]> git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_main.c
Sys_Sleep overhaul
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
109
110 cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
111 cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
112
113
114 client_static_t cls;
115 client_state_t  cl;
116
117 /*
118 =====================
119 CL_ClearState
120
121 =====================
122 */
123 void CL_ClearState(void)
124 {
125         int i;
126         entity_t *ent;
127
128         CL_VM_ShutDown();
129
130 // wipe the entire cl structure
131         Mem_EmptyPool(cls.levelmempool);
132         memset (&cl, 0, sizeof(cl));
133
134         S_StopAllSounds();
135
136         // reset the view zoom interpolation
137         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
138         cl.sensitivityscale = 1.0f;
139
140         // enable rendering of the world and such
141         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
142         cl.csqc_vidvars.drawenginesbar = true;
143         cl.csqc_vidvars.drawcrosshair = true;
144
145         // set up the float version of the stats array for easier access to float stats
146         cl.statsf = (float *)cl.stats;
147
148         cl.num_entities = 0;
149         cl.num_static_entities = 0;
150         cl.num_brushmodel_entities = 0;
151
152         // tweak these if the game runs out
153         cl.max_csqcrenderentities = 0;
154         cl.max_entities = MAX_ENTITIES_INITIAL;
155         cl.max_static_entities = MAX_STATICENTITIES;
156         cl.max_effects = MAX_EFFECTS;
157         cl.max_beams = MAX_BEAMS;
158         cl.max_dlights = MAX_DLIGHTS;
159         cl.max_lightstyle = MAX_LIGHTSTYLES;
160         cl.max_brushmodel_entities = MAX_EDICTS;
161         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
162         cl.max_showlmps = 0;
163
164         cl.num_dlights = 0;
165         cl.num_effects = 0;
166         cl.num_beams = 0;
167
168         cl.csqcrenderentities = NULL;
169         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
170         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
171         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
172         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
173         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
174         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
175         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
176         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
177         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
178         cl.showlmps = NULL;
179
180         // LadyHavoc: have to set up the baseline info for alpha and other stuff
181         for (i = 0;i < cl.max_entities;i++)
182         {
183                 cl.entities[i].state_baseline = defaultstate;
184                 cl.entities[i].state_previous = defaultstate;
185                 cl.entities[i].state_current = defaultstate;
186         }
187
188         if (IS_NEXUIZ_DERIVED(gamemode))
189         {
190                 VectorSet(cl.playerstandmins, -16, -16, -24);
191                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
192                 VectorSet(cl.playercrouchmins, -16, -16, -24);
193                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
194         }
195         else
196         {
197                 VectorSet(cl.playerstandmins, -16, -16, -24);
198                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
199                 VectorSet(cl.playercrouchmins, -16, -16, -24);
200                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
201         }
202
203         // disable until we get textures for it
204         R_ResetSkyBox();
205
206         ent = &cl.entities[0];
207         // entire entity array was cleared, so just fill in a few fields
208         ent->state_current.active = true;
209         ent->render.model = cl.worldmodel = NULL; // no world model yet
210         ent->render.alpha = 1;
211         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
212         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
213         ent->render.allowdecals = true;
214         CL_UpdateRenderEntity(&ent->render);
215
216         // noclip is turned off at start
217         noclip_anglehack = false;
218
219         // mark all frames invalid for delta
220         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
221
222         // set bestweapon data back to Quake data
223         IN_BestWeapon_ResetData();
224
225         CL_Screen_NewMap();
226 }
227
228 extern cvar_t cl_topcolor;
229 extern cvar_t cl_bottomcolor;
230
231 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
232 {
233         int i;
234         qbool fail = false;
235         char vabuf[1024];
236         if (!allowstarkey && key[0] == '*')
237                 fail = true;
238         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
239                 fail = true;
240         for (i = 0;key[i];i++)
241                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
242                         fail = true;
243         for (i = 0;value[i];i++)
244                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
245                         fail = true;
246         if (fail)
247         {
248                 if (!quiet)
249                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
250                 return;
251         }
252         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
253         if (cls.state == ca_connected && cls.netcon)
254         {
255                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
256                 {
257                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
258                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
259                 }
260                 else if (!strcasecmp(key, "name"))
261                 {
262                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
263                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
264                 }
265                 else if (!strcasecmp(key, "playermodel"))
266                 {
267                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
269                 }
270                 else if (!strcasecmp(key, "playerskin"))
271                 {
272                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
273                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
274                 }
275                 else if (!strcasecmp(key, "topcolor"))
276                 {
277                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
278                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
279                 }
280                 else if (!strcasecmp(key, "bottomcolor"))
281                 {
282                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
283                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
284                 }
285                 else if (!strcasecmp(key, "rate"))
286                 {
287                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
288                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
289                 }
290                 else if (!strcasecmp(key, "rate_burstsize"))
291                 {
292                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
293                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
294                 }
295         }
296 }
297
298 void CL_ExpandEntities(int num)
299 {
300         int i, oldmaxentities;
301         entity_t *oldentities;
302         if (num >= cl.max_entities)
303         {
304                 if (!cl.entities)
305                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
306                 if (num >= MAX_EDICTS)
307                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
308                 oldmaxentities = cl.max_entities;
309                 oldentities = cl.entities;
310                 cl.max_entities = (num & ~255) + 256;
311                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
312                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
313                 Mem_Free(oldentities);
314                 for (i = oldmaxentities;i < cl.max_entities;i++)
315                 {
316                         cl.entities[i].state_baseline = defaultstate;
317                         cl.entities[i].state_previous = defaultstate;
318                         cl.entities[i].state_current = defaultstate;
319                 }
320         }
321 }
322
323 void CL_ExpandCSQCRenderEntities(int num)
324 {
325         int i;
326         int oldmaxcsqcrenderentities;
327         entity_render_t *oldcsqcrenderentities;
328         if (num >= cl.max_csqcrenderentities)
329         {
330                 if (num >= MAX_EDICTS)
331                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
332                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
333                 oldcsqcrenderentities = cl.csqcrenderentities;
334                 cl.max_csqcrenderentities = (num & ~255) + 256;
335                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
336                 if (oldcsqcrenderentities)
337                 {
338                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
339                         for (i = 0;i < r_refdef.scene.numentities;i++)
340                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
341                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
342                         Mem_Free(oldcsqcrenderentities);
343                 }
344         }
345 }
346
347 static void CL_ToggleMenu_Hook(void)
348 {
349 #ifdef CONFIG_MENU
350         // remove menu
351         if (key_dest == key_menu || key_dest == key_menu_grabbed)
352                 MR_ToggleMenu(0);
353 #endif
354         key_dest = key_game;
355 }
356
357 extern cvar_t rcon_secure;
358
359 /*
360 =====================
361 CL_Disconnect
362
363 Sends a disconnect message to the server
364 This is also called on Host_Error, so it shouldn't cause any errors
365 =====================
366 */
367
368 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
369 {
370         va_list argptr;
371         char reason[512];
372
373         if (cls.state == ca_dedicated)
374                 return;
375
376         if(fmt)
377         {
378                 va_start(argptr,fmt);
379                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
380                 va_end(argptr);
381         }
382         else
383         {
384                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
385         }
386
387         if (Sys_CheckParm("-profilegameonly"))
388                 Sys_AllowProfiling(false);
389
390         Curl_Clear_forthismap();
391
392         Con_DPrintf("CL_Disconnect\n");
393
394         Cvar_SetValueQuick(&csqc_progcrc, -1);
395         Cvar_SetValueQuick(&csqc_progsize, -1);
396         CL_VM_ShutDown();
397         // stop sounds (especially looping!)
398         S_StopAllSounds();
399         // prevent dlcache assets from this server from interfering with the next one
400         FS_UnloadPacks_dlcache();
401
402         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
403
404         // clear contents blends
405         cl.cshifts[0].percent = 0;
406         cl.cshifts[1].percent = 0;
407         cl.cshifts[2].percent = 0;
408         cl.cshifts[3].percent = 0;
409
410         cl.worldmodel = NULL;
411
412         CL_Parse_ErrorCleanUp();
413
414         if (cls.demoplayback)
415                 CL_StopPlayback();
416         else if (cls.netcon)
417         {
418                 sizebuf_t buf;
419                 unsigned char bufdata[520];
420                 if (cls.demorecording)
421                         CL_Stop_f(cmd_local);
422
423                 if(!kicked)
424                 {
425                         // send disconnect message 3 times to improve chances of server
426                         // receiving it (but it still fails sometimes)
427                         memset(&buf, 0, sizeof(buf));
428                         buf.data = bufdata;
429                         buf.maxsize = sizeof(bufdata);
430                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
431                         {
432                                 Con_DPrint("Sending drop command\n");
433                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
434                                 MSG_WriteString(&buf, "drop");
435                         }
436                         else
437                         {
438                                 Con_DPrint("Sending clc_disconnect\n");
439                                 MSG_WriteByte(&buf, clc_disconnect);
440                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
441                                         MSG_WriteString(&buf, reason);
442                         }
443                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
444                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
445                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
446                 }
447
448                 NetConn_Close(cls.netcon);
449                 cls.netcon = NULL;
450                 if(fmt)
451                         Con_Printf("Disconnect: %s\n", reason);
452                 else
453                         Con_Printf("Disconnected\n");
454         }
455         cls.state = ca_disconnected;
456         cl.islocalgame = false;
457         cls.signon = 0;
458         cls.demoplayback = cls.timedemo = host.restless = false;
459         Cvar_Callback(&vid_vsync); // might need to re-enable vsync
460
461         Cvar_Callback(&cl_netport);
462
463         // If we're dropped mid-connection attempt, it won't clear otherwise.
464         SCR_ClearLoadingScreen(false);
465
466         if(host.hook.SV_Shutdown)
467                 host.hook.SV_Shutdown();
468 }
469
470 void CL_Disconnect(void)
471 {
472         CL_DisconnectEx(false, NULL);
473 }
474
475 /*
476 ==================
477 CL_Reconnect_f
478
479 This command causes the client to wait for the signon messages again.
480 This is sent just before a server changes levels
481 ==================
482 */
483 static void CL_Reconnect_f(cmd_state_t *cmd)
484 {
485         char temp[128];
486         // if not connected, reconnect to the most recent server
487         if (!cls.netcon)
488         {
489                 // if we have connected to a server recently, the userinfo
490                 // will still contain its IP address, so get the address...
