e4d56733a18ba40c7f93b5ce241f1d1e35b2b46f
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
109
110 client_static_t cls;
111 client_state_t  cl;
112
113 /*
114 =====================
115 CL_ClearState
116
117 =====================
118 */
119 void CL_ClearState(void)
120 {
121         int i;
122         entity_t *ent;
123
124         CL_VM_ShutDown();
125
126 // wipe the entire cl structure
127         Mem_EmptyPool(cls.levelmempool);
128         memset (&cl, 0, sizeof(cl));
129
130         S_StopAllSounds();
131
132         // reset the view zoom interpolation
133         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134         cl.sensitivityscale = 1.0f;
135
136         // enable rendering of the world and such
137         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138         cl.csqc_vidvars.drawenginesbar = true;
139         cl.csqc_vidvars.drawcrosshair = true;
140
141         // set up the float version of the stats array for easier access to float stats
142         cl.statsf = (float *)cl.stats;
143
144         cl.num_entities = 0;
145         cl.num_static_entities = 0;
146         cl.num_brushmodel_entities = 0;
147
148         // tweak these if the game runs out
149         cl.max_csqcrenderentities = 0;
150         cl.max_entities = MAX_ENTITIES_INITIAL;
151         cl.max_static_entities = MAX_STATICENTITIES;
152         cl.max_effects = MAX_EFFECTS;
153         cl.max_beams = MAX_BEAMS;
154         cl.max_dlights = MAX_DLIGHTS;
155         cl.max_lightstyle = MAX_LIGHTSTYLES;
156         cl.max_brushmodel_entities = MAX_EDICTS;
157         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
158         cl.max_showlmps = 0;
159
160         cl.num_dlights = 0;
161         cl.num_effects = 0;
162         cl.num_beams = 0;
163
164         cl.csqcrenderentities = NULL;
165         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
174         cl.showlmps = NULL;
175
176         // LadyHavoc: have to set up the baseline info for alpha and other stuff
177         for (i = 0;i < cl.max_entities;i++)
178         {
179                 cl.entities[i].state_baseline = defaultstate;
180                 cl.entities[i].state_previous = defaultstate;
181                 cl.entities[i].state_current = defaultstate;
182         }
183
184         if (IS_NEXUIZ_DERIVED(gamemode))
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
190         }
191         else
192         {
193                 VectorSet(cl.playerstandmins, -16, -16, -24);
194                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195                 VectorSet(cl.playercrouchmins, -16, -16, -24);
196                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
197         }
198
199         // disable until we get textures for it
200         R_ResetSkyBox();
201
202         ent = &cl.entities[0];
203         // entire entity array was cleared, so just fill in a few fields
204         ent->state_current.active = true;
205         ent->render.model = cl.worldmodel = NULL; // no world model yet
206         ent->render.alpha = 1;
207         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209         ent->render.allowdecals = true;
210         CL_UpdateRenderEntity(&ent->render);
211
212         // noclip is turned off at start
213         noclip_anglehack = false;
214
215         // mark all frames invalid for delta
216         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
217
218         // set bestweapon data back to Quake data
219         IN_BestWeapon_ResetData();
220
221         CL_Screen_NewMap();
222 }
223
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
226
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
228 {
229         int i;
230         qbool fail = false;
231         char vabuf[1024];
232         if (!allowstarkey && key[0] == '*')
233                 fail = true;
234         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
235                 fail = true;
236         for (i = 0;key[i];i++)
237                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
238                         fail = true;
239         for (i = 0;value[i];i++)
240                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
241                         fail = true;
242         if (fail)
243         {
244                 if (!quiet)
245                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
246                 return;
247         }
248         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249         if (cls.state == ca_connected && cls.netcon)
250         {
251                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
252                 {
253                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
255                 }
256                 else if (!strcasecmp(key, "name"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
260                 }
261                 else if (!strcasecmp(key, "playermodel"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playerskin"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "topcolor"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
275                 }
276                 else if (!strcasecmp(key, "bottomcolor"))
277                 {
278                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
280                 }
281                 else if (!strcasecmp(key, "rate"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
285                 }
286                 else if (!strcasecmp(key, "rate_burstsize"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
290                 }
291         }
292 }
293
294 void CL_ExpandEntities(int num)
295 {
296         int i, oldmaxentities;
297         entity_t *oldentities;
298         if (num >= cl.max_entities)
299         {
300                 if (!cl.entities)
301                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302                 if (num >= MAX_EDICTS)
303                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304                 oldmaxentities = cl.max_entities;
305                 oldentities = cl.entities;
306                 cl.max_entities = (num & ~255) + 256;
307                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309                 Mem_Free(oldentities);
310                 for (i = oldmaxentities;i < cl.max_entities;i++)
311                 {
312                         cl.entities[i].state_baseline = defaultstate;
313                         cl.entities[i].state_previous = defaultstate;
314                         cl.entities[i].state_current = defaultstate;
315                 }
316         }
317 }
318
319 void CL_ExpandCSQCRenderEntities(int num)
320 {
321         int i;
322         int oldmaxcsqcrenderentities;
323         entity_render_t *oldcsqcrenderentities;
324         if (num >= cl.max_csqcrenderentities)
325         {
326                 if (num >= MAX_EDICTS)
327                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329                 oldcsqcrenderentities = cl.csqcrenderentities;
330                 cl.max_csqcrenderentities = (num & ~255) + 256;
331                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332                 if (oldcsqcrenderentities)
333                 {
334                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335                         for (i = 0;i < r_refdef.scene.numentities;i++)
336                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338                         Mem_Free(oldcsqcrenderentities);
339                 }
340         }
341 }
342
343 static void CL_ToggleMenu_Hook(void)
344 {
345 #ifdef CONFIG_MENU
346         // remove menu
347         if (key_dest == key_menu || key_dest == key_menu_grabbed)
348                 MR_ToggleMenu(0);
349 #endif
350         key_dest = key_game;
351 }
352
353 extern cvar_t rcon_secure;
354
355 /*
356 =====================
357 CL_Disconnect
358
359 Sends a disconnect message to the server
360 This is also called on Host_Error, so it shouldn't cause any errors
361 =====================
362 */
363 void CL_Disconnect(qbool kicked, const char *fmt, ... )
364 {
365         va_list argptr;
366         char reason[512];
367
368         if (cls.state == ca_dedicated)
369                 return;
370
371         if(fmt)
372         {
373                 va_start(argptr,fmt);
374                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
375                 va_end(argptr);
376         }
377         else
378         {
379                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
380         }
381
382         if (Sys_CheckParm("-profilegameonly"))
383                 Sys_AllowProfiling(false);
384
385         Curl_Clear_forthismap();
386
387         Con_DPrintf("CL_Disconnect\n");
388
389     Cvar_SetValueQuick(&csqc_progcrc, -1);
390         Cvar_SetValueQuick(&csqc_progsize, -1);
391         CL_VM_ShutDown();
392 // stop sounds (especially looping!)
393         S_StopAllSounds ();
394
395         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
396
397         // clear contents blends
398         cl.cshifts[0].percent = 0;
399         cl.cshifts[1].percent = 0;
400         cl.cshifts[2].percent = 0;
401         cl.cshifts[3].percent = 0;
402
403         cl.worldmodel = NULL;
404
405         CL_Parse_ErrorCleanUp();
406
407         if (cls.demoplayback)
408                 CL_StopPlayback();
409         else if (cls.netcon)
410         {
411                 sizebuf_t buf;
412                 unsigned char bufdata[520];
413                 if (cls.demorecording)
414                         CL_Stop_f(cmd_local);
415
416                 if(!kicked)
417                 {
418                         // send disconnect message 3 times to improve chances of server
419                         // receiving it (but it still fails sometimes)
420                         memset(&buf, 0, sizeof(buf));
421                         buf.data = bufdata;
422                         buf.maxsize = sizeof(bufdata);
423                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
424                         {
425                                 Con_DPrint("Sending drop command\n");
426                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
427                                 MSG_WriteString(&buf, "drop");
428                         }
429                         else
430                         {
431                                 Con_DPrint("Sending clc_disconnect\n");
432                                 MSG_WriteByte(&buf, clc_disconnect);
433                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
434                                         MSG_WriteString(&buf, reason);
435                         }
436                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
437                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
438                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
439                 }
440
441                 NetConn_Close(cls.netcon);
442                 cls.netcon = NULL;
443                 if(fmt)
444                         Con_Printf("Disconnect: %s\n", reason);
445                 else
446                         Con_Printf("Disconnected\n");
447         }
448         cls.state = ca_disconnected;
449         cl.islocalgame = false;
450
451         cls.demoplayback = cls.timedemo = host.restless = false;
452         cls.signon = 0;
453
454         Cvar_Callback(&cl_netport);
455
456         // If we're dropped mid-connection attempt, it won't clear otherwise.
457         SCR_ClearLoadingScreen(false);
458
459         if(host.hook.SV_Shutdown)
460                 host.hook.SV_Shutdown();
461 }
462
463 /*
464 ==================
465 CL_Reconnect_f
466
467 This command causes the client to wait for the signon messages again.
468 This is sent just before a server changes levels
469 ==================
470 */
471 static void CL_Reconnect_f(cmd_state_t *cmd)
472 {
473         char temp[128];
474         // if not connected, reconnect to the most recent server
475         if (!cls.netcon)
476         {
477                 // if we have connected to a server recently, the userinfo
478                 // will still contain its IP address, so get the address...
