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