491                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
492                 if (temp[0])
493                         CL_EstablishConnection(temp, -1);
494                 else
495                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
496                 return;
497         }
498         // if connected, do something based on protocol
499         if (cls.protocol == PROTOCOL_QUAKEWORLD)
500         {
501                 // quakeworld can just re-login
502                 if (cls.qw_downloadmemory)  // don't change when downloading
503                         return;
504
505                 S_StopAllSounds();
506
507                 if (cls.state == ca_connected)
508                 {
509                         Con_Printf("Server is changing level...\n");
510                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
511                         MSG_WriteString(&cls.netcon->message, "new");
512                 }
513         }
514         else
515         {
516                 // netquake uses reconnect on level changes (silly)
517                 if (Cmd_Argc(cmd) != 1)
518                 {
519                         Con_Print("reconnect : wait for signon messages again\n");
520                         return;
521                 }
522                 if (!cls.signon)
523                 {
524                         Con_Print("reconnect: no signon, ignoring reconnect\n");
525                         return;
526                 }
527                 cls.signon = 0;         // need new connection messages
528         }
529 }
530
531 /*
532 =====================
533 CL_Connect_f
534
535 User command to connect to server
536 =====================
537 */
538 static void CL_Connect_f(cmd_state_t *cmd)
539 {
540         if (Cmd_Argc(cmd) < 2)
541         {
542                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
543                 return;
544         }
545         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
546         if(rcon_secure.integer <= 0)
547                 Cvar_SetQuick(&rcon_password, "");
548         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
549 }
550
551 void CL_Disconnect_f(cmd_state_t *cmd)
552 {
553         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
554 }
555
556
557
558
559 /*
560 =====================
561 CL_EstablishConnection
562
563 Host should be either "local" or a net address
564 =====================
565 */
566 void CL_EstablishConnection(const char *address, int firstarg)
567 {
568         if (cls.state == ca_dedicated)
569                 return;
570
571         // don't connect to a server if we're benchmarking a demo
572         if (Sys_CheckParm("-benchmark"))
573                 return;
574
575         // clear menu's connect error message
576 #ifdef CONFIG_MENU
577         M_Update_Return_Reason("");
578 #endif
579
580         // make sure the client ports are open before attempting to connect
581         NetConn_UpdateSockets();
582
583         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
584         {
585                 cls.connect_trying = true;
586                 cls.connect_remainingtries = 3;
587                 cls.connect_nextsendtime = 0;
588
589                 // only NOW, set connect_userinfo
590                 if(firstarg >= 0)
591                 {
592                         int i;
593                         *cls.connect_userinfo = 0;
594                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
595                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
596                 }
597                 else if(firstarg < -1)
598                 {
599                         // -1: keep as is (reconnect)
600                         // -2: clear
601                         *cls.connect_userinfo = 0;
602                 }
603
604 #ifdef CONFIG_MENU
605                 M_Update_Return_Reason("Trying to connect...");
606 #endif
607                 SCR_BeginLoadingPlaque(false);
608         }
609         else
610         {
611                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
612 #ifdef CONFIG_MENU
613                 M_Update_Return_Reason("No network");
614 #endif
615         }
616 }
617
618 static void CL_EstablishConnection_Local(void)
619 {
620         if(cls.state == ca_disconnected)
621                 CL_EstablishConnection("local:1", -2);
622 }
623
624 static qbool CL_Intermission(void)
625 {
626         return cl.intermission;
627 }
628
629 /*
630 ==============
631 CL_PrintEntities_f
632 ==============
633 */
634 static void CL_PrintEntities_f(cmd_state_t *cmd)
635 {
636         entity_t *ent;
637         int i;
638
639         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
640         {
641                 const char* modelname;
642
643                 if (!ent->state_current.active)
644                         continue;
645
646                 if (ent->render.model)
647                         modelname = ent->render.model->name;
648                 else
649                         modelname = "--no model--";
650                 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);
651         }
652 }
653
654 /*
655 ===============
656 CL_ModelIndexList_f
657
658 List information on all models in the client modelindex
659 ===============
660 */
661 static void CL_ModelIndexList_f(cmd_state_t *cmd)
662 {
663         int i;
664         model_t *model;
665
666         // Print Header
667         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
668
669         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
670         {
671                 model = CL_GetModelByIndex(i);
672                 if (!model)
673                         continue;
674                 if(model->loaded || i == 1)
675                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
676                 else
677                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
678                 i++;
679         }
680 }
681
682 /*
683 ===============
684 CL_SoundIndexList_f
685
686 List all sounds in the client soundindex
687 ===============
688 */
689 static void CL_SoundIndexList_f(cmd_state_t *cmd)
690 {
691         int i = 1;
692
693         while(cl.sound_precache[i] && i != MAX_SOUNDS)
694         { // Valid Sound
695                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
696                 i++;
697         }
698 }
699
700 /*
701 ===============
702 CL_UpdateRenderEntity
703
704 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
705 ===============
706 */
707 void CL_UpdateRenderEntity(entity_render_t *ent)
708 {
709         vec3_t org;
710         vec_t scale;
711         model_t *model = ent->model;
712         // update the inverse matrix for the renderer
713         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
714         // update the animation blend state
715         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
716         // we need the matrix origin to center the box
717         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
718         // update entity->render.scale because the renderer needs it
719         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
720         if (model)
721         {
722                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
723 #ifdef MATRIX4x4_OPENGLORIENTATION
724                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
725 #else
726                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
727 #endif
728                 {
729                         // pitch or roll
730                         VectorMA(org, scale, model->rotatedmins, ent->mins);
731                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
732                 }
733 #ifdef MATRIX4x4_OPENGLORIENTATION
734                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
735 #else
736                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
737 #endif
738                 {
739                         // yaw
740                         VectorMA(org, scale, model->yawmins, ent->mins);
741                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
742                 }
743                 else
744                 {
745                         VectorMA(org, scale, model->normalmins, ent->mins);
746                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
747                 }
748         }
749         else
750         {
751                 ent->mins[0] = org[0] - 16;
752                 ent->mins[1] = org[1] - 16;
753                 ent->mins[2] = org[2] - 16;
754                 ent->maxs[0] = org[0] + 16;
755                 ent->maxs[1] = org[1] + 16;
756                 ent->maxs[2] = org[2] + 16;
757         }
758 }
759
760 /*
761 ===============
762 CL_LerpPoint
763
764 Determines the fraction between the last two messages that the objects
765 should be put at.
766 ===============
767 */
768 static float CL_LerpPoint(void)
769 {
770         float f;
771
772         if (cl_nettimesyncboundmode.integer == 1)
773                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
774
775         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
776         if (cl.mtime[0] <= cl.mtime[1])
777         {
778                 cl.time = cl.mtime[0];
779                 return 1;
780         }
781
782         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
783         return bound(0, f, 1 + cl_lerpexcess.value);
784 }
785
786 void CL_ClearTempEntities (void)
787 {
788         r_refdef.scene.numtempentities = 0;
789         // grow tempentities buffer on request
790         if (r_refdef.scene.expandtempentities)
791         {
792                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
793                 r_refdef.scene.maxtempentities *= 2;
794                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
795                 r_refdef.scene.expandtempentities = false;
796         }
797 }
798
799 entity_render_t *CL_NewTempEntity(double shadertime)
800 {
801         entity_render_t *render;
802
803         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
804                 return NULL;
805         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
806         {
807                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
808                 return NULL;
809         }
810         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
811         memset (render, 0, sizeof(*render));
812         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
813
814         render->shadertime = shadertime;
815         render->alpha = 1;
816         VectorSet(render->colormod, 1, 1, 1);
817         VectorSet(render->glowmod, 1, 1, 1);
818         return render;
819 }
820
821 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
822 {
823         int i;
824         cl_effect_t *e;
825         if (!model) // sanity check
826                 return;
827         if (framerate < 1)
828         {
829                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
830                 return;
831         }
832         if (framecount < 1)
833         {
834                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
835                 return;
836         }
837         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
838         {
839                 if (e->active)
840                         continue;
841                 e->active = true;
842                 VectorCopy(org, e->origin);
843                 e->model = model;
844                 e->starttime = cl.time;
845                 e->startframe = startframe;
846                 e->endframe = startframe + framecount;
847                 e->framerate = framerate;
848
849                 e->frame = 0;
850                 e->frame1time = cl.time;
851                 e->frame2time = cl.time;
852                 cl.num_effects = max(cl.num_effects, i + 1);
853                 break;
854         }
855 }
856
857 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)
858 {
859         int i;
860         dlight_t *dl;
861
862 // then look for anything else
863         dl = cl.dlights;
864         for (i = 0;i < cl.max_dlights;i++, dl++)
865                 if (!dl->radius)
866                         break;
867
868         // unable to find one
869         if (i == cl.max_dlights)
870                 return;
871
872         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
873         memset (dl, 0, sizeof(*dl));
874         cl.num_dlights = max(cl.num_dlights, i + 1);
875         Matrix4x4_Normalize(&dl->matrix, matrix);
876         dl->ent = ent;
877         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
878         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
879         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
880         dl->radius = radius;
881         dl->color[0] = red;
882         dl->color[1] = green;
883         dl->color[2] = blue;
884         dl->initialradius = radius;
885         dl->initialcolor[0] = red;
886         dl->initialcolor[1] = green;
887         dl->initialcolor[2] = blue;
888         dl->decay = decay / radius; // changed decay to be a percentage decrease
889         dl->intensity = 1; // this is what gets decayed
890         if (lifetime)
891                 dl->die = cl.time + lifetime;
892         else
893                 dl->die = 0;
894         dl->cubemapname[0] = 0;
895         if (cubemapname && cubemapname[0])
896                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
897         dl->style = style;
898         dl->shadow = shadowenable;
899         dl->corona = corona;
900         dl->flags = flags;
901         dl->coronasizescale = coronasizescale;
902         dl->ambientscale = ambientscale;
903         dl->diffusescale = diffusescale;
904         dl->specularscale = specularscale;
905 }
906
907 static void CL_DecayLightFlashes(void)
908 {
909         int i, oldmax;
910         dlight_t *dl;
911         float time;
912
913         time = bound(0, cl.time - cl.oldtime, 0.1);
914         oldmax = cl.num_dlights;
915         cl.num_dlights = 0;
916         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
917         {
918                 if (dl->radius)
919                 {
920                         dl->intensity -= time * dl->decay;
921                         if (cl.time < dl->die && dl->intensity > 0)
922                         {
923                                 if (cl_dlights_decayradius.integer)
924                                         dl->radius = dl->initialradius * dl->intensity;
925                                 else
926                                         dl->radius = dl->initialradius;
927                                 if (cl_dlights_decaybrightness.integer)
928                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
929                                 else
930                                         VectorCopy(dl->initialcolor, dl->color);
931                                 cl.num_dlights = i + 1;
932                         }
933                         else
934                                 dl->radius = 0;
935                 }
936         }
937 }
938
939 // called before entity relinking
940 void CL_RelinkLightFlashes(void)
941 {
942         int i, j, k, l;
943         dlight_t *dl;
944         float frac, f;
945         matrix4x4_t tempmatrix;
946
947         if (r_dynamic.integer)
948         {
949                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
950                 {
951                         if (dl->radius)
952                         {
953                                 tempmatrix = dl->matrix;
954                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
955                                 // we need the corona fading to be persistent
956                                 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);
957                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
958                         }
959                 }
960         }
961
962         if (!cl.lightstyle)
963         {
964                 for (j = 0;j < cl.max_lightstyle;j++)
965                 {
966                         r_refdef.scene.rtlightstylevalue[j] = 1;
967                         r_refdef.scene.lightstylevalue[j] = 256;
968                 }
969                 return;
970         }
971
972 // light animations
973 // 'm' is normal light, 'a' is no light, 'z' is double bright
974         f = cl.time * 10;
975         i = (int)floor(f);
976         frac = f - i;
977         for (j = 0;j < cl.max_lightstyle;j++)
978         {
979                 if (!cl.lightstyle[j].length)
980                 {
981                         r_refdef.scene.rtlightstylevalue[j] = 1;
982                         r_refdef.scene.lightstylevalue[j] = 256;
983                         continue;
984                 }
985                 // static lightstyle "=value"
986                 if (cl.lightstyle[j].map[0] == '=')
987                 {
988                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
989                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
990                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
991                         continue;
992                 }
993                 k = i % cl.lightstyle[j].length;
994                 l = (i-1) % cl.lightstyle[j].length;
995                 k = cl.lightstyle[j].map[k] - 'a';
996                 l = cl.lightstyle[j].map[l] - 'a';
997                 // rtlightstylevalue is always interpolated because it has no bad