479                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
480                 if (temp[0])
481                         CL_EstablishConnection(temp, -1);
482                 else
483                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
484                 return;
485         }
486         // if connected, do something based on protocol
487         if (cls.protocol == PROTOCOL_QUAKEWORLD)
488         {
489                 // quakeworld can just re-login
490                 if (cls.qw_downloadmemory)  // don't change when downloading
491                         return;
492
493                 S_StopAllSounds();
494
495                 if (cls.state == ca_connected)
496                 {
497                         Con_Printf("Server is changing level...\n");
498                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
499                         MSG_WriteString(&cls.netcon->message, "new");
500                 }
501         }
502         else
503         {
504                 // netquake uses reconnect on level changes (silly)
505                 if (Cmd_Argc(cmd) != 1)
506                 {
507                         Con_Print("reconnect : wait for signon messages again\n");
508                         return;
509                 }
510                 if (!cls.signon)
511                 {
512                         Con_Print("reconnect: no signon, ignoring reconnect\n");
513                         return;
514                 }
515                 cls.signon = 0;         // need new connection messages
516         }
517 }
518
519 /*
520 =====================
521 CL_Connect_f
522
523 User command to connect to server
524 =====================
525 */
526 static void CL_Connect_f(cmd_state_t *cmd)
527 {
528         if (Cmd_Argc(cmd) < 2)
529         {
530                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
531                 return;
532         }
533         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
534         if(rcon_secure.integer <= 0)
535                 Cvar_SetQuick(&rcon_password, "");
536         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
537 }
538
539 void CL_Disconnect_f(cmd_state_t *cmd)
540 {
541         CL_Disconnect(false, Cmd_Argc(cmd) > 1 ? Cmd_Argv(cmd, 1) : NULL);
542 }
543
544
545
546
547 /*
548 =====================
549 CL_EstablishConnection
550
551 Host should be either "local" or a net address
552 =====================
553 */
554 void CL_EstablishConnection(const char *address, int firstarg)
555 {
556         if (cls.state == ca_dedicated)
557                 return;
558
559         // don't connect to a server if we're benchmarking a demo
560         if (Sys_CheckParm("-benchmark"))
561                 return;
562
563         // clear menu's connect error message
564 #ifdef CONFIG_MENU
565         M_Update_Return_Reason("");
566 #endif
567
568         // make sure the client ports are open before attempting to connect
569         NetConn_UpdateSockets();
570
571         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
572         {
573                 cls.connect_trying = true;
574                 cls.connect_remainingtries = 3;
575                 cls.connect_nextsendtime = 0;
576
577                 // only NOW, set connect_userinfo
578                 if(firstarg >= 0)
579                 {
580                         int i;
581                         *cls.connect_userinfo = 0;
582                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
583                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
584                 }
585                 else if(firstarg < -1)
586                 {
587                         // -1: keep as is (reconnect)
588                         // -2: clear
589                         *cls.connect_userinfo = 0;
590                 }
591
592 #ifdef CONFIG_MENU
593                 M_Update_Return_Reason("Trying to connect...");
594 #endif
595         }
596         else
597         {
598                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
599 #ifdef CONFIG_MENU
600                 M_Update_Return_Reason("No network");
601 #endif
602         }
603 }
604
605 static void CL_EstablishConnection_Local(void)
606 {
607         if(cls.state == ca_disconnected)
608                 CL_EstablishConnection("local:1", -2);
609 }
610
611 static qbool CL_Intermission(void)
612 {
613         return cl.intermission;
614 }
615
616 /*
617 ==============
618 CL_PrintEntities_f
619 ==============
620 */
621 static void CL_PrintEntities_f(cmd_state_t *cmd)
622 {
623         entity_t *ent;
624         int i;
625
626         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
627         {
628                 const char* modelname;
629
630                 if (!ent->state_current.active)
631                         continue;
632
633                 if (ent->render.model)
634                         modelname = ent->render.model->name;
635                 else
636                         modelname = "--no model--";
637                 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);
638         }
639 }
640
641 /*
642 ===============
643 CL_ModelIndexList_f
644
645 List information on all models in the client modelindex
646 ===============
647 */
648 static void CL_ModelIndexList_f(cmd_state_t *cmd)
649 {
650         int i;
651         model_t *model;
652
653         // Print Header
654         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
655
656         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
657         {
658                 model = CL_GetModelByIndex(i);
659                 if (!model)
660                         continue;
661                 if(model->loaded || i == 1)
662                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
663                 else
664                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
665                 i++;
666         }
667 }
668
669 /*
670 ===============
671 CL_SoundIndexList_f
672
673 List all sounds in the client soundindex
674 ===============
675 */
676 static void CL_SoundIndexList_f(cmd_state_t *cmd)
677 {
678         int i = 1;
679
680         while(cl.sound_precache[i] && i != MAX_SOUNDS)
681         { // Valid Sound
682                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
683                 i++;
684         }
685 }
686
687 /*
688 ===============
689 CL_UpdateRenderEntity
690
691 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
692 ===============
693 */
694 void CL_UpdateRenderEntity(entity_render_t *ent)
695 {
696         vec3_t org;
697         vec_t scale;
698         model_t *model = ent->model;
699         // update the inverse matrix for the renderer
700         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
701         // update the animation blend state
702         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
703         // we need the matrix origin to center the box
704         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
705         // update entity->render.scale because the renderer needs it
706         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
707         if (model)
708         {
709                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
710 #ifdef MATRIX4x4_OPENGLORIENTATION
711                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
712 #else
713                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
714 #endif
715                 {
716                         // pitch or roll
717                         VectorMA(org, scale, model->rotatedmins, ent->mins);
718                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
719                 }
720 #ifdef MATRIX4x4_OPENGLORIENTATION
721                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
722 #else
723                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
724 #endif
725                 {
726                         // yaw
727                         VectorMA(org, scale, model->yawmins, ent->mins);
728                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
729                 }
730                 else
731                 {
732                         VectorMA(org, scale, model->normalmins, ent->mins);
733                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
734                 }
735         }
736         else
737         {
738                 ent->mins[0] = org[0] - 16;
739                 ent->mins[1] = org[1] - 16;
740                 ent->mins[2] = org[2] - 16;
741                 ent->maxs[0] = org[0] + 16;
742                 ent->maxs[1] = org[1] + 16;
743                 ent->maxs[2] = org[2] + 16;
744         }
745 }
746
747 /*
748 ===============
749 CL_LerpPoint
750
751 Determines the fraction between the last two messages that the objects
752 should be put at.
753 ===============
754 */
755 static float CL_LerpPoint(void)
756 {
757         float f;
758
759         if (cl_nettimesyncboundmode.integer == 1)
760                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
761
762         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
763         if (cl.mtime[0] <= cl.mtime[1])
764         {
765                 cl.time = cl.mtime[0];
766                 return 1;
767         }
768
769         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
770         return bound(0, f, 1 + cl_lerpexcess.value);
771 }
772
773 void CL_ClearTempEntities (void)
774 {
775         r_refdef.scene.numtempentities = 0;
776         // grow tempentities buffer on request
777         if (r_refdef.scene.expandtempentities)
778         {
779                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
780                 r_refdef.scene.maxtempentities *= 2;
781                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
782                 r_refdef.scene.expandtempentities = false;
783         }
784 }
785
786 entity_render_t *CL_NewTempEntity(double shadertime)
787 {
788         entity_render_t *render;
789
790         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
791                 return NULL;
792         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
793         {
794                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
795                 return NULL;
796         }
797         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
798         memset (render, 0, sizeof(*render));
799         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
800
801         render->shadertime = shadertime;
802         render->alpha = 1;
803         VectorSet(render->colormod, 1, 1, 1);
804         VectorSet(render->glowmod, 1, 1, 1);
805         return render;
806 }
807
808 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
809 {
810         int i;
811         cl_effect_t *e;
812         if (!model) // sanity check
813                 return;
814         if (framerate < 1)
815         {
816                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
817                 return;
818         }
819         if (framecount < 1)
820         {
821                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
822                 return;
823         }
824         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
825         {
826                 if (e->active)
827                         continue;
828                 e->active = true;
829                 VectorCopy(org, e->origin);
830                 e->model = model;
831                 e->starttime = cl.time;
832                 e->startframe = startframe;
833                 e->endframe = startframe + framecount;
834                 e->framerate = framerate;
835
836                 e->frame = 0;
837                 e->frame1time = cl.time;
838                 e->frame2time = cl.time;
839                 cl.num_effects = max(cl.num_effects, i + 1);
840                 break;
841         }
842 }
843
844 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)
845 {
846         int i;
847         dlight_t *dl;
848
849 // then look for anything else
850         dl = cl.dlights;
851         for (i = 0;i < cl.max_dlights;i++, dl++)
852                 if (!dl->radius)
853                         break;
854
855         // unable to find one
856         if (i == cl.max_dlights)
857                 return;
858
859         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
860         memset (dl, 0, sizeof(*dl));
861         cl.num_dlights = max(cl.num_dlights, i + 1);
862         Matrix4x4_Normalize(&dl->matrix, matrix);
863         dl->ent = ent;
864         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
865         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
866         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
867         dl->radius = radius;
868         dl->color[0] = red;
869         dl->color[1] = green;
870         dl->color[2] = blue;
871         dl->initialradius = radius;
872         dl->initialcolor[0] = red;
873         dl->initialcolor[1] = green;
874         dl->initialcolor[2] = blue;
875         dl->decay = decay / radius; // changed decay to be a percentage decrease
876         dl->intensity = 1; // this is what gets decayed
877         if (lifetime)
878                 dl->die = cl.time + lifetime;
879         else
880                 dl->die = 0;
881         dl->cubemapname[0] = 0;
882         if (cubemapname && cubemapname[0])
883                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
884         dl->style = style;
885         dl->shadow = shadowenable;
886         dl->corona = corona;
887         dl->flags = flags;
888         dl->coronasizescale = coronasizescale;
889         dl->ambientscale = ambientscale;
890         dl->diffusescale = diffusescale;
891         dl->specularscale = specularscale;
892 }
893
894 static void CL_DecayLightFlashes(void)
895 {
896         int i, oldmax;
897         dlight_t *dl;
898         float time;
899
900         time = bound(0, cl.time - cl.oldtime, 0.1);
901         oldmax = cl.num_dlights;
902         cl.num_dlights = 0;
903         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
904         {
905                 if (dl->radius)
906                 {
907                         dl->intensity -= time * dl->decay;
908                         if (cl.time < dl->die && dl->intensity > 0)
909                         {
910                                 if (cl_dlights_decayradius.integer)
911                                         dl->radius = dl->initialradius * dl->intensity;
912                                 else
913                                         dl->radius = dl->initialradius;
914                                 if (cl_dlights_decaybrightness.integer)
915                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
916                                 else
917                                         VectorCopy(dl->initialcolor, dl->color);
918                                 cl.num_dlights = i + 1;
919                         }
920                         else
921                                 dl->radius = 0;
922                 }
923         }
924 }
925
926 // called before entity relinking
927 void CL_RelinkLightFlashes(void)
928 {
929         int i, j, k, l;
930         dlight_t *dl;
931         float frac, f;
932         matrix4x4_t tempmatrix;
933
934         if (r_dynamic.integer)
935         {
936                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
937                 {
938                         if (dl->radius)
939                         {
940                                 tempmatrix = dl->matrix;
941                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
942                                 // we need the corona fading to be persistent
943                                 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);
944                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
945                         }
946                 }
947         }
948
949         if (!cl.lightstyle)
950         {
951                 for (j = 0;j < cl.max_lightstyle;j++)
952                 {
953                         r_refdef.scene.rtlightstylevalue[j] = 1;
954                         r_refdef.scene.lightstylevalue[j] = 256;
955                 }
956                 return;
957         }
958
959 // light animations
960 // 'm' is normal light, 'a' is no light, 'z' is double bright
961         f = cl.time * 10;
962         i = (int)floor(f);
963         frac = f - i;
964         for (j = 0;j < cl.max_lightstyle;j++)
965         {
966                 if (!cl.lightstyle[j].length)
967                 {
968                         r_refdef.scene.rtlightstylevalue[j] = 1;
969                         r_refdef.scene.lightstylevalue[j] = 256;
970                         continue;
971                 }
972                 // static lightstyle "=value"
973                 if (cl.lightstyle[j].map[0] == '=')
974                 {
975                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
976                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
977                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
978                         continue;
979                 }
980                 k = i % cl.lightstyle[j].length;
981                 l = (i-1) % cl.lightstyle[j].length;
982                 k = cl.lightstyle[j].map[k] - 'a';
983                 l = cl.lightstyle[j].map[l] - 'a';
984                 // rtlightstylevalue is always interpolated because it has no bad
