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