998                 // consequences for performance
999                 // lightstylevalue is subject to a cvar for performance reasons;
1000                 // skipping lightmap updates on most rendered frames substantially
1001                 // improves framerates (but makes light fades look bad)
1002                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
1003                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
1004         }
1005 }
1006
1007 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1008 {
1009         int frame = player->render.framegroupblend[0].frame;
1010         float f;
1011         entity_render_t *flagrender;
1012         matrix4x4_t flagmatrix;
1013
1014         // this code taken from QuakeWorld
1015         f = 14;
1016         if (frame >= 29 && frame <= 40)
1017         {
1018                 if (frame >= 29 && frame <= 34)
1019                 { //axpain
1020                         if      (frame == 29) f = f + 2;
1021                         else if (frame == 30) f = f + 8;
1022                         else if (frame == 31) f = f + 12;
1023                         else if (frame == 32) f = f + 11;
1024                         else if (frame == 33) f = f + 10;
1025                         else if (frame == 34) f = f + 4;
1026                 }
1027                 else if (frame >= 35 && frame <= 40)
1028                 { // pain
1029                         if      (frame == 35) f = f + 2;
1030                         else if (frame == 36) f = f + 10;
1031                         else if (frame == 37) f = f + 10;
1032                         else if (frame == 38) f = f + 8;
1033                         else if (frame == 39) f = f + 4;
1034                         else if (frame == 40) f = f + 2;
1035                 }
1036         }
1037         else if (frame >= 103 && frame <= 118)
1038         {
1039                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1040                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1041                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1042                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1043         }
1044         // end of code taken from QuakeWorld
1045
1046         flagrender = CL_NewTempEntity(player->render.shadertime);
1047         if (!flagrender)
1048                 return;
1049
1050         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1051         flagrender->skinnum = skin;
1052         flagrender->alpha = 1;
1053         VectorSet(flagrender->colormod, 1, 1, 1);
1054         VectorSet(flagrender->glowmod, 1, 1, 1);
1055         // attach the flag to the player matrix
1056         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1057         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1058         CL_UpdateRenderEntity(flagrender);
1059 }
1060
1061 matrix4x4_t viewmodelmatrix_withbob;
1062 matrix4x4_t viewmodelmatrix_nobob;
1063
1064 static const vec3_t muzzleflashorigin = {18, 0, 0};
1065
1066 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1067 {
1068         const unsigned char *cbcolor;
1069         if (colormap >= 0)
1070         {
1071                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1072                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1073                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1074                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1075         }
1076         else
1077         {
1078                 VectorClear(ent->colormap_pantscolor);
1079                 VectorClear(ent->colormap_shirtcolor);
1080         }
1081 }
1082
1083 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1084 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1085 {
1086         const matrix4x4_t *matrix;
1087         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1088         int frame;
1089         vec_t origin[3], angles[3], lerp;
1090         entity_t *t;
1091         entity_render_t *r;
1092         //entity_persistent_t *p = &e->persistent;
1093         //entity_render_t *r = &e->render;
1094         // skip inactive entities and world
1095         if (!e->state_current.active || e == cl.entities)
1096                 return;
1097         if (recursionlimit < 1)
1098                 return;
1099         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1100         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1101         e->render.flags = e->state_current.flags;
1102         e->render.effects = e->state_current.effects;
1103         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1104         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1105         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1106                 e->render.entitynumber = e - cl.entities;
1107         else
1108                 e->render.entitynumber = 0;
1109         if (e->state_current.flags & RENDER_COLORMAPPED)
1110                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1111         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1112                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1113         else
1114                 CL_SetEntityColormapColors(&e->render, -1);
1115         e->render.skinnum = e->state_current.skin;
1116         if (e->state_current.tagentity)
1117         {
1118                 // attached entity (gun held in player model's hand, etc)
1119                 // if the tag entity is currently impossible, skip it
1120                 if (e->state_current.tagentity >= cl.num_entities)
1121                         return;
1122                 t = cl.entities + e->state_current.tagentity;
1123                 // if the tag entity is inactive, skip it
1124                 if (t->state_current.active)
1125                 {
1126                         // update the parent first
1127                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1128                         r = &t->render;
1129                 }
1130                 else
1131                 {
1132                         // it may still be a CSQC entity... trying to use its
1133                         // info from last render frame (better than nothing)
1134                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1135                                 return;
1136                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1137                         if(!r->entitynumber)
1138                                 return; // neither CSQC nor legacy entity... can't attach
1139                 }
1140                 // make relative to the entity
1141                 matrix = &r->matrix;
1142                 // some properties of the tag entity carry over
1143                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1144                 // if a valid tagindex is used, make it relative to that tag instead
1145                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1146                 {
1147                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1148                         {
1149                                 // concat the tag matrices onto the entity matrix
1150                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1151                                 // use the constructed tag matrix
1152                                 matrix = &tempmatrix;
1153                         }
1154                 }
1155         }
1156         else if (e->render.flags & RENDER_VIEWMODEL)
1157         {
1158                 // view-relative entity (guns and such)
1159                 if (e->render.effects & EF_NOGUNBOB)
1160                         matrix = &viewmodelmatrix_nobob; // really attached to view
1161                 else
1162                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1163         }
1164         else
1165         {
1166                 // world-relative entity (the normal kind)
1167                 matrix = &identitymatrix;
1168         }
1169
1170         // movement lerp
1171         // if it's the predicted player entity, update according to client movement
1172         // but don't lerp if going through a teleporter as it causes a bad lerp
1173         // also don't use the predicted location if fixangle was set on both of
1174         // the most recent server messages, as that cause means you are spectating
1175         // someone or watching a cutscene of some sort
1176         if (cl_nolerp.integer || cls.timedemo)
1177                 interpolate = false;
1178
1179         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1180         {
1181                 VectorCopy(cl.movement_origin, origin);
1182                 VectorSet(angles, 0, cl.viewangles[1], 0);
1183         }
1184         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1185         {
1186                 // interpolate the origin and angles
1187                 lerp = max(0, lerp);
1188                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1189 #if 0
1190                 // this fails at the singularity of euler angles
1191                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1192                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1193                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1194                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1195                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1196 #else
1197                 {
1198                         vec3_t f0, u0, f1, u1;
1199                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1200                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1201                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1202                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1203                         AnglesFromVectors(angles, f0, u0, false);
1204                 }
1205 #endif
1206         }
1207         else
1208         {
1209                 // no interpolation
1210                 VectorCopy(e->persistent.neworigin, origin);
1211                 VectorCopy(e->persistent.newangles, angles);
1212         }
1213
1214         // model setup and some modelflags
1215         frame = e->state_current.frame;
1216         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1217         if (e->render.model)
1218         {
1219                 if (e->render.skinnum >= e->render.model->numskins)
1220                         e->render.skinnum = 0;
1221                 if (frame >= e->render.model->numframes)
1222                         frame = 0;
1223                 // models can set flags such as EF_ROCKET
1224                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1225                 if (!(e->render.effects & 0xFF800000))
1226                         e->render.effects |= e->render.model->effects;
1227                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1228                 if (e->render.model->type == mod_alias)
1229                         angles[0] = -angles[0];
1230                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1231                 {
1232                         VectorScale(e->render.colormod, 2, e->render.colormod);
1233                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1234                 }
1235         }
1236         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1237         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1238                 angles[0] = -angles[0];
1239                 // NOTE: this must be synced to SV_GetPitchSign!
1240
1241         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1242         {
1243                 angles[1] = ANGLEMOD(100*cl.time);
1244                 if (cl_itembobheight.value)
1245                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1246         }
1247
1248         // animation lerp
1249         e->render.skeleton = NULL;
1250         if (e->render.flags & RENDER_COMPLEXANIMATION)
1251         {
1252                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1253                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1254                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1255                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1256                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1257                         e->render.skeleton = &e->state_current.skeletonobject;
1258         }
1259         else if (e->render.framegroupblend[0].frame == frame)
1260         {
1261                 // update frame lerp fraction
1262                 e->render.framegroupblend[0].lerp = 1;
1263                 e->render.framegroupblend[1].lerp = 0;
1264                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1265                 {
1266                         // make sure frame lerp won't last longer than 100ms
1267                         // (this mainly helps with models that use framegroups and
1268                         // switch between them infrequently)
1269                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1270                         if(e->render.model)
1271                         if(e->render.model->animscenes)
1272                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1273                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1274                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1275                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1276                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1277                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1278                 }
1279         }
1280         else
1281         {
1282                 // begin a new frame lerp
1283                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1284                 e->render.framegroupblend[1].lerp = 1;
1285                 e->render.framegroupblend[0].frame = frame;
1286                 e->render.framegroupblend[0].start = cl.time;
1287                 e->render.framegroupblend[0].lerp = 0;
1288         }
1289
1290         // set up the render matrix
1291         if (matrix)
1292         {
1293                 // attached entity, this requires a matrix multiply (concat)
1294                 // FIXME: e->render.scale should go away
1295                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1296                 // concat the matrices to make the entity relative to its tag
1297                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1298                 // get the origin from the new matrix
1299                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1300         }
1301         else
1302         {
1303                 // unattached entities are faster to process
1304                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1305         }
1306
1307         // tenebrae's sprites are all additive mode (weird)
1308         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1309                 e->render.flags |= RENDER_ADDITIVE;
1310         // player model is only shown with chase_active on
1311         if (e->state_current.number == cl.viewentity)
1312                 e->render.flags |= RENDER_EXTERIORMODEL;
1313         // either fullbright or lit
1314         if(!r_fullbright.integer)
1315         {
1316                 if (!(e->render.effects & EF_FULLBRIGHT))
1317                         e->render.flags |= RENDER_LIGHT;
1318         }
1319         // hide player shadow during intermission or nehahra movie
1320         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1321          && (e->render.alpha >= 1)
1322          && !(e->render.flags & RENDER_VIEWMODEL)
1323          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1324                 e->render.flags |= RENDER_SHADOW;
1325         if (e->render.flags & RENDER_VIEWMODEL)
1326                 e->render.flags |= RENDER_NOSELFSHADOW;
1327         if (e->render.effects & EF_NOSELFSHADOW)
1328                 e->render.flags |= RENDER_NOSELFSHADOW;
1329         if (e->render.effects & EF_NODEPTHTEST)
1330                 e->render.flags |= RENDER_NODEPTHTEST;
1331         if (e->render.effects & EF_ADDITIVE)
1332                 e->render.flags |= RENDER_ADDITIVE;
1333         if (e->render.effects & EF_DOUBLESIDED)
1334                 e->render.flags |= RENDER_DOUBLESIDED;
1335         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1336                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1337
1338         // make the other useful stuff
1339         e->render.allowdecals = true;
1340         CL_UpdateRenderEntity(&e->render);
1341 }
1342
1343 // creates light and trails from an entity
1344 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1345 {
1346         effectnameindex_t trailtype;
1347         vec3_t origin;
1348
1349         // bmodels are treated specially since their origin is usually '0 0 0' and
1350         // their actual geometry is far from '0 0 0'
1351         if (e->render.model && e->render.model->soundfromcenter)
1352         {
1353                 vec3_t o;
1354                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1355                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1356         }
1357         else
1358                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1359
1360         // handle particle trails and such effects now that we know where this
1361         // entity is in the world...