985                 // consequences for performance
986                 // lightstylevalue is subject to a cvar for performance reasons;
987                 // skipping lightmap updates on most rendered frames substantially
988                 // improves framerates (but makes light fades look bad)
989                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
990                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
991         }
992 }
993
994 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
995 {
996         int frame = player->render.framegroupblend[0].frame;
997         float f;
998         entity_render_t *flagrender;
999         matrix4x4_t flagmatrix;
1000
1001         // this code taken from QuakeWorld
1002         f = 14;
1003         if (frame >= 29 && frame <= 40)
1004         {
1005                 if (frame >= 29 && frame <= 34)
1006                 { //axpain
1007                         if      (frame == 29) f = f + 2;
1008                         else if (frame == 30) f = f + 8;
1009                         else if (frame == 31) f = f + 12;
1010                         else if (frame == 32) f = f + 11;
1011                         else if (frame == 33) f = f + 10;
1012                         else if (frame == 34) f = f + 4;
1013                 }
1014                 else if (frame >= 35 && frame <= 40)
1015                 { // pain
1016                         if      (frame == 35) f = f + 2;
1017                         else if (frame == 36) f = f + 10;
1018                         else if (frame == 37) f = f + 10;
1019                         else if (frame == 38) f = f + 8;
1020                         else if (frame == 39) f = f + 4;
1021                         else if (frame == 40) f = f + 2;
1022                 }
1023         }
1024         else if (frame >= 103 && frame <= 118)
1025         {
1026                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1027                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1028                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1029                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1030         }
1031         // end of code taken from QuakeWorld
1032
1033         flagrender = CL_NewTempEntity(player->render.shadertime);
1034         if (!flagrender)
1035                 return;
1036
1037         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1038         flagrender->skinnum = skin;
1039         flagrender->alpha = 1;
1040         VectorSet(flagrender->colormod, 1, 1, 1);
1041         VectorSet(flagrender->glowmod, 1, 1, 1);
1042         // attach the flag to the player matrix
1043         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1044         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1045         CL_UpdateRenderEntity(flagrender);
1046 }
1047
1048 matrix4x4_t viewmodelmatrix_withbob;
1049 matrix4x4_t viewmodelmatrix_nobob;
1050
1051 static const vec3_t muzzleflashorigin = {18, 0, 0};
1052
1053 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1054 {
1055         const unsigned char *cbcolor;
1056         if (colormap >= 0)
1057         {
1058                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1059                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1060                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1061                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1062         }
1063         else
1064         {
1065                 VectorClear(ent->colormap_pantscolor);
1066                 VectorClear(ent->colormap_shirtcolor);
1067         }
1068 }
1069
1070 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1071 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1072 {
1073         const matrix4x4_t *matrix;
1074         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1075         int frame;
1076         vec_t origin[3], angles[3], lerp;
1077         entity_t *t;
1078         entity_render_t *r;
1079         //entity_persistent_t *p = &e->persistent;
1080         //entity_render_t *r = &e->render;
1081         // skip inactive entities and world
1082         if (!e->state_current.active || e == cl.entities)
1083                 return;
1084         if (recursionlimit < 1)
1085                 return;
1086         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1087         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1088         e->render.flags = e->state_current.flags;
1089         e->render.effects = e->state_current.effects;
1090         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1091         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1092         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1093                 e->render.entitynumber = e - cl.entities;
1094         else
1095                 e->render.entitynumber = 0;
1096         if (e->state_current.flags & RENDER_COLORMAPPED)
1097                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1098         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1099                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1100         else
1101                 CL_SetEntityColormapColors(&e->render, -1);
1102         e->render.skinnum = e->state_current.skin;
1103         if (e->state_current.tagentity)
1104         {
1105                 // attached entity (gun held in player model's hand, etc)
1106                 // if the tag entity is currently impossible, skip it
1107                 if (e->state_current.tagentity >= cl.num_entities)
1108                         return;
1109                 t = cl.entities + e->state_current.tagentity;
1110                 // if the tag entity is inactive, skip it
1111                 if (t->state_current.active)
1112                 {
1113                         // update the parent first
1114                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1115                         r = &t->render;
1116                 }
1117                 else
1118                 {
1119                         // it may still be a CSQC entity... trying to use its
1120                         // info from last render frame (better than nothing)
1121                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1122                                 return;
1123                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1124                         if(!r->entitynumber)
1125                                 return; // neither CSQC nor legacy entity... can't attach
1126                 }
1127                 // make relative to the entity
1128                 matrix = &r->matrix;
1129                 // some properties of the tag entity carry over
1130                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1131                 // if a valid tagindex is used, make it relative to that tag instead
1132                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1133                 {
1134                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1135                         {
1136                                 // concat the tag matrices onto the entity matrix
1137                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1138                                 // use the constructed tag matrix
1139                                 matrix = &tempmatrix;
1140                         }
1141                 }
1142         }
1143         else if (e->render.flags & RENDER_VIEWMODEL)
1144         {
1145                 // view-relative entity (guns and such)
1146                 if (e->render.effects & EF_NOGUNBOB)
1147                         matrix = &viewmodelmatrix_nobob; // really attached to view
1148                 else
1149                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1150         }
1151         else
1152         {
1153                 // world-relative entity (the normal kind)
1154                 matrix = &identitymatrix;
1155         }
1156
1157         // movement lerp
1158         // if it's the predicted player entity, update according to client movement
1159         // but don't lerp if going through a teleporter as it causes a bad lerp
1160         // also don't use the predicted location if fixangle was set on both of
1161         // the most recent server messages, as that cause means you are spectating
1162         // someone or watching a cutscene of some sort
1163         if (cl_nolerp.integer || cls.timedemo)
1164                 interpolate = false;
1165         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1166         {
1167                 VectorCopy(cl.movement_origin, origin);
1168                 VectorSet(angles, 0, cl.viewangles[1], 0);
1169         }
1170         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1171         {
1172                 // interpolate the origin and angles
1173                 lerp = max(0, lerp);
1174                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1175 #if 0
1176                 // this fails at the singularity of euler angles
1177                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1178                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1179                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1180                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1181                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1182 #else
1183                 {
1184                         vec3_t f0, u0, f1, u1;
1185                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1186                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1187                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1188                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1189                         AnglesFromVectors(angles, f0, u0, false);
1190                 }
1191 #endif
1192         }
1193         else
1194         {
1195                 // no interpolation
1196                 VectorCopy(e->persistent.neworigin, origin);
1197                 VectorCopy(e->persistent.newangles, angles);
1198         }
1199
1200         // model setup and some modelflags
1201         frame = e->state_current.frame;
1202         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1203         if (e->render.model)
1204         {
1205                 if (e->render.skinnum >= e->render.model->numskins)
1206                         e->render.skinnum = 0;
1207                 if (frame >= e->render.model->numframes)
1208                         frame = 0;
1209                 // models can set flags such as EF_ROCKET
1210                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1211                 if (!(e->render.effects & 0xFF800000))
1212                         e->render.effects |= e->render.model->effects;
1213                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1214                 if (e->render.model->type == mod_alias)
1215                         angles[0] = -angles[0];
1216                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1217                 {
1218                         VectorScale(e->render.colormod, 2, e->render.colormod);
1219                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1220                 }
1221         }
1222         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1223         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1224                 angles[0] = -angles[0];
1225                 // NOTE: this must be synced to SV_GetPitchSign!
1226
1227         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1228         {
1229                 angles[1] = ANGLEMOD(100*cl.time);
1230                 if (cl_itembobheight.value)
1231                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1232         }
1233
1234         // animation lerp
1235         e->render.skeleton = NULL;
1236         if (e->render.flags & RENDER_COMPLEXANIMATION)
1237         {
1238                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1239                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1240                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1241                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1242                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1243                         e->render.skeleton = &e->state_current.skeletonobject;
1244         }
1245         else if (e->render.framegroupblend[0].frame == frame)
1246         {
1247                 // update frame lerp fraction
1248                 e->render.framegroupblend[0].lerp = 1;
1249                 e->render.framegroupblend[1].lerp = 0;
1250                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1251                 {
1252                         // make sure frame lerp won't last longer than 100ms
1253                         // (this mainly helps with models that use framegroups and
1254                         // switch between them infrequently)
1255                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1256                         if(e->render.model)
1257                         if(e->render.model->animscenes)
1258                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1259                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1260                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1261                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1262                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1263                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1264                 }
1265         }
1266         else
1267         {
1268                 // begin a new frame lerp
1269                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1270                 e->render.framegroupblend[1].lerp = 1;
1271                 e->render.framegroupblend[0].frame = frame;
1272                 e->render.framegroupblend[0].start = cl.time;
1273                 e->render.framegroupblend[0].lerp = 0;
1274         }
1275
1276         // set up the render matrix
1277         if (matrix)
1278         {
1279                 // attached entity, this requires a matrix multiply (concat)
1280                 // FIXME: e->render.scale should go away
1281                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1282                 // concat the matrices to make the entity relative to its tag
1283                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1284                 // get the origin from the new matrix
1285                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1286         }
1287         else
1288         {
1289                 // unattached entities are faster to process
1290                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1291         }
1292
1293         // tenebrae's sprites are all additive mode (weird)
1294         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1295                 e->render.flags |= RENDER_ADDITIVE;
1296         // player model is only shown with chase_active on
1297         if (e->state_current.number == cl.viewentity)
1298                 e->render.flags |= RENDER_EXTERIORMODEL;
1299         // either fullbright or lit
1300         if(!r_fullbright.integer)
1301         {
1302                 if (!(e->render.effects & EF_FULLBRIGHT))
1303                         e->render.flags |= RENDER_LIGHT;
1304         }
1305         // hide player shadow during intermission or nehahra movie
1306         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1307          && (e->render.alpha >= 1)
1308          && !(e->render.flags & RENDER_VIEWMODEL)
1309          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1310                 e->render.flags |= RENDER_SHADOW;
1311         if (e->render.flags & RENDER_VIEWMODEL)
1312                 e->render.flags |= RENDER_NOSELFSHADOW;
1313         if (e->render.effects & EF_NOSELFSHADOW)
1314                 e->render.flags |= RENDER_NOSELFSHADOW;
1315         if (e->render.effects & EF_NODEPTHTEST)
1316                 e->render.flags |= RENDER_NODEPTHTEST;
1317         if (e->render.effects & EF_ADDITIVE)
1318                 e->render.flags |= RENDER_ADDITIVE;
1319         if (e->render.effects & EF_DOUBLESIDED)
1320                 e->render.flags |= RENDER_DOUBLESIDED;
1321         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1322                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1323
1324         // make the other useful stuff
1325         e->render.allowdecals = true;
1326         CL_UpdateRenderEntity(&e->render);
1327 }
1328
1329 // creates light and trails from an entity
1330 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1331 {
1332         effectnameindex_t trailtype;
1333         vec3_t origin;
1334
1335         // bmodels are treated specially since their origin is usually '0 0 0' and
1336         // their actual geometry is far from '0 0 0'
1337         if (e->render.model && e->render.model->soundfromcenter)
1338         {
1339                 vec3_t o;
1340                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1341                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1342         }
1343         else
1344                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1345
1346         // handle particle trails and such effects now that we know where this
1347         // entity is in the world...
