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