1362         trailtype = EFFECT_NONE;
1363         // LadyHavoc: if the entity has no effects, don't check each
1364         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1365         {
1366                 if (e->render.effects & EF_BRIGHTFIELD)
1367                 {
1368                         if (IS_NEXUIZ_DERIVED(gamemode))
1369                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1370                         else
1371                                 CL_EntityParticles(e);
1372                 }
1373                 if (e->render.effects & EF_FLAME)
1374                         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);
1375                 if (e->render.effects & EF_STARDUST)
1376                         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);
1377         }
1378         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1379         {
1380                 // these are only set on player entities
1381                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1382         }
1383         // muzzleflash fades over time
1384         if (e->persistent.muzzleflash > 0)
1385                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1386         // LadyHavoc: if the entity has no effects, don't check each
1387         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1388         {
1389                 if (e->render.effects & EF_GIB)
1390                         trailtype = EFFECT_TR_BLOOD;
1391                 else if (e->render.effects & EF_ZOMGIB)
1392                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1393                 else if (e->render.effects & EF_TRACER)
1394                         trailtype = EFFECT_TR_WIZSPIKE;
1395                 else if (e->render.effects & EF_TRACER2)
1396                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1397                 else if (e->render.effects & EF_ROCKET)
1398                         trailtype = EFFECT_TR_ROCKET;
1399                 else if (e->render.effects & EF_GRENADE)
1400                 {
1401                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1402                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1403                 }
1404                 else if (e->render.effects & EF_TRACER3)
1405                         trailtype = EFFECT_TR_VORESPIKE;
1406         }
1407         // do trails
1408         if (e->render.flags & RENDER_GLOWTRAIL)
1409                 trailtype = EFFECT_TR_GLOWTRAIL;
1410         if (e->state_current.traileffectnum)
1411                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1412         // check if a trail is allowed (it is not after a teleport for example)
1413         if (trailtype && e->persistent.trail_allowed)
1414         {
1415                 float len;
1416                 vec3_t vel;
1417                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1418                 len = e->state_current.time - e->state_previous.time;
1419                 if (len > 0)
1420                         len = 1.0f / len;
1421                 VectorScale(vel, len, vel);
1422                 // 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
1423                 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);
1424         }
1425         // now that the entity has survived one trail update it is allowed to
1426         // leave a real trail on later frames
1427         e->persistent.trail_allowed = true;
1428         VectorCopy(origin, e->persistent.trail_origin);
1429 }
1430
1431
1432 /*
1433 ===============
1434 CL_UpdateViewEntities
1435 ===============
1436 */
1437 void CL_UpdateViewEntities(void)
1438 {
1439         int i;
1440         // update any RENDER_VIEWMODEL entities to use the new view matrix
1441         for (i = 1;i < cl.num_entities;i++)
1442         {
1443                 if (cl.entities_active[i])
1444                 {
1445                         entity_t *ent = cl.entities + i;
1446                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1447                                 CL_UpdateNetworkEntity(ent, 32, true);
1448                 }
1449         }
1450         // and of course the engine viewmodel needs updating as well
1451         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1452 }
1453
1454 /*
1455 ===============
1456 CL_UpdateNetworkCollisionEntities
1457 ===============
1458 */
1459 static void CL_UpdateNetworkCollisionEntities(void)
1460 {
1461         entity_t *ent;
1462         int i;
1463
1464         // start on the entity after the world
1465         cl.num_brushmodel_entities = 0;
1466         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1467         {
1468                 if (cl.entities_active[i])
1469                 {
1470                         ent = cl.entities + i;
1471                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1472                         {
1473                                 // do not interpolate the bmodels for this
1474                                 CL_UpdateNetworkEntity(ent, 32, false);
1475                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1476                         }
1477                 }
1478         }
1479 }
1480
1481 /*
1482 ===============
1483 CL_UpdateNetworkEntities
1484 ===============
1485 */
1486 static void CL_UpdateNetworkEntities(void)
1487 {
1488         entity_t *ent;
1489         int i;
1490
1491         // start on the entity after the world
1492         for (i = 1;i < cl.num_entities;i++)
1493         {
1494                 if (cl.entities_active[i])
1495                 {
1496                         ent = cl.entities + i;
1497                         if (ent->state_current.active)
1498                         {
1499                                 CL_UpdateNetworkEntity(ent, 32, true);
1500                                 // view models should never create light/trails
1501                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1502                                         CL_UpdateNetworkEntityTrail(ent);
1503                         }
1504                         else
1505                         {
1506                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1507                                 cl.entities_active[i] = false;
1508                         }
1509                 }
1510         }
1511 }
1512
1513 static void CL_UpdateViewModel(void)
1514 {
1515         entity_t *ent;
1516         ent = &cl.viewent;
1517         ent->state_previous = ent->state_current;
1518         ent->state_current = defaultstate;
1519         ent->state_current.time = cl.time;
1520         ent->state_current.number = (unsigned short)-1;
1521         ent->state_current.active = true;
1522         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1523         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1524         ent->state_current.flags = RENDER_VIEWMODEL;
1525         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1526                 ent->state_current.modelindex = 0;
1527         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1528         {
1529                 if (gamemode == GAME_TRANSFUSION)
1530                         ent->state_current.alpha = 128;
1531                 else
1532                         ent->state_current.modelindex = 0;
1533         }
1534         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1535         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1536
1537         // reset animation interpolation on weaponmodel if model changed
1538         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1539         {
1540                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1541                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1542                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1543         }
1544         CL_UpdateNetworkEntity(ent, 32, true);
1545 }
1546
1547 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1548 static void CL_LinkNetworkEntity(entity_t *e)
1549 {
1550         effectnameindex_t trailtype;
1551         vec3_t origin;
1552         vec3_t dlightcolor;
1553         vec_t dlightradius;
1554         char vabuf[1024];
1555
1556         // skip inactive entities and world
1557         if (!e->state_current.active || e == cl.entities)
1558                 return;
1559         if (e->state_current.tagentity)
1560         {
1561                 // if the tag entity is currently impossible, skip it
1562                 if (e->state_current.tagentity >= cl.num_entities)
1563                         return;
1564                 // if the tag entity is inactive, skip it
1565                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1566                 {
1567                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1568                                 return;
1569                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1570                                 return;
1571                         // if we get here, it's properly csqc networked and attached
1572                 }
1573         }
1574
1575         // create entity dlights associated with this entity
1576         if (e->render.model && e->render.model->soundfromcenter)
1577         {
1578                 // bmodels are treated specially since their origin is usually '0 0 0'
1579                 vec3_t o;
1580                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1581                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1582         }
1583         else
1584                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1585         trailtype = EFFECT_NONE;
1586         dlightradius = 0;
1587         dlightcolor[0] = 0;
1588         dlightcolor[1] = 0;
1589         dlightcolor[2] = 0;
1590         // LadyHavoc: if the entity has no effects, don't check each
1591         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1592         {
1593                 if (e->render.effects & EF_BRIGHTFIELD)
1594                 {
1595                         if (IS_NEXUIZ_DERIVED(gamemode))
1596                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1597                 }
1598                 if (e->render.effects & EF_DIMLIGHT)
1599                 {
1600                         dlightradius = max(dlightradius, 200);
1601                         dlightcolor[0] += 1.50f;
1602                         dlightcolor[1] += 1.50f;
1603                         dlightcolor[2] += 1.50f;
1604                 }
1605                 if (e->render.effects & EF_BRIGHTLIGHT)
1606                 {
1607                         dlightradius = max(dlightradius, 400);
1608                         dlightcolor[0] += 3.00f;
1609                         dlightcolor[1] += 3.00f;
1610                         dlightcolor[2] += 3.00f;
1611                 }
1612                 // LadyHavoc: more effects
1613                 if (e->render.effects & EF_RED) // red
1614                 {
1615                         dlightradius = max(dlightradius, 200);
1616                         dlightcolor[0] += 1.50f;
1617                         dlightcolor[1] += 0.15f;
1618                         dlightcolor[2] += 0.15f;
1619                 }
1620                 if (e->render.effects & EF_BLUE) // blue
1621                 {
1622                         dlightradius = max(dlightradius, 200);
1623                         dlightcolor[0] += 0.15f;
1624                         dlightcolor[1] += 0.15f;
1625                         dlightcolor[2] += 1.50f;
1626                 }
1627                 if (e->render.effects & EF_FLAME)
1628                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1629                 if (e->render.effects & EF_STARDUST)
1630                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1631         }
1632         // muzzleflash fades over time, and is offset a bit
1633         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1634         {
1635                 vec3_t v2;
1636                 vec3_t color;
1637                 trace_t trace;
1638                 matrix4x4_t tempmatrix;
1639                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1640                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1641                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1642                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1643                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1644                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1645                 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);
1646                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1647         }
1648         // LadyHavoc: if the model has no flags, don't check each
1649         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1650         {
1651                 if (e->render.effects & EF_GIB)
1652                         trailtype = EFFECT_TR_BLOOD;
1653                 else if (e->render.effects & EF_ZOMGIB)
1654                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1655                 else if (e->render.effects & EF_TRACER)
1656                         trailtype = EFFECT_TR_WIZSPIKE;
1657                 else if (e->render.effects & EF_TRACER2)
1658                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1659                 else if (e->render.effects & EF_ROCKET)
1660                         trailtype = EFFECT_TR_ROCKET;
1661                 else if (e->render.effects & EF_GRENADE)
1662                 {
1663                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1664                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1665                 }
1666                 else if (e->render.effects & EF_TRACER3)
1667                         trailtype = EFFECT_TR_VORESPIKE;
1668         }
1669         // LadyHavoc: customizable glow
1670         if (e->state_current.glowsize)
1671         {
1672                 // * 4 for the expansion from 0-255 to 0-1023 range,
1673                 // / 255 to scale down byte colors
1674                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1675                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1676         }
1677         // custom rtlight
1678         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1679         {
1680                 matrix4x4_t dlightmatrix;
1681                 vec4_t light;
1682                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1683                 light[3] = e->state_current.light[3];
1684                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1685                         VectorSet(light, 1, 1, 1);
1686                 if (light[3] == 0)
1687                         light[3] = 350;
1688                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1689                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1690                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1691                 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);
1692                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1693         }
1694         // make the glow dlight
1695         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1696         {
1697                 matrix4x4_t dlightmatrix;
1698                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1699                 // hack to make glowing player light shine on their gun
1700                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1701                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1702                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1703                 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);