1348         trailtype = EFFECT_NONE;
1349         // LadyHavoc: if the entity has no effects, don't check each
1350         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1351         {
1352                 if (e->render.effects & EF_BRIGHTFIELD)
1353                 {
1354                         if (IS_NEXUIZ_DERIVED(gamemode))
1355                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1356                         else
1357                                 CL_EntityParticles(e);
1358                 }
1359                 if (e->render.effects & EF_FLAME)
1360                         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);
1361                 if (e->render.effects & EF_STARDUST)
1362                         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);
1363         }
1364         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1365         {
1366                 // these are only set on player entities
1367                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1368         }
1369         // muzzleflash fades over time
1370         if (e->persistent.muzzleflash > 0)
1371                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1372         // LadyHavoc: if the entity has no effects, don't check each
1373         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1374         {
1375                 if (e->render.effects & EF_GIB)
1376                         trailtype = EFFECT_TR_BLOOD;
1377                 else if (e->render.effects & EF_ZOMGIB)
1378                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1379                 else if (e->render.effects & EF_TRACER)
1380                         trailtype = EFFECT_TR_WIZSPIKE;
1381                 else if (e->render.effects & EF_TRACER2)
1382                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1383                 else if (e->render.effects & EF_ROCKET)
1384                         trailtype = EFFECT_TR_ROCKET;
1385                 else if (e->render.effects & EF_GRENADE)
1386                 {
1387                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1388                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1389                 }
1390                 else if (e->render.effects & EF_TRACER3)
1391                         trailtype = EFFECT_TR_VORESPIKE;
1392         }
1393         // do trails
1394         if (e->render.flags & RENDER_GLOWTRAIL)
1395                 trailtype = EFFECT_TR_GLOWTRAIL;
1396         if (e->state_current.traileffectnum)
1397                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1398         // check if a trail is allowed (it is not after a teleport for example)
1399         if (trailtype && e->persistent.trail_allowed)
1400         {
1401                 float len;
1402                 vec3_t vel;
1403                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1404                 len = e->state_current.time - e->state_previous.time;
1405                 if (len > 0)
1406                         len = 1.0f / len;
1407                 VectorScale(vel, len, vel);
1408                 // 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
1409                 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);
1410         }
1411         // now that the entity has survived one trail update it is allowed to
1412         // leave a real trail on later frames
1413         e->persistent.trail_allowed = true;
1414         VectorCopy(origin, e->persistent.trail_origin);
1415 }
1416
1417
1418 /*
1419 ===============
1420 CL_UpdateViewEntities
1421 ===============
1422 */
1423 void CL_UpdateViewEntities(void)
1424 {
1425         int i;
1426         // update any RENDER_VIEWMODEL entities to use the new view matrix
1427         for (i = 1;i < cl.num_entities;i++)
1428         {
1429                 if (cl.entities_active[i])
1430                 {
1431                         entity_t *ent = cl.entities + i;
1432                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1433                                 CL_UpdateNetworkEntity(ent, 32, true);
1434                 }
1435         }
1436         // and of course the engine viewmodel needs updating as well
1437         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1438 }
1439
1440 /*
1441 ===============
1442 CL_UpdateNetworkCollisionEntities
1443 ===============
1444 */
1445 static void CL_UpdateNetworkCollisionEntities(void)
1446 {
1447         entity_t *ent;
1448         int i;
1449
1450         // start on the entity after the world
1451         cl.num_brushmodel_entities = 0;
1452         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1453         {
1454                 if (cl.entities_active[i])
1455                 {
1456                         ent = cl.entities + i;
1457                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1458                         {
1459                                 // do not interpolate the bmodels for this
1460                                 CL_UpdateNetworkEntity(ent, 32, false);
1461                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1462                         }
1463                 }
1464         }
1465 }
1466
1467 /*
1468 ===============
1469 CL_UpdateNetworkEntities
1470 ===============
1471 */
1472 static void CL_UpdateNetworkEntities(void)
1473 {
1474         entity_t *ent;
1475         int i;
1476
1477         // start on the entity after the world
1478         for (i = 1;i < cl.num_entities;i++)
1479         {
1480                 if (cl.entities_active[i])
1481                 {
1482                         ent = cl.entities + i;
1483                         if (ent->state_current.active)
1484                         {
1485                                 CL_UpdateNetworkEntity(ent, 32, true);
1486                                 // view models should never create light/trails
1487                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1488                                         CL_UpdateNetworkEntityTrail(ent);
1489                         }
1490                         else
1491                         {
1492                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1493                                 cl.entities_active[i] = false;
1494                         }
1495                 }
1496         }
1497 }
1498
1499 static void CL_UpdateViewModel(void)
1500 {
1501         entity_t *ent;
1502         ent = &cl.viewent;
1503         ent->state_previous = ent->state_current;
1504         ent->state_current = defaultstate;
1505         ent->state_current.time = cl.time;
1506         ent->state_current.number = (unsigned short)-1;
1507         ent->state_current.active = true;
1508         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1509         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1510         ent->state_current.flags = RENDER_VIEWMODEL;
1511         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1512                 ent->state_current.modelindex = 0;
1513         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1514         {
1515                 if (gamemode == GAME_TRANSFUSION)
1516                         ent->state_current.alpha = 128;
1517                 else
1518                         ent->state_current.modelindex = 0;
1519         }
1520         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1521         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1522
1523         // reset animation interpolation on weaponmodel if model changed
1524         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1525         {
1526                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1527                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1528                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1529         }
1530         CL_UpdateNetworkEntity(ent, 32, true);
1531 }
1532
1533 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1534 static void CL_LinkNetworkEntity(entity_t *e)
1535 {
1536         effectnameindex_t trailtype;
1537         vec3_t origin;
1538         vec3_t dlightcolor;
1539         vec_t dlightradius;
1540         char vabuf[1024];
1541
1542         // skip inactive entities and world
1543         if (!e->state_current.active || e == cl.entities)
1544                 return;
1545         if (e->state_current.tagentity)
1546         {
1547                 // if the tag entity is currently impossible, skip it
1548                 if (e->state_current.tagentity >= cl.num_entities)
1549                         return;
1550                 // if the tag entity is inactive, skip it
1551                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1552                 {
1553                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1554                                 return;
1555                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1556                                 return;
1557                         // if we get here, it's properly csqc networked and attached
1558                 }
1559         }
1560
1561         // create entity dlights associated with this entity
1562         if (e->render.model && e->render.model->soundfromcenter)
1563         {
1564                 // bmodels are treated specially since their origin is usually '0 0 0'
1565                 vec3_t o;
1566                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1567                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1568         }
1569         else
1570                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1571         trailtype = EFFECT_NONE;
1572         dlightradius = 0;
1573         dlightcolor[0] = 0;
1574         dlightcolor[1] = 0;
1575         dlightcolor[2] = 0;
1576         // LadyHavoc: if the entity has no effects, don't check each
1577         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1578         {
1579                 if (e->render.effects & EF_BRIGHTFIELD)
1580                 {
1581                         if (IS_NEXUIZ_DERIVED(gamemode))
1582                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1583                 }
1584                 if (e->render.effects & EF_DIMLIGHT)
1585                 {
1586                         dlightradius = max(dlightradius, 200);
1587                         dlightcolor[0] += 1.50f;
1588                         dlightcolor[1] += 1.50f;
1589                         dlightcolor[2] += 1.50f;
1590                 }
1591                 if (e->render.effects & EF_BRIGHTLIGHT)
1592                 {
1593                         dlightradius = max(dlightradius, 400);
1594                         dlightcolor[0] += 3.00f;
1595                         dlightcolor[1] += 3.00f;
1596                         dlightcolor[2] += 3.00f;
1597                 }
1598                 // LadyHavoc: more effects
1599                 if (e->render.effects & EF_RED) // red
1600                 {
1601                         dlightradius = max(dlightradius, 200);
1602                         dlightcolor[0] += 1.50f;
1603                         dlightcolor[1] += 0.15f;
1604                         dlightcolor[2] += 0.15f;
1605                 }
1606                 if (e->render.effects & EF_BLUE) // blue
1607                 {
1608                         dlightradius = max(dlightradius, 200);
1609                         dlightcolor[0] += 0.15f;
1610                         dlightcolor[1] += 0.15f;
1611                         dlightcolor[2] += 1.50f;
1612                 }
1613                 if (e->render.effects & EF_FLAME)
1614                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1615                 if (e->render.effects & EF_STARDUST)
1616                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1617         }
1618         // muzzleflash fades over time, and is offset a bit
1619         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1620         {
1621                 vec3_t v2;
1622                 vec3_t color;
1623                 trace_t trace;
1624                 matrix4x4_t tempmatrix;
1625                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1626                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1627                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1628                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1629                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1630                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1631                 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);
1632                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1633         }
1634         // LadyHavoc: if the model has no flags, don't check each
1635         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1636         {
1637                 if (e->render.effects & EF_GIB)
1638                         trailtype = EFFECT_TR_BLOOD;
1639                 else if (e->render.effects & EF_ZOMGIB)
1640                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1641                 else if (e->render.effects & EF_TRACER)
1642                         trailtype = EFFECT_TR_WIZSPIKE;
1643                 else if (e->render.effects & EF_TRACER2)
1644                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1645                 else if (e->render.effects & EF_ROCKET)
1646                         trailtype = EFFECT_TR_ROCKET;
1647                 else if (e->render.effects & EF_GRENADE)
1648                 {
1649                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1650                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1651                 }
1652                 else if (e->render.effects & EF_TRACER3)
1653                         trailtype = EFFECT_TR_VORESPIKE;
1654         }
1655         // LadyHavoc: customizable glow
1656         if (e->state_current.glowsize)
1657         {
1658                 // * 4 for the expansion from 0-255 to 0-1023 range,
1659                 // / 255 to scale down byte colors
1660                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1661                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1662         }
1663         // custom rtlight
1664         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1665         {
1666                 matrix4x4_t dlightmatrix;
1667                 vec4_t light;
1668                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1669                 light[3] = e->state_current.light[3];
1670                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1671                         VectorSet(light, 1, 1, 1);
1672                 if (light[3] == 0)
1673                         light[3] = 350;
1674                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1675                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1676                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1677                 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);
1678                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1679         }
1680         // make the glow dlight
