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