1704                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1705         }
1706         // do trail light
1707         if (e->render.flags & RENDER_GLOWTRAIL)
1708                 trailtype = EFFECT_TR_GLOWTRAIL;
1709         if (e->state_current.traileffectnum)
1710                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1711         if (trailtype)
1712                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1713
1714         // don't show entities with no modelindex (note: this still shows
1715         // entities which have a modelindex that resolved to a NULL model)
1716         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1717                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1718         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1719         //      Matrix4x4_Print(&e->render.matrix);
1720 }
1721
1722 static void CL_RelinkWorld(void)
1723 {
1724         entity_t *ent = &cl.entities[0];
1725         // FIXME: this should be done at load
1726         ent->render.matrix = identitymatrix;
1727         ent->render.flags = RENDER_SHADOW;
1728         if (!r_fullbright.integer)
1729                 ent->render.flags |= RENDER_LIGHT;
1730         VectorSet(ent->render.colormod, 1, 1, 1);
1731         VectorSet(ent->render.glowmod, 1, 1, 1);
1732         ent->render.allowdecals = true;
1733         CL_UpdateRenderEntity(&ent->render);
1734         r_refdef.scene.worldentity = &ent->render;
1735         r_refdef.scene.worldmodel = cl.worldmodel;
1736
1737         // if the world is q2bsp, animate the textures
1738         if (ent->render.model && ent->render.model->brush.isq2bsp)
1739                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1740 }
1741
1742 static void CL_RelinkStaticEntities(void)
1743 {
1744         int i;
1745         entity_t *e;
1746         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1747         {
1748                 e->render.flags = 0;
1749                 // if the model was not loaded when the static entity was created we
1750                 // need to re-fetch the model pointer
1751                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1752                 // either fullbright or lit
1753                 if(!r_fullbright.integer)
1754                 {
1755                         if (!(e->render.effects & EF_FULLBRIGHT))
1756                                 e->render.flags |= RENDER_LIGHT;
1757                 }
1758                 // hide player shadow during intermission or nehahra movie
1759                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1760                         e->render.flags |= RENDER_SHADOW;
1761                 VectorSet(e->render.colormod, 1, 1, 1);
1762                 VectorSet(e->render.glowmod, 1, 1, 1);
1763                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1764                 e->render.allowdecals = true;
1765                 CL_UpdateRenderEntity(&e->render);
1766                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1767         }
1768 }
1769
1770 /*
1771 ===============
1772 CL_RelinkEntities
1773 ===============
1774 */
1775 static void CL_RelinkNetworkEntities(void)
1776 {
1777         entity_t *ent;
1778         int i;
1779
1780         // start on the entity after the world
1781         for (i = 1;i < cl.num_entities;i++)
1782         {
1783                 if (cl.entities_active[i])
1784                 {
1785                         ent = cl.entities + i;
1786                         if (ent->state_current.active)
1787                                 CL_LinkNetworkEntity(ent);
1788                         else
1789                                 cl.entities_active[i] = false;
1790                 }
1791         }
1792 }
1793
1794 static void CL_RelinkEffects(void)
1795 {
1796         int i, intframe;
1797         cl_effect_t *e;
1798         entity_render_t *entrender;
1799         float frame;
1800
1801         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1802         {
1803                 if (e->active)
1804                 {
1805                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1806                         intframe = (int)frame;
1807                         if (intframe < 0 || intframe >= e->endframe)
1808                         {
1809                                 memset(e, 0, sizeof(*e));
1810                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1811                                         cl.num_effects--;
1812                                 continue;
1813                         }
1814
1815                         if (intframe != e->frame)
1816                         {
1817                                 e->frame = intframe;
1818                                 e->frame1time = e->frame2time;
1819                                 e->frame2time = cl.time;
1820                         }
1821
1822                         // if we're drawing effects, get a new temp entity
1823                         // (NewTempEntity adds it to the render entities list for us)
1824                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1825                         {
1826                                 // interpolation stuff
1827                                 entrender->framegroupblend[0].frame = intframe;
1828                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1829                                 entrender->framegroupblend[0].start = e->frame1time;
1830                                 if (intframe + 1 >= e->endframe)
1831                                 {
1832                                         entrender->framegroupblend[1].frame = 0; // disappear
1833                                         entrender->framegroupblend[1].lerp = 0;
1834                                         entrender->framegroupblend[1].start = 0;
1835                                 }
1836                                 else
1837                                 {
1838                                         entrender->framegroupblend[1].frame = intframe + 1;
1839                                         entrender->framegroupblend[1].lerp = frame - intframe;
1840                                         entrender->framegroupblend[1].start = e->frame2time;
1841                                 }
1842
1843                                 // normal stuff
1844                                 entrender->model = e->model;
1845                                 entrender->alpha = 1;
1846                                 VectorSet(entrender->colormod, 1, 1, 1);
1847                                 VectorSet(entrender->glowmod, 1, 1, 1);
1848
1849                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1850                                 CL_UpdateRenderEntity(entrender);
1851                         }
1852                 }
1853         }
1854 }
1855
1856 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1857 {
1858         VectorCopy(b->start, start);
1859         VectorCopy(b->end, end);
1860
1861         // if coming from the player, update the start position
1862         if (b->entity == cl.viewentity)
1863         {
1864                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1865                 {
1866                         // LadyHavoc: this is a stupid hack from Quake that makes your
1867                         // lightning appear to come from your waist and cover less of your
1868                         // view
1869                         // in Quake this hack was applied to all players (causing the
1870                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1871                         // only applies to your own lightning, and only in first person
1872                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1873                 }
1874                 if (cl_beams_instantaimhack.integer)
1875                 {
1876                         vec3_t dir, localend;
1877                         vec_t len;
1878                         // LadyHavoc: this updates the beam direction to match your
1879                         // viewangles
1880                         VectorSubtract(end, start, dir);
1881                         len = VectorLength(dir);
1882                         VectorNormalize(dir);
1883                         VectorSet(localend, len, 0, 0);
1884                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1885                 }
1886         }
1887 }
1888
1889 void CL_RelinkBeams(void)
1890 {
1891         int i;
1892         beam_t *b;
1893         vec3_t dist, org, start, end;
1894         float d;
1895         entity_render_t *entrender;
1896         double yaw, pitch;
1897         float forward;
1898         matrix4x4_t tempmatrix;
1899
1900         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1901         {
1902                 if (!b->model)
1903                         continue;
1904                 if (b->endtime < cl.time)
1905                 {
1906                         b->model = NULL;
1907                         continue;
1908                 }
1909
1910                 CL_Beam_CalculatePositions(b, start, end);
1911
1912                 if (b->lightning)
1913                 {
1914                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1915                         {
1916                                 // FIXME: create a matrix from the beam start/end orientation
1917                                 vec3_t dlightcolor;
1918                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1919                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1920                                 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);
1921                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1922                         }
1923                         if (cl_beams_polygons.integer)
1924                         {
1925                                 CL_Beam_AddPolygons(b);
1926                                 continue;
1927                         }
1928                 }
1929
1930                 // calculate pitch and yaw
1931                 // (this is similar to the QuakeC builtin function vectoangles)
1932                 VectorSubtract(end, start, dist);
1933                 if (dist[1] == 0 && dist[0] == 0)
1934                 {
1935                         yaw = 0;
1936                         if (dist[2] > 0)
1937                                 pitch = 90;
1938                         else
1939                                 pitch = 270;
1940                 }
1941                 else
1942                 {
1943                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1944                         if (yaw < 0)
1945                                 yaw += 360;
1946
1947                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1948                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1949                         if (pitch < 0)
1950                                 pitch += 360;
1951                 }
1952
1953                 // add new entities for the lightning
1954                 VectorCopy (start, org);
1955                 d = VectorNormalizeLength(dist);
1956                 while (d > 0)
1957                 {
1958                         entrender = CL_NewTempEntity (0);
1959                         if (!entrender)
1960                                 return;
1961                         entrender->model = b->model;
1962                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1963                         CL_UpdateRenderEntity(entrender);
1964                         VectorMA(org, 30, dist, org);
1965                         d -= 30;
1966                 }
1967         }
1968
1969         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1970                 cl.num_beams--;
1971 }
1972
1973 static void CL_RelinkQWNails(void)
1974 {
1975         int i;
1976         vec_t *v;
1977         entity_render_t *entrender;
1978
1979         for (i = 0;i < cl.qw_num_nails;i++)
1980         {
1981                 v = cl.qw_nails[i];
1982
1983                 // if we're drawing effects, get a new temp entity
1984                 // (NewTempEntity adds it to the render entities list for us)
1985                 if (!(entrender = CL_NewTempEntity(0)))
1986                         continue;
1987
1988                 // normal stuff
1989                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1990                 entrender->alpha = 1;
1991                 VectorSet(entrender->colormod, 1, 1, 1);
1992                 VectorSet(entrender->glowmod, 1, 1, 1);
1993
1994                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1995                 CL_UpdateRenderEntity(entrender);
1996         }
1997 }
1998
1999 static void CL_LerpPlayer(float frac)
2000 {
2001         int i;
2002
2003         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
2004         for (i = 0;i < 3;i++)
2005         {
2006                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2007                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2008                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2009         }
2010
2011         // interpolate the angles if playing a demo or spectating someone
2012         if (cls.demoplayback || cl.fixangle[0])
2013         {
2014                 for (i = 0;i < 3;i++)
2015                 {
2016                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2017                         if (d > 180)
2018                                 d -= 360;
2019                         else if (d < -180)
2020                                 d += 360;
2021                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2022                 }
2023         }
2024 }
2025
2026 void CSQC_RelinkAllEntities (int drawmask)
2027 {
2028         // link stuff
2029         CL_RelinkWorld();
2030         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2031         CL_MeshEntities_Scene_AddRenderEntity();
2032         CL_RelinkStaticEntities();
2033         CL_RelinkBeams();
2034         CL_RelinkEffects();
2035         CL_RelinkLightFlashes();
2036
2037         // link stuff
2038         if (drawmask & ENTMASK_ENGINE)
2039         {
2040                 CL_RelinkNetworkEntities();
2041                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2042                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2043                 CL_RelinkQWNails();
2044         }
2045
2046         // update view blend
2047         V_CalcViewBlend();
2048 }
2049
2050 /*
2051 ===============
2052 CL_UpdateWorld
2053
2054 Update client game world for a new frame
2055 ===============
2056 */
2057 void CL_UpdateWorld(void)
2058 {
2059         r_refdef.scene.extraupdate = !r_speeds.integer;
2060         r_refdef.scene.numentities = 0;
2061         r_refdef.scene.numlights = 0;
2062         r_refdef.view.matrix = identitymatrix;
2063         r_refdef.view.quality = 1;
2064                 
2065         cl.num_brushmodel_entities = 0;
2066
2067         if (cls.state == ca_connected && cls.signon == SIGNONS)
2068         {
2069                 // prepare for a new frame
2070                 CL_LerpPlayer(CL_LerpPoint());
2071                 CL_DecayLightFlashes();
2072                 CL_ClearTempEntities();
2073                 V_DriftPitch();
2074                 V_FadeViewFlashs();
2075
2076                 // if prediction is enabled we have to update all the collidable
2077                 // network entities before the prediction code can be run
2078                 CL_UpdateNetworkCollisionEntities();
2079
2080                 // now update the player prediction
2081                 CL_ClientMovement_Replay();
2082
2083                 // update the player entity (which may be predicted)