1681         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1682         {
1683                 matrix4x4_t dlightmatrix;
1684                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1685                 // hack to make glowing player light shine on their gun
1686                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1687                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1688                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1689                 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);
1690                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1691         }
1692         // do trail light
1693         if (e->render.flags & RENDER_GLOWTRAIL)
1694                 trailtype = EFFECT_TR_GLOWTRAIL;
1695         if (e->state_current.traileffectnum)
1696                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1697         if (trailtype)
1698                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1699
1700         // don't show entities with no modelindex (note: this still shows
1701         // entities which have a modelindex that resolved to a NULL model)
1702         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1703                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1704         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1705         //      Matrix4x4_Print(&e->render.matrix);
1706 }
1707
1708 static void CL_RelinkWorld(void)
1709 {
1710         entity_t *ent = &cl.entities[0];
1711         // FIXME: this should be done at load
1712         ent->render.matrix = identitymatrix;
1713         ent->render.flags = RENDER_SHADOW;
1714         if (!r_fullbright.integer)
1715                 ent->render.flags |= RENDER_LIGHT;
1716         VectorSet(ent->render.colormod, 1, 1, 1);
1717         VectorSet(ent->render.glowmod, 1, 1, 1);
1718         ent->render.allowdecals = true;
1719         CL_UpdateRenderEntity(&ent->render);
1720         r_refdef.scene.worldentity = &ent->render;
1721         r_refdef.scene.worldmodel = cl.worldmodel;
1722
1723         // if the world is q2bsp, animate the textures
1724         if (ent->render.model && ent->render.model->brush.isq2bsp)
1725                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1726 }
1727
1728 static void CL_RelinkStaticEntities(void)
1729 {
1730         int i;
1731         entity_t *e;
1732         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1733         {
1734                 e->render.flags = 0;
1735                 // if the model was not loaded when the static entity was created we
1736                 // need to re-fetch the model pointer
1737                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1738                 // either fullbright or lit
1739                 if(!r_fullbright.integer)
1740                 {
1741                         if (!(e->render.effects & EF_FULLBRIGHT))
1742                                 e->render.flags |= RENDER_LIGHT;
1743                 }
1744                 // hide player shadow during intermission or nehahra movie
1745                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1746                         e->render.flags |= RENDER_SHADOW;
1747                 VectorSet(e->render.colormod, 1, 1, 1);
1748                 VectorSet(e->render.glowmod, 1, 1, 1);
1749                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1750                 e->render.allowdecals = true;
1751                 CL_UpdateRenderEntity(&e->render);
1752                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1753         }
1754 }
1755
1756 /*
1757 ===============
1758 CL_RelinkEntities
1759 ===============
1760 */
1761 static void CL_RelinkNetworkEntities(void)
1762 {
1763         entity_t *ent;
1764         int i;
1765
1766         // start on the entity after the world
1767         for (i = 1;i < cl.num_entities;i++)
1768         {
1769                 if (cl.entities_active[i])
1770                 {
1771                         ent = cl.entities + i;
1772                         if (ent->state_current.active)
1773                                 CL_LinkNetworkEntity(ent);
1774                         else
1775                                 cl.entities_active[i] = false;
1776                 }
1777         }
1778 }
1779
1780 static void CL_RelinkEffects(void)
1781 {
1782         int i, intframe;
1783         cl_effect_t *e;
1784         entity_render_t *entrender;
1785         float frame;
1786
1787         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1788         {
1789                 if (e->active)
1790                 {
1791                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1792                         intframe = (int)frame;
1793                         if (intframe < 0 || intframe >= e->endframe)
1794                         {
1795                                 memset(e, 0, sizeof(*e));
1796                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1797                                         cl.num_effects--;
1798                                 continue;
1799                         }
1800
1801                         if (intframe != e->frame)
1802                         {
1803                                 e->frame = intframe;
1804                                 e->frame1time = e->frame2time;
1805                                 e->frame2time = cl.time;
1806                         }
1807
1808                         // if we're drawing effects, get a new temp entity
1809                         // (NewTempEntity adds it to the render entities list for us)
1810                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1811                         {
1812                                 // interpolation stuff
1813                                 entrender->framegroupblend[0].frame = intframe;
1814                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1815                                 entrender->framegroupblend[0].start = e->frame1time;
1816                                 if (intframe + 1 >= e->endframe)
1817                                 {
1818                                         entrender->framegroupblend[1].frame = 0; // disappear
1819                                         entrender->framegroupblend[1].lerp = 0;
1820                                         entrender->framegroupblend[1].start = 0;
1821                                 }
1822                                 else
1823                                 {
1824                                         entrender->framegroupblend[1].frame = intframe + 1;
1825                                         entrender->framegroupblend[1].lerp = frame - intframe;
1826                                         entrender->framegroupblend[1].start = e->frame2time;
1827                                 }
1828
1829                                 // normal stuff
1830                                 entrender->model = e->model;
1831                                 entrender->alpha = 1;
1832                                 VectorSet(entrender->colormod, 1, 1, 1);
1833                                 VectorSet(entrender->glowmod, 1, 1, 1);
1834
1835                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1836                                 CL_UpdateRenderEntity(entrender);
1837                         }
1838                 }
1839         }
1840 }
1841
1842 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1843 {
1844         VectorCopy(b->start, start);
1845         VectorCopy(b->end, end);
1846
1847         // if coming from the player, update the start position
1848         if (b->entity == cl.viewentity)
1849         {
1850                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1851                 {
1852                         // LadyHavoc: this is a stupid hack from Quake that makes your
1853                         // lightning appear to come from your waist and cover less of your
1854                         // view
1855                         // in Quake this hack was applied to all players (causing the
1856                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1857                         // only applies to your own lightning, and only in first person
1858                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1859                 }
1860                 if (cl_beams_instantaimhack.integer)
1861                 {
1862                         vec3_t dir, localend;
1863                         vec_t len;
1864                         // LadyHavoc: this updates the beam direction to match your
1865                         // viewangles
1866                         VectorSubtract(end, start, dir);
1867                         len = VectorLength(dir);
1868                         VectorNormalize(dir);
1869                         VectorSet(localend, len, 0, 0);
1870                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1871                 }
1872         }
1873 }
1874
1875 void CL_RelinkBeams(void)
1876 {
1877         int i;
1878         beam_t *b;
1879         vec3_t dist, org, start, end;
1880         float d;
1881         entity_render_t *entrender;
1882         double yaw, pitch;
1883         float forward;
1884         matrix4x4_t tempmatrix;
1885
1886         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1887         {
1888                 if (!b->model)
1889                         continue;
1890                 if (b->endtime < cl.time)
1891                 {
1892                         b->model = NULL;
1893                         continue;
1894                 }
1895
1896                 CL_Beam_CalculatePositions(b, start, end);
1897
1898                 if (b->lightning)
1899                 {
1900                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1901                         {
1902                                 // FIXME: create a matrix from the beam start/end orientation
1903                                 vec3_t dlightcolor;
1904                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1905                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1906                                 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);
1907                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1908                         }
1909                         if (cl_beams_polygons.integer)
1910                         {
1911                                 CL_Beam_AddPolygons(b);
1912                                 continue;
1913                         }
1914                 }
1915
1916                 // calculate pitch and yaw
1917                 // (this is similar to the QuakeC builtin function vectoangles)
1918                 VectorSubtract(end, start, dist);
1919                 if (dist[1] == 0 && dist[0] == 0)
1920                 {
1921                         yaw = 0;
1922                         if (dist[2] > 0)
1923                                 pitch = 90;
1924                         else
1925                                 pitch = 270;
1926                 }
1927                 else
1928                 {
1929                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1930                         if (yaw < 0)
1931                                 yaw += 360;
1932
1933                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1934                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1935                         if (pitch < 0)
1936                                 pitch += 360;
1937                 }
1938
1939                 // add new entities for the lightning
1940                 VectorCopy (start, org);
1941                 d = VectorNormalizeLength(dist);
1942                 while (d > 0)
1943                 {
1944                         entrender = CL_NewTempEntity (0);
1945                         if (!entrender)
1946                                 return;
1947                         entrender->model = b->model;
1948                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1949                         CL_UpdateRenderEntity(entrender);
1950                         VectorMA(org, 30, dist, org);
1951                         d -= 30;
1952                 }
1953         }
1954
1955         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1956                 cl.num_beams--;
1957 }
1958
1959 static void CL_RelinkQWNails(void)
1960 {
1961         int i;
1962         vec_t *v;
1963         entity_render_t *entrender;
1964
1965         for (i = 0;i < cl.qw_num_nails;i++)
1966         {
1967                 v = cl.qw_nails[i];
1968
1969                 // if we're drawing effects, get a new temp entity
1970                 // (NewTempEntity adds it to the render entities list for us)
1971                 if (!(entrender = CL_NewTempEntity(0)))
1972                         continue;
1973
1974                 // normal stuff
1975                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1976                 entrender->alpha = 1;
1977                 VectorSet(entrender->colormod, 1, 1, 1);
1978                 VectorSet(entrender->glowmod, 1, 1, 1);
1979
1980                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1981                 CL_UpdateRenderEntity(entrender);
1982         }
1983 }
1984
1985 static void CL_LerpPlayer(float frac)
1986 {
1987         int i;
1988
1989         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1990         for (i = 0;i < 3;i++)
1991         {
1992                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1993                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1994                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1995         }
1996
1997         // interpolate the angles if playing a demo or spectating someone
1998         if (cls.demoplayback || cl.fixangle[0])
1999         {
2000                 for (i = 0;i < 3;i++)
2001                 {
2002                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2003                         if (d > 180)
2004                                 d -= 360;
2005                         else if (d < -180)
2006                                 d += 360;
2007                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2008                 }
2009         }
2010 }
2011
2012 void CSQC_RelinkAllEntities (int drawmask)
2013 {
2014         // link stuff
2015         CL_RelinkWorld();
2016         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2017         CL_MeshEntities_Scene_AddRenderEntity();
2018         CL_RelinkStaticEntities();
2019         CL_RelinkBeams();
2020         CL_RelinkEffects();
2021         CL_RelinkLightFlashes();
2022
2023         // link stuff
2024         if (drawmask & ENTMASK_ENGINE)
2025         {
2026                 CL_RelinkNetworkEntities();
2027                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2028                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2029                 CL_RelinkQWNails();
2030         }
2031
2032         // update view blend
2033         V_CalcViewBlend();
2034 }
2035
2036 /*
2037 ===============
2038 CL_UpdateWorld
2039
2040 Update client game world for a new frame
