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