2084                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2085
2086                 // now update the view (which depends on that player entity)
2087                 V_CalcRefdef();
2088
2089                 // now update all the network entities and create particle trails
2090                 // (some entities may depend on the view)
2091                 CL_UpdateNetworkEntities();
2092
2093                 // update the engine-based viewmodel
2094                 CL_UpdateViewModel();
2095
2096                 // when csqc is loaded, it will call this in CSQC_UpdateView
2097                 if (!cl.csqc_loaded)
2098                 {
2099                         // clear the CL_Mesh_Scene() used for some engine effects
2100                         CL_MeshEntities_Scene_Clear();
2101                         // add engine entities and effects
2102                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2103                 }
2104
2105                 // decals, particles, and explosions will be updated during rneder
2106         }
2107
2108         r_refdef.scene.time = cl.time;
2109 }
2110
2111 /*
2112 ======================
2113 CL_Fog_f
2114 ======================
2115 */
2116 static void CL_Fog_f(cmd_state_t *cmd)
2117 {
2118         if (Cmd_Argc (cmd) == 1)
2119         {
2120                 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);
2121                 return;
2122         }
2123         FOG_clear(); // so missing values get good defaults
2124         if(Cmd_Argc(cmd) > 1)
2125                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2126         if(Cmd_Argc(cmd) > 2)
2127                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2128         if(Cmd_Argc(cmd) > 3)
2129                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2130         if(Cmd_Argc(cmd) > 4)
2131                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2132         if(Cmd_Argc(cmd) > 5)
2133                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2134         if(Cmd_Argc(cmd) > 6)
2135                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2136         if(Cmd_Argc(cmd) > 7)
2137                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2138         if(Cmd_Argc(cmd) > 8)
2139                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2140         if(Cmd_Argc(cmd) > 9)
2141                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2142 }
2143
2144 /*
2145 ======================
2146 CL_FogHeightTexture_f
2147 ======================
2148 */
2149 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2150 {
2151         if (Cmd_Argc (cmd) < 11)
2152         {
2153                 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);
2154                 return;
2155         }
2156         FOG_clear(); // so missing values get good defaults
2157         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2158         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2159         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2160         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2161         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2162         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2163         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2164         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2165         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2166         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2167 }
2168
2169
2170 /*
2171 ====================
2172 CL_TimeRefresh_f
2173
2174 For program optimization
2175 ====================
2176 */
2177 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2178 {
2179         int i;
2180         double timestart, timedelta;
2181
2182         r_refdef.scene.extraupdate = false;
2183
2184         timestart = Sys_DirtyTime();
2185         for (i = 0;i < 128;i++)
2186         {
2187                 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);
2188                 r_refdef.view.quality = 1;
2189                 CL_UpdateScreen();
2190         }
2191         timedelta = Sys_DirtyTime() - timestart;
2192
2193         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2194 }
2195
2196 static void CL_AreaStats_f(cmd_state_t *cmd)
2197 {
2198         World_PrintAreaStats(&cl.world, "client");
2199 }
2200
2201 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2202 {
2203         int i;
2204         cl_locnode_t *loc;
2205         cl_locnode_t *best;
2206         vec3_t nearestpoint;
2207         vec_t dist, bestdist;
2208         best = NULL;
2209         bestdist = 0;
2210         for (loc = cl.locnodes;loc;loc = loc->next)
2211         {
2212                 for (i = 0;i < 3;i++)
2213                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2214                 dist = VectorDistance2(nearestpoint, point);
2215                 if (bestdist > dist || !best)
2216                 {
2217                         bestdist = dist;
2218                         best = loc;
2219                         if (bestdist < 1)
2220                                 break;
2221                 }
2222         }
2223         return best;
2224 }
2225
2226 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2227 {
2228         cl_locnode_t *loc;
2229         loc = CL_Locs_FindNearest(point);
2230         if (loc)
2231                 strlcpy(buffer, loc->name, buffersize);
2232         else
2233                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2234 }
2235
2236 static void CL_Locs_FreeNode(cl_locnode_t *node)
2237 {
2238         cl_locnode_t **pointer, **next;
2239         for (pointer = &cl.locnodes;*pointer;pointer = next)
2240         {
2241                 next = &(*pointer)->next;
2242                 if (*pointer == node)
2243                 {
2244                         *pointer = node->next;
2245                         Mem_Free(node);
2246                         return;
2247                 }
2248         }
2249         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2250 }
2251
2252 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2253 {
2254         cl_locnode_t *node, **pointer;
2255         int namelen;
2256         if (!name)
2257                 name = "";
2258         namelen = (int)strlen(name);
2259         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2260         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2261         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2262         node->name = (char *)(node + 1);
2263         memcpy(node->name, name, namelen);
2264         node->name[namelen] = 0;
2265         // link it into the tail of the list to preserve the order
2266         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2267                 ;
2268         *pointer = node;
2269 }
2270
2271 static void CL_Locs_Add_f(cmd_state_t *cmd)
2272 {
2273         vec3_t mins, maxs;
2274         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2275         {
2276                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2277                 return;
2278         }
2279         mins[0] = atof(Cmd_Argv(cmd, 1));
2280         mins[1] = atof(Cmd_Argv(cmd, 2));
2281         mins[2] = atof(Cmd_Argv(cmd, 3));
2282         if (Cmd_Argc(cmd) == 8)
2283         {
2284                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2285                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2286                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2287                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2288         }
2289         else
2290                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2291 }
2292
2293 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2294 {
2295         cl_locnode_t *loc;
2296         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2297         if (loc)
2298                 CL_Locs_FreeNode(loc);
2299         else
2300                 Con_Printf("no loc point or box found for your location\n");
2301 }
2302
2303 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2304 {
2305         while (cl.locnodes)
2306                 CL_Locs_FreeNode(cl.locnodes);
2307 }
2308
2309 static void CL_Locs_Save_f(cmd_state_t *cmd)
2310 {
2311         cl_locnode_t *loc;
2312         qfile_t *outfile;
2313         char locfilename[MAX_QPATH];
2314         if (!cl.locnodes)
2315         {
2316                 Con_Printf("No loc points/boxes exist!\n");
2317                 return;
2318         }
2319         if (cls.state != ca_connected || !cl.worldmodel)
2320         {
2321                 Con_Printf("No level loaded!\n");
2322                 return;
2323         }
2324         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2325
2326         outfile = FS_OpenRealFile(locfilename, "w", false);
2327         if (!outfile)
2328                 return;
2329         // if any boxes are used then this is a proquake-format loc file, which
2330         // allows comments, so add some relevant information at the start
2331         for (loc = cl.locnodes;loc;loc = loc->next)
2332                 if (!VectorCompare(loc->mins, loc->maxs))
2333                         break;
2334         if (loc)
2335         {
2336                 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);
2337                 for (loc = cl.locnodes;loc;loc = loc->next)
2338                         if (VectorCompare(loc->mins, loc->maxs))
2339                                 break;
2340                 if (loc)
2341                         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");
2342         }
2343         for (loc = cl.locnodes;loc;loc = loc->next)
2344         {
2345                 if (VectorCompare(loc->mins, loc->maxs))
2346                 {
2347                         int len;
2348                         const char *s;
2349                         const char *in = loc->name;
2350                         char name[MAX_INPUTLINE];
2351                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2352                         {
2353                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2354                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2355                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2356                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2357                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2358                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2359                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2360                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2361                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2362                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2363                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2364                                 else s = NULL;
2365                                 if (s)
2366                                 {
2367                                         while (len < (int)sizeof(name) - 1 && *s)
2368                                                 name[len++] = *s++;
2369                                         continue;
2370                                 }
2371                                 name[len++] = *in++;
2372                         }
2373                         name[len] = 0;
2374                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2375                 }
2376                 else
2377                         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);
2378         }
2379         FS_Close(outfile);
2380 }
2381
2382 void CL_Locs_Reload_f(cmd_state_t *cmd)
2383 {
2384         int i, linenumber, limit, len;
2385         const char *s;
2386         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2387         fs_offset_t filesize;
2388         vec3_t mins, maxs;
2389         char locfilename[MAX_QPATH];
2390         char name[MAX_INPUTLINE];
2391
2392         if (cls.state != ca_connected || !cl.worldmodel)
2393         {
2394                 Con_Printf("No level loaded!\n");
2395                 return;
2396         }
2397
2398         CL_Locs_Clear_f(cmd);
2399
2400         // try maps/something.loc first (LadyHavoc: where I think they should be)
2401         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2402         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2403         if (!filedata)
2404         {
2405                 // try proquake name as well (LadyHavoc: I hate path mangling)
2406                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2407                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2408                 if (!filedata)
2409                         return;
2410         }
2411         text = filedata;
2412         textend = filedata + filesize;
2413         for (linenumber = 1;text < textend;linenumber++)
2414         {
2415                 linestart = text;
2416                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2417                         ;
2418                 lineend = text;
2419                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2420                         text++;
2421                 if (text < textend)
2422                         text++;
2423                 // trim trailing whitespace
2424                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2425                         lineend--;
2426                 // trim leading whitespace
2427                 while (linestart < lineend && ISWHITESPACE(*linestart))
2428                         linestart++;
2429                 // check if this is a comment
2430                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2431                         continue;
2432                 linetext = linestart;
2433                 limit = 3;
2434                 for (i = 0;i < limit;i++)
2435                 {
2436                         if (linetext >= lineend)
2437                                 break;
2438                         // note: a missing number is interpreted as 0
2439                         if (i < 3)
2440                                 mins[i] = atof(linetext);
2441                         else
2442                                 maxs[i - 3] = atof(linetext);
2443                         // now advance past the number
2444                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2445                                 linetext++;
2446                         // advance through whitespace
2447                         if (linetext < lineend)
2448                         {
2449                                 if (*linetext == ',')
2450                                 {
2451                                         linetext++;
2452                                         limit = 6;
2453                                         // note: comma can be followed by whitespace
2454                                 }
2455                                 if (ISWHITESPACE(*linetext))
2456                                 {
2457                                         // skip whitespace
2458                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2459                                                 linetext++;
2460                                 }
2461                         }
2462                 }
2463                 // if this is a quoted name, remove the quotes
2464                 if (i == 6)
2465                 {
2466                         if (linetext >= lineend || *linetext != '"')
2467                                 continue; // proquake location names are always quoted
2468                         lineend--;
2469                         linetext++;