2041 ===============
2042 */
2043 void CL_UpdateWorld(void)
2044 {
2045         r_refdef.scene.extraupdate = !r_speeds.integer;
2046         r_refdef.scene.numentities = 0;
2047         r_refdef.scene.numlights = 0;
2048         r_refdef.view.matrix = identitymatrix;
2049         r_refdef.view.quality = 1;
2050                 
2051         cl.num_brushmodel_entities = 0;
2052
2053         if (cls.state == ca_connected && cls.signon == SIGNONS)
2054         {
2055                 // prepare for a new frame
2056                 CL_LerpPlayer(CL_LerpPoint());
2057                 CL_DecayLightFlashes();
2058                 CL_ClearTempEntities();
2059                 V_DriftPitch();
2060                 V_FadeViewFlashs();
2061
2062                 // if prediction is enabled we have to update all the collidable
2063                 // network entities before the prediction code can be run
2064                 CL_UpdateNetworkCollisionEntities();
2065
2066                 // now update the player prediction
2067                 CL_ClientMovement_Replay();
2068
2069                 // update the player entity (which may be predicted)
2070                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2071
2072                 // now update the view (which depends on that player entity)
2073                 V_CalcRefdef();
2074
2075                 // now update all the network entities and create particle trails
2076                 // (some entities may depend on the view)
2077                 CL_UpdateNetworkEntities();
2078
2079                 // update the engine-based viewmodel
2080                 CL_UpdateViewModel();
2081
2082                 // when csqc is loaded, it will call this in CSQC_UpdateView
2083                 if (!cl.csqc_loaded)
2084                 {
2085                         // clear the CL_Mesh_Scene() used for some engine effects
2086                         CL_MeshEntities_Scene_Clear();
2087                         // add engine entities and effects
2088                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2089                 }
2090
2091                 // decals, particles, and explosions will be updated during rneder
2092         }
2093
2094         r_refdef.scene.time = cl.time;
2095 }
2096
2097 /*
2098 ======================
2099 CL_Fog_f
2100 ======================
2101 */
2102 static void CL_Fog_f(cmd_state_t *cmd)
2103 {
2104         if (Cmd_Argc (cmd) == 1)
2105         {
2106                 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);
2107                 return;
2108         }
2109         FOG_clear(); // so missing values get good defaults
2110         if(Cmd_Argc(cmd) > 1)
2111                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2112         if(Cmd_Argc(cmd) > 2)
2113                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2114         if(Cmd_Argc(cmd) > 3)
2115                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2116         if(Cmd_Argc(cmd) > 4)
2117                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2118         if(Cmd_Argc(cmd) > 5)
2119                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2120         if(Cmd_Argc(cmd) > 6)
2121                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2122         if(Cmd_Argc(cmd) > 7)
2123                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2124         if(Cmd_Argc(cmd) > 8)
2125                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2126         if(Cmd_Argc(cmd) > 9)
2127                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2128 }
2129
2130 /*
2131 ======================
2132 CL_FogHeightTexture_f
2133 ======================
2134 */
2135 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2136 {
2137         if (Cmd_Argc (cmd) < 11)
2138         {
2139                 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);
2140                 return;
2141         }
2142         FOG_clear(); // so missing values get good defaults
2143         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2144         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2145         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2146         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2147         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2148         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2149         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2150         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2151         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2152         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2153 }
2154
2155
2156 /*
2157 ====================
2158 CL_TimeRefresh_f
2159
2160 For program optimization
2161 ====================
2162 */
2163 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2164 {
2165         int i;
2166         double timestart, timedelta;
2167
2168         r_refdef.scene.extraupdate = false;
2169
2170         timestart = Sys_DirtyTime();
2171         for (i = 0;i < 128;i++)
2172         {
2173                 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);
2174                 r_refdef.view.quality = 1;
2175                 CL_UpdateScreen();
2176         }
2177         timedelta = Sys_DirtyTime() - timestart;
2178
2179         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2180 }
2181
2182 static void CL_AreaStats_f(cmd_state_t *cmd)
2183 {
2184         World_PrintAreaStats(&cl.world, "client");
2185 }
2186
2187 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2188 {
2189         int i;
2190         cl_locnode_t *loc;
2191         cl_locnode_t *best;
2192         vec3_t nearestpoint;
2193         vec_t dist, bestdist;
2194         best = NULL;
2195         bestdist = 0;
2196         for (loc = cl.locnodes;loc;loc = loc->next)
2197         {
2198                 for (i = 0;i < 3;i++)
2199                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2200                 dist = VectorDistance2(nearestpoint, point);
2201                 if (bestdist > dist || !best)
2202                 {
2203                         bestdist = dist;
2204                         best = loc;
2205                         if (bestdist < 1)
2206                                 break;
2207                 }
2208         }
2209         return best;
2210 }
2211
2212 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2213 {
2214         cl_locnode_t *loc;
2215         loc = CL_Locs_FindNearest(point);
2216         if (loc)
2217                 strlcpy(buffer, loc->name, buffersize);
2218         else
2219                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2220 }
2221
2222 static void CL_Locs_FreeNode(cl_locnode_t *node)
2223 {
2224         cl_locnode_t **pointer, **next;
2225         for (pointer = &cl.locnodes;*pointer;pointer = next)
2226         {
2227                 next = &(*pointer)->next;
2228                 if (*pointer == node)
2229                 {
2230                         *pointer = node->next;
2231                         Mem_Free(node);
2232                         return;
2233                 }
2234         }
2235         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2236 }
2237
2238 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2239 {
2240         cl_locnode_t *node, **pointer;
2241         int namelen;
2242         if (!name)
2243                 name = "";
2244         namelen = (int)strlen(name);
2245         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2246         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2247         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2248         node->name = (char *)(node + 1);
2249         memcpy(node->name, name, namelen);
2250         node->name[namelen] = 0;
2251         // link it into the tail of the list to preserve the order
2252         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2253                 ;
2254         *pointer = node;
2255 }
2256
2257 static void CL_Locs_Add_f(cmd_state_t *cmd)
2258 {
2259         vec3_t mins, maxs;
2260         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2261         {
2262                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2263                 return;
2264         }
2265         mins[0] = atof(Cmd_Argv(cmd, 1));
2266         mins[1] = atof(Cmd_Argv(cmd, 2));
2267         mins[2] = atof(Cmd_Argv(cmd, 3));
2268         if (Cmd_Argc(cmd) == 8)
2269         {
2270                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2271                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2272                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2273                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2274         }
2275         else
2276                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2277 }
2278
2279 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2280 {
2281         cl_locnode_t *loc;
2282         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2283         if (loc)
2284                 CL_Locs_FreeNode(loc);
2285         else
2286                 Con_Printf("no loc point or box found for your location\n");
2287 }
2288
2289 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2290 {
2291         while (cl.locnodes)
2292                 CL_Locs_FreeNode(cl.locnodes);
2293 }
2294
2295 static void CL_Locs_Save_f(cmd_state_t *cmd)
2296 {
2297         cl_locnode_t *loc;
2298         qfile_t *outfile;
2299         char locfilename[MAX_QPATH];
2300         if (!cl.locnodes)
2301         {
2302                 Con_Printf("No loc points/boxes exist!\n");
2303                 return;
2304         }
2305         if (cls.state != ca_connected || !cl.worldmodel)
2306         {
2307                 Con_Printf("No level loaded!\n");
2308                 return;
2309         }
2310         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2311
2312         outfile = FS_OpenRealFile(locfilename, "w", false);
2313         if (!outfile)
2314                 return;
2315         // if any boxes are used then this is a proquake-format loc file, which
2316         // allows comments, so add some relevant information at the start
2317         for (loc = cl.locnodes;loc;loc = loc->next)
2318                 if (!VectorCompare(loc->mins, loc->maxs))
2319                         break;
2320         if (loc)
2321         {
2322                 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);
2323                 for (loc = cl.locnodes;loc;loc = loc->next)
2324                         if (VectorCompare(loc->mins, loc->maxs))
2325                                 break;
2326                 if (loc)
2327                         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");
2328         }
2329         for (loc = cl.locnodes;loc;loc = loc->next)
2330         {
2331                 if (VectorCompare(loc->mins, loc->maxs))
2332                 {
2333                         int len;
2334                         const char *s;
2335                         const char *in = loc->name;
2336                         char name[MAX_INPUTLINE];
2337                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2338                         {
2339                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2340                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2341                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2342                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2343                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2344                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2345                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2346                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2347                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2348                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2349                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2350                                 else s = NULL;
2351                                 if (s)
2352                                 {
2353                                         while (len < (int)sizeof(name) - 1 && *s)
2354                                                 name[len++] = *s++;
2355                                         continue;
2356                                 }
2357                                 name[len++] = *in++;
2358                         }
2359                         name[len] = 0;
2360                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2361                 }
2362                 else
2363                         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);
2364         }
2365         FS_Close(outfile);
2366 }
2367
2368 void CL_Locs_Reload_f(cmd_state_t *cmd)
2369 {
2370         int i, linenumber, limit, len;
2371         const char *s;
2372         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2373         fs_offset_t filesize;
2374         vec3_t mins, maxs;
2375         char locfilename[MAX_QPATH];
2376         char name[MAX_INPUTLINE];
2377
2378         if (cls.state != ca_connected || !cl.worldmodel)
2379         {
2380                 Con_Printf("No level loaded!\n");
2381                 return;
2382         }
2383
2384         CL_Locs_Clear_f(cmd);
2385
2386         // try maps/something.loc first (LadyHavoc: where I think they should be)
2387         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2388         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2389         if (!filedata)
2390         {
2391                 // try proquake name as well (LadyHavoc: I hate path mangling)
2392                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2393                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2394                 if (!filedata)
2395                         return;
2396         }
2397         text = filedata;
2398         textend = filedata + filesize;
2399         for (linenumber = 1;text < textend;linenumber++)
2400         {
2401                 linestart = text;
2402                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2403                         ;
2404                 lineend = text;
2405                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2406                         text++;
2407                 if (text < textend)
2408                         text++;
2409                 // trim trailing whitespace
2410                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2411                         lineend--;
2412                 // trim leading whitespace
2413                 while (linestart < lineend && ISWHITESPACE(*linestart))
2414                         linestart++;
2415                 // check if this is a comment
2416                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2417                         continue;
2418                 linetext = linestart;
2419                 limit = 3;
2420                 for (i = 0;i < limit;i++)
2421                 {
2422                         if (linetext >= lineend)
2423                                 break;
2424                         // note: a missing number is interpreted as 0
