (&cl_anglespeedkey);
3048                 Cvar_RegisterVariable (&cl_shownet);
3049                 Cvar_RegisterVariable (&cl_nolerp);
3050                 Cvar_RegisterVariable (&cl_lerpexcess);
3051                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3052                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3053                 Cvar_RegisterVariable (&cl_deathfade);
3054                 Cvar_RegisterVariable (&lookspring);
3055                 Cvar_RegisterVariable (&lookstrafe);
3056                 Cvar_RegisterVariable (&sensitivity);
3057                 Cvar_RegisterVariable (&freelook);
3058
3059                 Cvar_RegisterVariable (&m_pitch);
3060                 Cvar_RegisterVariable (&m_yaw);
3061                 Cvar_RegisterVariable (&m_forward);
3062                 Cvar_RegisterVariable (&m_side);
3063
3064                 Cvar_RegisterVariable (&cl_itembobspeed);
3065                 Cvar_RegisterVariable (&cl_itembobheight);
3066
3067                 CL_Demo_Init();
3068
3069                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3070                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3071                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3072                 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3073
3074                 // Support Client-side Model Index List
3075                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3076                 // Support Client-side Sound Index List
3077                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3078
3079                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3080                 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3081
3082                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3083
3084                 Cvar_RegisterVariable(&r_draweffects);
3085                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3086                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3087                 Cvar_RegisterVariable(&cl_explosions_size_start);
3088                 Cvar_RegisterVariable(&cl_explosions_size_end);
3089                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3090                 Cvar_RegisterVariable(&cl_stainmaps);
3091                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3092                 Cvar_RegisterVariable(&cl_beams_polygons);
3093                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3094                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3095                 Cvar_RegisterVariable(&cl_beams_lightatend);
3096                 Cvar_RegisterVariable(&cl_noplayershadow);
3097                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3098                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3099
3100                 Cvar_RegisterVariable(&cl_prydoncursor);
3101                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3102
3103                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3104
3105                 // for QW connections
3106                 Cvar_RegisterVariable(&qport);
3107                 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3108                 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3109
3110                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3111
3112                 Cvar_RegisterVariable(&cl_locs_enable);
3113                 Cvar_RegisterVariable(&cl_locs_show);
3114                 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3115                 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3116                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3117                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3118                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3119
3120                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3121
3122                 Cvar_RegisterVariable (&cl_minfps);
3123                 Cvar_RegisterVariable (&cl_minfps_fade);
3124                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3125                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3126                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3127                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3128                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3129                 Cvar_RegisterVariable (&cl_minfps_force);
3130                 Cvar_RegisterVariable (&cl_maxfps);
3131                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3132                 Cvar_RegisterVariable (&cl_maxidlefps);
3133
3134                 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3135                 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3136
3137                 CL_Parse_Init();
3138                 CL_Particles_Init();
3139                 CL_Screen_Init();
3140
3141                 CL_Video_Init();
3142
3143                 Cvar_Callback(&cl_netport);
3144
3145                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3146                 host.hook.Disconnect = CL_DisconnectEx;
3147                 host.hook.CL_Intermission = CL_Intermission;
3148                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3149         }
3150 }