2470                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2471                         memcpy(name, linetext, len);
2472                         name[len] = 0;
2473                         // add the box to the list
2474                         CL_Locs_AddNode(mins, maxs, name);
2475                 }
2476                 // if a point was parsed, it needs to be scaled down by 8 (since
2477                 // point-based loc files were invented by a proxy which dealt
2478                 // directly with quake protocol coordinates, which are *8), turn
2479                 // it into a box
2480                 else if (i == 3)
2481                 {
2482                         // interpret silly fuhquake macros
2483                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2484                         {
2485                                 if (*linetext == '$')
2486                                 {
2487                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2488                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2489                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2490                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2491                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2492                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2493                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2494                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2495                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2496                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2497                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2498                                         else s = NULL;
2499                                         if (s)
2500                                         {
2501                                                 while (len < (int)sizeof(name) - 1 && *s)
2502                                                         name[len++] = *s++;
2503                                                 continue;
2504                                         }
2505                                 }
2506                                 name[len++] = *linetext++;
2507                         }
2508                         name[len] = 0;
2509                         // add the point to the list
2510                         VectorScale(mins, (1.0 / 8.0), mins);
2511                         CL_Locs_AddNode(mins, mins, name);
2512                 }
2513                 else
2514                         continue;
2515         }
2516 }
2517
2518 entity_t cl_meshentities[NUM_MESHENTITIES];
2519 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2520 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2521 {
2522         "MESH_SCENE",
2523         "MESH_UI",
2524 };
2525
2526 static void CL_MeshEntities_Restart(void)
2527 {
2528         int i;
2529         entity_t *ent;
2530         for (i = 0; i < NUM_MESHENTITIES; i++)
2531         {
2532                 ent = cl_meshentities + i;
2533                 Mod_Mesh_Destroy(ent->render.model);
2534                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2535         }
2536 }
2537
2538 static void CL_MeshEntities_Start(void)
2539 {
2540         int i;
2541         entity_t *ent;
2542         for(i = 0; i < NUM_MESHENTITIES; i++)
2543         {
2544                 ent = cl_meshentities + i;
2545                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2546         }
2547 }
2548
2549 static void CL_MeshEntities_Shutdown(void)
2550 {
2551         int i;
2552         entity_t *ent;
2553         for(i = 0; i < NUM_MESHENTITIES; i++)
2554         {
2555                 ent = cl_meshentities + i;
2556                 Mod_Mesh_Destroy(ent->render.model);
2557         }
2558 }
2559
2560 void CL_MeshEntities_Init(void)
2561 {
2562         int i;
2563         entity_t *ent;
2564         for (i = 0; i < NUM_MESHENTITIES; i++)
2565         {
2566                 ent = cl_meshentities + i;
2567                 ent->state_current.active = true;
2568                 ent->render.model = cl_meshentitymodels + i;
2569                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2570                 ent->render.alpha = 1;
2571                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2572                 ent->render.framegroupblend[0].lerp = 1;
2573                 ent->render.frameblend[0].lerp = 1;
2574                 VectorSet(ent->render.colormod, 1, 1, 1);
2575                 VectorSet(ent->render.glowmod, 1, 1, 1);
2576                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2577                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2578                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2579                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2580                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2581                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2582                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2583                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2584                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2585                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2586                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2587                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2588                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2589                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2590                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2591
2592                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2593                 CL_UpdateRenderEntity(&ent->render);
2594         }
2595         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2596         R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2597 }
2598
2599 void CL_MeshEntities_Scene_Clear(void)
2600 {
2601         Mod_Mesh_Reset(CL_Mesh_Scene());
2602 }
2603
2604 void CL_MeshEntities_Scene_AddRenderEntity(void)
2605 {
2606         entity_t* ent = &cl_meshentities[MESH_SCENE];
2607         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2608 }
2609
2610 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2611 {
2612         entity_t *ent = &cl_meshentities[MESH_SCENE];
2613         Mod_Mesh_Finalize(ent->render.model);
2614         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2615         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2616 }
2617
2618 extern cvar_t r_overheadsprites_pushback;
2619 extern cvar_t r_fullbright_directed_pitch_relative;
2620 extern cvar_t r_fullbright_directed_pitch;
2621 extern cvar_t r_fullbright_directed_ambient;
2622 extern cvar_t r_fullbright_directed_diffuse;
2623 extern cvar_t r_fullbright_directed;
2624 extern cvar_t r_hdr_glowintensity;
2625
2626 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2627 {
2628         vec3_t angles;
2629
2630         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2631         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2632
2633         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2634         // same for all stereo views, and to better handle pitches outside
2635         // [-90, 90] (in_pitch_* cvars allow that).
2636         VectorCopy(cl.viewangles, angles);
2637         if (r_fullbright_directed_pitch_relative.integer) {
2638                 angles[PITCH] += r_fullbright_directed_pitch.value;
2639         }
2640         else {
2641                 angles[PITCH] = r_fullbright_directed_pitch.value;
2642         }
2643         AngleVectors(angles, worldspacenormal, NULL, NULL);
2644         VectorNegate(worldspacenormal, worldspacenormal);
2645 }
2646
2647 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2648 {
2649         float shadingorigin[3], a[3], c[3], dir[3];
2650         int q;
2651
2652         for (q = 0; q < 3; q++)
2653                 a[q] = c[q] = dir[q] = 0;
2654
2655         ent->render_lightgrid = false;
2656         ent->render_modellight_forced = false;
2657         ent->render_rtlight_disabled = false;
2658
2659         // pick an appropriate value for render_modellight_origin - if this is an
2660         // attachment we want to use the parent's render_modellight_origin so that
2661         // shading is the same (also important for r_shadows to cast shadows in the
2662         // same direction)
2663         if (VectorLength2(ent->custommodellight_origin))
2664         {
2665                 // CSQC entities always provide this (via CL_GetTagMatrix)
2666                 for (q = 0; q < 3; q++)
2667                         shadingorigin[q] = ent->custommodellight_origin[q];
2668         }
2669         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2670         {
2671                 // network entity - follow attachment chain back to a root entity,
2672                 int entnum = ent->entitynumber, recursion;
2673                 for (recursion = 32; recursion > 0; --recursion)
2674                 {
2675                         int parentnum = cl.entities[entnum].state_current.tagentity;
2676                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2677                                 break;
2678                         entnum = parentnum;
2679                 }
2680                 // grab the root entity's origin
2681                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2682         }
2683         else
2684         {
2685                 // not a CSQC entity (which sets custommodellight_origin), not a network
2686                 // entity - so it's probably not attached to anything
2687                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2688         }
2689
2690         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2691         {
2692                 // intentionally EF_FULLBRIGHT entity
2693                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2694                 // CSQC can still provide its own customized modellight values
2695                 ent->render_rtlight_disabled = true;
2696                 ent->render_modellight_forced = true;
2697                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2698                 {
2699                         // custom colors provided by CSQC
2700                         for (q = 0; q < 3; q++)
2701                         {
2702                                 a[q] = ent->custommodellight_ambient[q];
2703                                 c[q] = ent->custommodellight_diffuse[q];
2704                                 dir[q] = ent->custommodellight_lightdir[q];
2705                         }
2706                 }
2707                 else if (r_fullbright_directed.integer)
2708                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2709                 else
2710                         for (q = 0; q < 3; q++)
2711                                 a[q] = 1;
2712         }
2713         else
2714         {
2715                 // fetch the lighting from the worldmodel data
2716
2717                 // CSQC can provide its own customized modellight values
2718                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2719                 {
2720                         ent->render_modellight_forced = true;
2721                         for (q = 0; q < 3; q++)
2722                         {
2723                                 a[q] = ent->custommodellight_ambient[q];
2724                                 c[q] = ent->custommodellight_diffuse[q];
2725                                 dir[q] = ent->custommodellight_lightdir[q];
2726                         }
2727                 }
2728                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2729                 {
2730                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2731                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2732                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2733                         ent->render_modellight_forced = true;
2734                         ent->render_rtlight_disabled = true;
2735                 }
2736                 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))
2737                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2738                 {
2739                         ent->render_lightgrid = true;
2740                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2741                 }
2742                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2743                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2744                 else if (r_fullbright_directed.integer)
2745                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2746                 else
2747                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2748         }
2749
2750         for (q = 0; q < 3; q++)
2751         {
2752                 ent->render_fullbright[q] = ent->colormod[q];
2753                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2754                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2755                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2756                 ent->render_modellight_specular[q] = c[q];
2757                 ent->render_modellight_lightdir_world[q] = dir[q];
2758                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2759                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2760                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2761                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2762                 ent->render_rtlight_specular[q] = 1;
2763         }
2764
2765         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2766         if (ent->render_modellight_forced)
2767                 for (q = 0; q < 3; q++)
2768                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2769         if (ent->render_rtlight_disabled)
2770                 for (q = 0; q < 3; q++)
2771                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2772
2773         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2774                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2775         VectorNormalize(ent->render_modellight_lightdir_world);
2776         // transform into local space for the entity as well
2777         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2778         VectorNormalize(ent->render_modellight_lightdir_local);
2779 }
2780
2781
2782 void CL_UpdateEntityShading(void)
2783 {
2784         int i;
2785         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2786         for (i = 0; i < r_refdef.scene.numentities; i++)
2787                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2788 }
2789
2790 qbool vid_opened = false;
2791 void CL_StartVideo(void)
2792 {
2793         if (!vid_opened && cls.state != ca_dedicated)
2794         {
2795                 vid_opened = true;
2796 #ifdef WIN32
2797                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2798                 NetConn_UpdateSockets();
2799 #endif
2800                 VID_Start();
2801         }
2802 }
2803
2804 extern cvar_t host_framerate;
2805 extern cvar_t host_speeds;
2806 extern qbool serverlist_querystage;
2807 double CL_Frame (double time)
2808 {
2809         static double clframetime;
2810         static double cl_timer = 0;
2811         static double time1 = 0, time2 = 0, time3 = 0;
2812         int pass1, pass2, pass3;
2813         float maxfps;
2814
2815         CL_VM_PreventInformationLeaks();
2816
2817         /*
2818          * If the accumulator hasn't become positive, don't
2819          * run the frame. Everything that happens before this
2820          * point will happen even if we're sleeping this frame.