2425                         if (i < 3)
2426                                 mins[i] = atof(linetext);
2427                         else
2428                                 maxs[i - 3] = atof(linetext);
2429                         // now advance past the number
2430                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2431                                 linetext++;
2432                         // advance through whitespace
2433                         if (linetext < lineend)
2434                         {
2435                                 if (*linetext == ',')
2436                                 {
2437                                         linetext++;
2438                                         limit = 6;
2439                                         // note: comma can be followed by whitespace
2440                                 }
2441                                 if (ISWHITESPACE(*linetext))
2442                                 {
2443                                         // skip whitespace
2444                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2445                                                 linetext++;
2446                                 }
2447                         }
2448                 }
2449                 // if this is a quoted name, remove the quotes
2450                 if (i == 6)
2451                 {
2452                         if (linetext >= lineend || *linetext != '"')
2453                                 continue; // proquake location names are always quoted
2454                         lineend--;
2455                         linetext++;
2456                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2457                         memcpy(name, linetext, len);
2458                         name[len] = 0;
2459                         // add the box to the list
2460                         CL_Locs_AddNode(mins, maxs, name);
2461                 }
2462                 // if a point was parsed, it needs to be scaled down by 8 (since
2463                 // point-based loc files were invented by a proxy which dealt
2464                 // directly with quake protocol coordinates, which are *8), turn
2465                 // it into a box
2466                 else if (i == 3)
2467                 {
2468                         // interpret silly fuhquake macros
2469                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2470                         {
2471                                 if (*linetext == '$')
2472                                 {
2473                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2474                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2475                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2476                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2477                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2478                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2479                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2480                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2481                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2482                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2483                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2484                                         else s = NULL;
2485                                         if (s)
2486                                         {
2487                                                 while (len < (int)sizeof(name) - 1 && *s)
2488                                                         name[len++] = *s++;
2489                                                 continue;
2490                                         }
2491                                 }
2492                                 name[len++] = *linetext++;
2493                         }
2494                         name[len] = 0;
2495                         // add the point to the list
2496                         VectorScale(mins, (1.0 / 8.0), mins);
2497                         CL_Locs_AddNode(mins, mins, name);
2498                 }
2499                 else
2500                         continue;
2501         }
2502 }
2503
2504 entity_t cl_meshentities[NUM_MESHENTITIES];
2505 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2506 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2507 {
2508         "MESH_SCENE",
2509         "MESH_UI",
2510 };
2511
2512 static void CL_MeshEntities_Restart(void)
2513 {
2514         int i;
2515         entity_t *ent;
2516         for (i = 0; i < NUM_MESHENTITIES; i++)
2517         {
2518                 ent = cl_meshentities + i;
2519                 Mod_Mesh_Destroy(ent->render.model);
2520                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2521         }
2522 }
2523
2524 static void CL_MeshEntities_Init(void)
2525 {
2526         int i;
2527         entity_t *ent;
2528         for (i = 0; i < NUM_MESHENTITIES; i++)
2529         {
2530                 ent = cl_meshentities + i;
2531                 ent->state_current.active = true;
2532                 ent->render.model = cl_meshentitymodels + i;
2533                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2534                 ent->render.alpha = 1;
2535                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2536                 ent->render.framegroupblend[0].lerp = 1;
2537                 ent->render.frameblend[0].lerp = 1;
2538                 VectorSet(ent->render.colormod, 1, 1, 1);
2539                 VectorSet(ent->render.glowmod, 1, 1, 1);
2540                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2541                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2542                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2543                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2544                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2545                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2546                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2547                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2548                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2549                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2550                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2551                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2552                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2553                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2554                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2555
2556                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2557                 CL_UpdateRenderEntity(&ent->render);
2558         }
2559         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2560         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2561 }
2562
2563 void CL_MeshEntities_Scene_Clear(void)
2564 {
2565         Mod_Mesh_Reset(CL_Mesh_Scene());
2566 }
2567
2568 void CL_MeshEntities_Scene_AddRenderEntity(void)
2569 {
2570         entity_t* ent = &cl_meshentities[MESH_SCENE];
2571         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2572 }
2573
2574 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2575 {
2576         entity_t *ent = &cl_meshentities[MESH_SCENE];
2577         Mod_Mesh_Finalize(ent->render.model);
2578         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2579         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2580 }
2581
2582 static void CL_MeshEntities_Shutdown(void)
2583 {
2584 }
2585
2586 extern cvar_t r_overheadsprites_pushback;
2587 extern cvar_t r_fullbright_directed_pitch_relative;
2588 extern cvar_t r_fullbright_directed_pitch;
2589 extern cvar_t r_fullbright_directed_ambient;
2590 extern cvar_t r_fullbright_directed_diffuse;
2591 extern cvar_t r_fullbright_directed;
2592 extern cvar_t r_hdr_glowintensity;
2593
2594 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2595 {
2596         vec3_t angles;
2597
2598         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2599         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2600
2601         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2602         // same for all stereo views, and to better handle pitches outside
2603         // [-90, 90] (in_pitch_* cvars allow that).
2604         VectorCopy(cl.viewangles, angles);
2605         if (r_fullbright_directed_pitch_relative.integer) {
2606                 angles[PITCH] += r_fullbright_directed_pitch.value;
2607         }
2608         else {
2609                 angles[PITCH] = r_fullbright_directed_pitch.value;
2610         }
2611         AngleVectors(angles, worldspacenormal, NULL, NULL);
2612         VectorNegate(worldspacenormal, worldspacenormal);
2613 }
2614
2615 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2616 {
2617         float shadingorigin[3], a[3], c[3], dir[3];
2618         int q;
2619
2620         for (q = 0; q < 3; q++)
2621                 a[q] = c[q] = dir[q] = 0;
2622
2623         ent->render_lightgrid = false;
2624         ent->render_modellight_forced = false;
2625         ent->render_rtlight_disabled = false;
2626
2627         // pick an appropriate value for render_modellight_origin - if this is an
2628         // attachment we want to use the parent's render_modellight_origin so that
2629         // shading is the same (also important for r_shadows to cast shadows in the
2630         // same direction)
2631         if (VectorLength2(ent->custommodellight_origin))
2632         {
2633                 // CSQC entities always provide this (via CL_GetTagMatrix)
2634                 for (q = 0; q < 3; q++)
2635                         shadingorigin[q] = ent->custommodellight_origin[q];
2636         }
2637         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2638         {
2639                 // network entity - follow attachment chain back to a root entity,
2640                 int entnum = ent->entitynumber, recursion;
2641                 for (recursion = 32; recursion > 0; --recursion)
2642                 {
2643                         int parentnum = cl.entities[entnum].state_current.tagentity;
2644                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2645                                 break;
2646                         entnum = parentnum;
2647                 }
2648                 // grab the root entity's origin
2649                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2650         }
2651         else
2652         {
2653                 // not a CSQC entity (which sets custommodellight_origin), not a network
2654                 // entity - so it's probably not attached to anything
2655                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2656         }
2657
2658         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2659         {
2660                 // intentionally EF_FULLBRIGHT entity
2661                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2662                 // CSQC can still provide its own customized modellight values
2663                 ent->render_rtlight_disabled = true;
2664                 ent->render_modellight_forced = true;
2665                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2666                 {
2667                         // custom colors provided by CSQC
2668                         for (q = 0; q < 3; q++)
2669                         {
2670                                 a[q] = ent->custommodellight_ambient[q];
2671                                 c[q] = ent->custommodellight_diffuse[q];
2672                                 dir[q] = ent->custommodellight_lightdir[q];
2673                         }
2674                 }
2675                 else if (r_fullbright_directed.integer)
2676                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2677                 else
2678                         for (q = 0; q < 3; q++)
2679                                 a[q] = 1;
2680         }
2681         else
2682         {
2683                 // fetch the lighting from the worldmodel data
2684
2685                 // CSQC can provide its own customized modellight values
2686                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2687                 {
2688                         ent->render_modellight_forced = true;
2689                         for (q = 0; q < 3; q++)
2690                         {
2691                                 a[q] = ent->custommodellight_ambient[q];
2692                                 c[q] = ent->custommodellight_diffuse[q];
2693                                 dir[q] = ent->custommodellight_lightdir[q];
2694                         }
2695                 }
2696                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2697                 {
2698                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2699                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2700                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2701                         ent->render_modellight_forced = true;
2702                         ent->render_rtlight_disabled = true;
2703                 }
2704                 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))
2705                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2706                 {
2707                         ent->render_lightgrid = true;
2708                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2709                 }
2710                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2711                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2712                 else if (r_fullbright_directed.integer)
2713                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2714                 else
2715                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2716         }
2717
2718         for (q = 0; q < 3; q++)
2719         {
2720                 ent->render_fullbright[q] = ent->colormod[q];
2721                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2722                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2723                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2724                 ent->render_modellight_specular[q] = c[q];
2725                 ent->render_modellight_lightdir_world[q] = dir[q];
2726                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2727                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2728                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2729                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2730                 ent->render_rtlight_specular[q] = 1;
2731         }
2732
2733         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2734         if (ent->render_modellight_forced)
2735                 for (q = 0; q < 3; q++)
2736                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2737         if (ent->render_rtlight_disabled)
2738                 for (q = 0; q < 3; q++)
2739                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2740
2741         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2742                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2743         VectorNormalize(ent->render_modellight_lightdir_world);
2744         // transform into local space for the entity as well
2745         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2746         VectorNormalize(ent->render_modellight_lightdir_local);
2747 }
2748
2749
2750 void CL_UpdateEntityShading(void)
2751 {
2752         int i;
2753         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2754         for (i = 0; i < r_refdef.scene.numentities; i++)
2755                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2756 }
2757
2758 qbool vid_opened = false;
2759 void CL_StartVideo(void)
2760 {
2761         if (!vid_opened && cls.state != ca_dedicated)
2762         {
2763                 vid_opened = true;
2764 #ifdef WIN32
2765                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2766                 NetConn_UpdateSockets();
2767 #endif
2768                 VID_Start();
2769                 CDAudio_Startup();
2770         }
2771 }
2772
2773 extern cvar_t host_framerate;
2774 extern cvar_t host_speeds;
2775
2776 double CL_Frame (double time)
2777 {
2778         static double clframetime;
2779         static double cl_timer = 0;
2780         static double time1 = 0, time2 = 0, time3 = 0;
2781         int pass1, pass2, pass3;
2782
2783         CL_VM_PreventInformationLeaks();
2784
2785         // get new key events
2786         Key_EventQueue_Unblock();
2787         SndSys_SendKeyEvents();
2788         Sys_SendKeyEvents();
2789
2790         if((cl_timer += time) < 0)
2791                 return cl_timer;
2792
2793         // limit the frametime steps to no more than 100ms each
2794         if (cl_timer > 0.1)
2795                 cl_timer = 0.1;
2796
2797         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2798         {
2799                 R_TimeReport("---");
2800                 Collision_Cache_NewFrame();
2801                 R_TimeReport("photoncache");
2802 #ifdef CONFIG_VIDEO_CAPTURE
2803                 // decide the simulation time
2804                 if (cls.capturevideo.active)
2805                 {
2806                         //***
2807                         if (cls.capturevideo.realtime)
2808                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2809                         else
2810                         {
2811                                 clframetime = 1.0 / cls.capturevideo.framerate;
2812                                 cl.realframetime = max(time, clframetime);
2813                         }
2814                 }
2815                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2816
2817 #else
2818                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2819 #endif
2820                 {
2821                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2822                         // when running slow, we need to sleep to keep input responsive
2823                         if (cl_maxfps_alwayssleep.value > 0)
2824                                 Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
2825                 }
2826                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2827                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2828                 else
2829                         clframetime = cl.realframetime = cl_timer;
2830
2831                 // apply slowmo scaling
2832                 clframetime *= cl.movevars_timescale;
2833                 // scale playback speed of demos by slowmo cvar
2834                 if (cls.demoplayback)
2835                 {
2836                         clframetime *= host_timescale.value;
2837                         // if demo playback is paused, don't advance time at all
2838                         if (cls.demopaused)
2839                                 clframetime = 0;
2840                 }
2841                 else
2842                 {
2843                         // host_framerate overrides all else
2844                         if (host_framerate.value)
2845                                 clframetime = host_framerate.value;
2846
2847                         if (cl.paused || host.paused)
2848                                 clframetime = 0;
2849                 }
2850
2851                 if (cls.timedemo)
2852                         clframetime = cl.realframetime = cl_timer;
2853
2854                 // deduct the frame time from the accumulator
2855                 cl_timer -= cl.realframetime;
2856
2857                 cl.oldtime = cl.time;
2858                 cl.time += clframetime;
2859
2860                 // update video
2861                 if (host_speeds.integer)
2862                         time1 = Sys_DirtyTime();
2863                 R_TimeReport("pre-input");
2864
2865                 // Collect input into cmd
2866                 CL_Input();
2867
2868                 R_TimeReport("input");
2869
2870                 // check for new packets
2871                 NetConn_ClientFrame();
2872
2873                 // read a new frame from a demo if needed
2874                 CL_ReadDemoMessage();
2875                 R_TimeReport("clientnetwork");
2876
2877                 // now that packets have been read, send input to server
2878                 CL_SendMove();
2879                 R_TimeReport("sendmove");
2880
2881                 // update client world (interpolate entities, create trails, etc)
2882                 CL_UpdateWorld();
2883                 R_TimeReport("lerpworld");
2884
2885                 CL_Video_Frame();
2886
2887                 R_TimeReport("client");
2888
2889                 CL_UpdateScreen();
2890                 R_TimeReport("render");
2891
2892                 if (host_speeds.integer)
2893                         time2 = Sys_DirtyTime();
2894
2895                 // update audio
2896                 if(cl.csqc_usecsqclistener)
2897                 {
2898                         S_Update(&cl.csqc_listenermatrix);
2899                         cl.csqc_usecsqclistener = false;
2900                 }
2901                 else
2902                         S_Update(&r_refdef.view.matrix);
2903
2904                 CDAudio_Update();
2905                 R_TimeReport("audio");
2906
2907                 // reset gathering of mouse input
2908                 in_mouse_x = in_mouse_y = 0;
2909
2910                 if (host_speeds.integer)
2911                 {
2912                         pass1 = (int)((time1 - time3)*1000000);
2913                         time3 = Sys_DirtyTime();
2914                         pass2 = (int)((time2 - time1)*1000000);
2915                         pass3 = (int)((time3 - time2)*1000000);
2916                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2917                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2918                 }
2919         }
2920         // if there is some time remaining from this frame, reset the timer
2921         return cl_timer >= 0 ? 0 : cl_timer;
2922 }
2923
2924 /*
2925 ===========
2926 CL_Shutdown
2927 ===========
2928 */
2929 void CL_Shutdown (void)
2930 {
2931         // be quiet while shutting down
2932         S_StopAllSounds();
2933         
2934         // disconnect client from server if active
2935         CL_Disconnect(false, NULL);
2936         
2937         CL_Video_Shutdown();
2938
2939 #ifdef CONFIG_MENU
2940         // Shutdown menu
2941         if(MR_Shutdown)
2942                 MR_Shutdown();
2943 #endif
2944
2945         CDAudio_Shutdown ();
2946         S_Terminate ();
2947         
2948         R_Modules_Shutdown();
2949         VID_Shutdown();
2950
2951         CL_Screen_Shutdown();
2952         CL_Particles_Shutdown();
2953         CL_Parse_Shutdown();
2954         CL_MeshEntities_Shutdown();
2955
2956         Key_Shutdown();
2957         S_Shutdown();
2958
2959         Mem_FreePool (&cls.permanentmempool);
2960         Mem_FreePool (&cls.levelmempool);
2961 }
2962
2963 /*
2964 =================
2965 CL_Init
2966 =================
2967 */
2968 void CL_Init (void)
2969 {
2970         if (cls.state == ca_dedicated)
2971         {
2972                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2973         }
2974         else
2975         {
2976                 Con_Printf("Initializing client\n");
2977
2978                 Cvar_SetValueQuick(&host_isclient, 1);
2979
2980                 R_Modules_Init();
2981                 Palette_Init();
2982 #ifdef CONFIG_MENU
2983                 MR_Init_Commands();
2984 #endif
2985                 VID_Shared_Init();
2986                 VID_Init();
2987                 Render_Init();
2988                 S_Init();
2989                 CDAudio_Init();
2990                 Key_Init();
2991                 V_Init();
2992
2993                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2994                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2995
2996                 memset(&r_refdef, 0, sizeof(r_refdef));
2997                 // max entities sent to renderer per frame
2998                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2999                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3000
3001                 // max temp entities
3002                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3003                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3004
3005                 CL_InitInput ();
3006
3007         //
3008         // register our commands
3009         //
3010                 CL_InitCommands();
3011
3012                 Cvar_RegisterVariable (&cl_upspeed);
3013                 Cvar_RegisterVariable (&cl_forwardspeed);
3014                 Cvar_RegisterVariable (&cl_backspeed);
3015                 Cvar_RegisterVariable (&cl_sidespeed);
3016                 Cvar_RegisterVariable (&cl_movespeedkey);
3017                 Cvar_RegisterVariable (&cl_yawspeed);
3018                 Cvar_RegisterVariable (&cl_pitchspeed);
3019                 Cvar_RegisterVariable (&cl_anglespeedkey);
3020                 Cvar_RegisterVariable (&cl_shownet);
3021                 Cvar_RegisterVariable (&cl_nolerp);
3022                 Cvar_RegisterVariable (&cl_lerpexcess);
3023                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3024                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3025                 Cvar_RegisterVariable (&cl_deathfade);
3026                 Cvar_RegisterVariable (&lookspring);
3027                 Cvar_RegisterVariable (&lookstrafe);
3028                 Cvar_RegisterVariable (&sensitivity);
3029                 Cvar_RegisterVariable (&freelook);
3030
3031                 Cvar_RegisterVariable (&m_pitch);
3032                 Cvar_RegisterVariable (&m_yaw);
3033                 Cvar_RegisterVariable (&m_forward);
3034                 Cvar_RegisterVariable (&m_side);
3035
3036                 Cvar_RegisterVariable (&cl_itembobspeed);
3037                 Cvar_RegisterVariable (&cl_itembobheight);
3038
3039                 CL_Demo_Init();
3040
3041                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3042                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3043                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3044                 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)");
3045
3046                 // Support Client-side Model Index List
3047                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3048                 // Support Client-side Sound Index List
3049                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3050
3051                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3052                 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)");
3053
3054                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3055
3056                 Cvar_RegisterVariable(&r_draweffects);
3057                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3058                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3059                 Cvar_RegisterVariable(&cl_explosions_size_start);
3060                 Cvar_RegisterVariable(&cl_explosions_size_end);
3061                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3062                 Cvar_RegisterVariable(&cl_stainmaps);
3063                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3064                 Cvar_RegisterVariable(&cl_beams_polygons);
3065                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3066                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3067                 Cvar_RegisterVariable(&cl_beams_lightatend);
3068                 Cvar_RegisterVariable(&cl_noplayershadow);
3069                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3070                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3071
3072                 Cvar_RegisterVariable(&cl_prydoncursor);
3073                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3074
3075                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3076
3077                 // for QW connections
3078                 Cvar_RegisterVariable(&qport);
3079                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3080
3081                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3082
3083                 Cvar_RegisterVariable(&cl_locs_enable);
3084                 Cvar_RegisterVariable(&cl_locs_show);
3085                 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)");
3086                 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)");
3087                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3088                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3089                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3090
3091                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3092
3093                 Cvar_RegisterVariable (&cl_minfps);
3094                 Cvar_RegisterVariable (&cl_minfps_fade);
3095                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3096                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3097                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3098                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3099                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3100                 Cvar_RegisterVariable (&cl_minfps_force);
3101                 Cvar_RegisterVariable (&cl_maxfps);
3102                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3103                 Cvar_RegisterVariable (&cl_maxidlefps);
3104
3105                 CL_Parse_Init();
3106                 CL_Particles_Init();
3107                 CL_Screen_Init();
3108                 CL_MeshEntities_Init();
3109
3110                 CL_Video_Init();
3111
3112                 NetConn_UpdateSockets_Client();
3113
3114                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3115                 host.hook.Disconnect = CL_Disconnect;
3116                 host.hook.CL_Intermission = CL_Intermission;
3117                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3118         }
3119 }