2821          */
2822         if((cl_timer += time) < 0)
2823                 return cl_timer;
2824
2825         // limit the frametime steps to no more than 100ms each
2826         if (cl_timer > 0.1)
2827                 cl_timer = 0.1;
2828
2829         // Run at full speed when querying servers, compared to waking up early to parse
2830         // this is simpler and gives pings more representative of what can be expected when playing.
2831         maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value;
2832
2833         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0))
2834         {
2835                 R_TimeReport("---");
2836                 Collision_Cache_NewFrame();
2837                 R_TimeReport("photoncache");
2838 #ifdef CONFIG_VIDEO_CAPTURE
2839                 // decide the simulation time
2840                 if (cls.capturevideo.active)
2841                 {
2842                         if (cls.capturevideo.realtime)
2843                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2844                         else
2845                         {
2846                                 clframetime = 1.0 / cls.capturevideo.framerate;
2847                                 cl.realframetime = max(time, clframetime);
2848                         }
2849                 }
2850                 else
2851 #endif
2852                 {
2853                         if (maxfps <= 0 || cls.timedemo)
2854                                 clframetime = cl.realframetime = cl_timer;
2855                         else
2856                                 // networking assumes at least 10fps
2857                                 clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1);
2858
2859                         // on some legacy systems, we need to sleep to keep input responsive
2860                         if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo)
2861                                 Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05));
2862                 }
2863
2864                 // apply slowmo scaling
2865                 clframetime *= cl.movevars_timescale;
2866                 // scale playback speed of demos by slowmo cvar
2867                 if (cls.demoplayback)
2868                 {
2869                         clframetime *= host_timescale.value;
2870                         // if demo playback is paused, don't advance time at all
2871                         if (cls.demopaused)
2872                                 clframetime = 0;
2873                 }
2874                 else
2875                 {
2876                         // host_framerate overrides all else
2877                         if (host_framerate.value)
2878                                 clframetime = host_framerate.value;
2879
2880                         if (cl.paused || host.paused)
2881                                 clframetime = 0;
2882                 }
2883
2884                 if (cls.timedemo)
2885                         clframetime = cl.realframetime = cl_timer;
2886
2887                 // deduct the frame time from the accumulator
2888                 cl_timer -= cl.realframetime;
2889
2890                 cl.oldtime = cl.time;
2891                 cl.time += clframetime;
2892
2893                 // update video
2894                 if (host_speeds.integer)
2895                         time1 = Sys_DirtyTime();
2896                 R_TimeReport("pre-input");
2897
2898                 // Collect input into cmd
2899                 CL_Input();
2900
2901                 R_TimeReport("input");
2902
2903                 // check for new packets
2904                 NetConn_ClientFrame();
2905
2906                 // read a new frame from a demo if needed
2907                 CL_ReadDemoMessage();
2908                 R_TimeReport("clientnetwork");
2909
2910                 // now that packets have been read, send input to server
2911                 CL_SendMove();
2912                 R_TimeReport("sendmove");
2913
2914                 // update client world (interpolate entities, create trails, etc)
2915                 CL_UpdateWorld();
2916                 R_TimeReport("lerpworld");
2917
2918                 CL_Video_Frame();
2919
2920                 R_TimeReport("client");
2921
2922                 CL_UpdateScreen();
2923                 R_TimeReport("render");
2924
2925                 if (host_speeds.integer)
2926                         time2 = Sys_DirtyTime();
2927
2928                 // update audio
2929                 if(cl.csqc_usecsqclistener)
2930                 {
2931                         S_Update(&cl.csqc_listenermatrix);
2932                         cl.csqc_usecsqclistener = false;
2933                 }
2934                 else
2935                         S_Update(&r_refdef.view.matrix);
2936
2937                 CDAudio_Update();
2938                 R_TimeReport("audio");
2939
2940                 // reset gathering of mouse input
2941                 in_mouse_x = in_mouse_y = 0;
2942
2943                 if (host_speeds.integer)
2944                 {
2945                         pass1 = (int)((time1 - time3)*1000000);
2946                         time3 = Sys_DirtyTime();
2947                         pass2 = (int)((time2 - time1)*1000000);
2948                         pass3 = (int)((time3 - time2)*1000000);
2949                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2950                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2951                 }
2952         }
2953         // if there is some time remaining from this frame, reset the timer
2954         return cl_timer >= 0 ? 0 : cl_timer;
2955 }
2956
2957 /*
2958 ===========
2959 CL_Shutdown
2960 ===========
2961 */
2962 void CL_Shutdown (void)
2963 {
2964         // be quiet while shutting down
2965         S_StopAllSounds();
2966         
2967         // disconnect client from server if active
2968         CL_Disconnect();
2969         
2970         CL_Video_Shutdown();
2971
2972 #ifdef CONFIG_MENU
2973         // Shutdown menu
2974         if(MR_Shutdown)
2975                 MR_Shutdown();
2976 #endif
2977
2978         S_Terminate ();
2979         
2980         R_Modules_Shutdown();
2981         VID_Shutdown();
2982
2983         CL_Screen_Shutdown();
2984         CL_Particles_Shutdown();
2985         CL_Parse_Shutdown();
2986         CL_MeshEntities_Shutdown();
2987
2988         Key_Shutdown();
2989
2990         Mem_FreePool (&cls.permanentmempool);
2991         Mem_FreePool (&cls.levelmempool);
2992 }
2993
2994 /*
2995 =================
2996 CL_Init
2997 =================
2998 */
2999 void CL_Init (void)
3000 {
3001         if (cls.state == ca_dedicated)
3002         {
3003                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3004         }
3005         else
3006         {
3007                 Con_Printf("Initializing client\n");
3008
3009                 Cvar_SetValueQuick(&host_isclient, 1);
3010
3011                 R_Modules_Init();
3012                 Palette_Init();
3013 #ifdef CONFIG_MENU
3014                 MR_Init_Commands();
3015 #endif
3016                 VID_Shared_Init();
3017                 VID_Init();
3018                 Render_Init();
3019                 S_Init();
3020                 Key_Init();
3021                 V_Init();
3022
3023                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3024                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3025
3026                 memset(&r_refdef, 0, sizeof(r_refdef));
3027                 // max entities sent to renderer per frame
3028                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3029                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3030
3031                 // max temp entities
3032                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3033                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3034
3035                 CL_InitInput ();
3036
3037         //
3038         // register our commands
3039         //
3040                 CL_InitCommands();
3041
3042                 Cvar_RegisterVariable (&cl_upspeed);
3043                 Cvar_RegisterVariable (&cl_forwardspeed);
3044                 Cvar_RegisterVariable (&cl_backspeed);
3045                 Cvar_RegisterVariable (&cl_sidespeed);
3046                 Cvar_RegisterVariable (&cl_movespeedkey);
3047                 Cvar_RegisterVariable (&cl_yawspeed);
3048                 Cvar_RegisterVariable (&cl_pitchspeed);
3049                 Cvar_RegisterVariable (&cl_anglespeedkey);
3050                 Cvar_RegisterVariable (&cl_shownet);
3051                 Cvar_RegisterVariable (&cl_nolerp);
3052                 Cvar_RegisterVariable (&cl_lerpexcess);
3053                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3054                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3055                 Cvar_RegisterVariable (&cl_deathfade);
3056                 Cvar_RegisterVariable (&lookspring);
3057                 Cvar_RegisterVariable (&lookstrafe);
3058                 Cvar_RegisterVariable (&sensitivity);
3059                 Cvar_RegisterVariable (&freelook);
3060
3061                 Cvar_RegisterVariable (&m_pitch);
3062                 Cvar_RegisterVariable (&m_yaw);
3063                 Cvar_RegisterVariable (&m_forward);
3064                 Cvar_RegisterVariable (&m_side);
3065
3066                 Cvar_RegisterVariable (&cl_itembobspeed);
3067                 Cvar_RegisterVariable (&cl_itembobheight);
3068
3069                 CL_Demo_Init();
3070
3071                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3072                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3073                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3074                 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
3075
3076                 // Support Client-side Model Index List
3077                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3078                 // Support Client-side Sound Index List
3079                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3080
3081                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3082                 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
3083
3084                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3085
3086                 Cvar_RegisterVariable(&r_draweffects);
3087                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3088                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3089                 Cvar_RegisterVariable(&cl_explosions_size_start);
3090                 Cvar_RegisterVariable(&cl_explosions_size_end);
3091                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3092                 Cvar_RegisterVariable(&cl_stainmaps);
3093                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3094                 Cvar_RegisterVariable(&cl_beams_polygons);
3095                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3096                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3097                 Cvar_RegisterVariable(&cl_beams_lightatend);
3098                 Cvar_RegisterVariable(&cl_noplayershadow);
3099                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3100                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3101
3102                 Cvar_RegisterVariable(&cl_prydoncursor);
3103                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3104
3105                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3106
3107                 // for QW connections
3108                 Cvar_RegisterVariable(&qport);
3109                 // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
3110                 Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
3111
3112                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3113
3114                 Cvar_RegisterVariable(&cl_locs_enable);
3115                 Cvar_RegisterVariable(&cl_locs_show);
3116                 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3117                 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3118                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3119                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3120                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3121
3122                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3123
3124                 Cvar_RegisterVariable (&cl_minfps);
3125                 Cvar_RegisterVariable (&cl_minfps_fade);
3126                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3127                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3128                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3129                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3130                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3131                 Cvar_RegisterVariable (&cl_minfps_force);
3132                 Cvar_RegisterVariable (&cl_maxfps);
3133                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3134                 Cvar_RegisterVariable (&cl_maxidlefps);
3135
3136                 Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
3137                 Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
3138
3139                 CL_Parse_Init();
3140                 CL_Particles_Init();
3141                 CL_Screen_Init();
3142
3143                 CL_Video_Init();
3144
3145                 Cvar_Callback(&cl_netport);
3146
3147                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3148                 host.hook.Disconnect = CL_DisconnectEx;
3149                 host.hook.CL_Intermission = CL_Intermission;
3150                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3151         }
3152 }