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Remove duplicate function call. CL_Disconnect already does this.
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_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"};
37 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "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)" };
61 cvar_t cl_autodemo_delete = {CVAR_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" };
62
63 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {CVAR_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)"};
87
88 cvar_t cl_prydoncursor = {CVAR_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"};
89 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "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)"};
94 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 client_static_t cls;
97 client_state_t  cl;
98
99 /*
100 =====================
101 CL_ClearState
102
103 =====================
104 */
105 void CL_ClearState(void)
106 {
107         int i;
108         entity_t *ent;
109
110         CL_VM_ShutDown();
111
112 // wipe the entire cl structure
113         Mem_EmptyPool(cls.levelmempool);
114         memset (&cl, 0, sizeof(cl));
115
116         S_StopAllSounds();
117
118         // reset the view zoom interpolation
119         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120         cl.sensitivityscale = 1.0f;
121
122         // enable rendering of the world and such
123         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124         cl.csqc_vidvars.drawenginesbar = true;
125         cl.csqc_vidvars.drawcrosshair = true;
126
127         // set up the float version of the stats array for easier access to float stats
128         cl.statsf = (float *)cl.stats;
129
130         cl.num_entities = 0;
131         cl.num_static_entities = 0;
132         cl.num_brushmodel_entities = 0;
133
134         // tweak these if the game runs out
135         cl.max_csqcrenderentities = 0;
136         cl.max_entities = MAX_ENITIES_INITIAL;
137         cl.max_static_entities = MAX_STATICENTITIES;
138         cl.max_effects = MAX_EFFECTS;
139         cl.max_beams = MAX_BEAMS;
140         cl.max_dlights = MAX_DLIGHTS;
141         cl.max_lightstyle = MAX_LIGHTSTYLES;
142         cl.max_brushmodel_entities = MAX_EDICTS;
143         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
144         cl.max_showlmps = 0;
145
146         cl.num_dlights = 0;
147         cl.num_effects = 0;
148         cl.num_beams = 0;
149
150         cl.csqcrenderentities = NULL;
151         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
160         cl.showlmps = NULL;
161
162         // LadyHavoc: have to set up the baseline info for alpha and other stuff
163         for (i = 0;i < cl.max_entities;i++)
164         {
165                 cl.entities[i].state_baseline = defaultstate;
166                 cl.entities[i].state_previous = defaultstate;
167                 cl.entities[i].state_current = defaultstate;
168         }
169
170         if (IS_NEXUIZ_DERIVED(gamemode))
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176         }
177         else
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183         }
184
185         // disable until we get textures for it
186         R_ResetSkyBox();
187
188         ent = &cl.entities[0];
189         // entire entity array was cleared, so just fill in a few fields
190         ent->state_current.active = true;
191         ent->render.model = cl.worldmodel = NULL; // no world model yet
192         ent->render.alpha = 1;
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         ent->render.allowdecals = true;
196         CL_UpdateRenderEntity(&ent->render);
197
198         // noclip is turned off at start
199         noclip_anglehack = false;
200
201         // mark all frames invalid for delta
202         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
203
204         // set bestweapon data back to Quake data
205         IN_BestWeapon_ResetData();
206
207         CL_Screen_NewMap();
208 }
209
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
211 {
212         int i;
213         qboolean fail = false;
214         char vabuf[1024];
215         if (!allowstarkey && key[0] == '*')
216                 fail = true;
217         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
218                 fail = true;
219         for (i = 0;key[i];i++)
220                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
221                         fail = true;
222         for (i = 0;value[i];i++)
223                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
224                         fail = true;
225         if (fail)
226         {
227                 if (!quiet)
228                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
229                 return;
230         }
231         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
232         if (cls.state == ca_connected && cls.netcon)
233         {
234                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
235                 {
236                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
238                 }
239                 else if (!strcasecmp(key, "name"))
240                 {
241                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
243                 }
244                 else if (!strcasecmp(key, "playermodel"))
245                 {
246                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
248                 }
249                 else if (!strcasecmp(key, "playerskin"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
253                 }
254                 else if (!strcasecmp(key, "topcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "bottomcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "rate"))
263                 {
264                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
266                 }
267                 else if (!strcasecmp(key, "rate_burstsize"))
268                 {
269                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
271                 }
272         }
273 }
274
275 void CL_ExpandEntities(int num)
276 {
277         int i, oldmaxentities;
278         entity_t *oldentities;
279         if (num >= cl.max_entities)
280         {
281                 if (!cl.entities)
282                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283                 if (num >= MAX_EDICTS)
284                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285                 oldmaxentities = cl.max_entities;
286                 oldentities = cl.entities;
287                 cl.max_entities = (num & ~255) + 256;
288                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290                 Mem_Free(oldentities);
291                 for (i = oldmaxentities;i < cl.max_entities;i++)
292                 {
293                         cl.entities[i].state_baseline = defaultstate;
294                         cl.entities[i].state_previous = defaultstate;
295                         cl.entities[i].state_current = defaultstate;
296                 }
297         }
298 }
299
300 void CL_ExpandCSQCRenderEntities(int num)
301 {
302         int i;
303         int oldmaxcsqcrenderentities;
304         entity_render_t *oldcsqcrenderentities;
305         if (num >= cl.max_csqcrenderentities)
306         {
307                 if (num >= MAX_EDICTS)
308                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310                 oldcsqcrenderentities = cl.csqcrenderentities;
311                 cl.max_csqcrenderentities = (num & ~255) + 256;
312                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313                 if (oldcsqcrenderentities)
314                 {
315                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316                         for (i = 0;i < r_refdef.scene.numentities;i++)
317                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319                         Mem_Free(oldcsqcrenderentities);
320                 }
321         }
322 }
323
324 /*
325 =====================
326 CL_Disconnect
327
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
331 */
332 void CL_Disconnect(void)
333 {
334         if (cls.state == ca_dedicated)
335                 return;
336
337         if (COM_CheckParm("-profilegameonly"))
338                 Sys_AllowProfiling(false);
339
340         Curl_Clear_forthismap();
341
342         Con_DPrintf("CL_Disconnect\n");
343
344     Cvar_SetValueQuick(&csqc_progcrc, -1);
345         Cvar_SetValueQuick(&csqc_progsize, -1);
346         CL_VM_ShutDown();
347 // stop sounds (especially looping!)
348         S_StopAllSounds ();
349
350         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
351
352         // clear contents blends
353         cl.cshifts[0].percent = 0;
354         cl.cshifts[1].percent = 0;
355         cl.cshifts[2].percent = 0;
356         cl.cshifts[3].percent = 0;
357
358         cl.worldmodel = NULL;
359
360         CL_Parse_ErrorCleanUp();
361
362         if (cls.demoplayback)
363                 CL_StopPlayback();
364         else if (cls.netcon)
365         {
366                 sizebuf_t buf;
367                 unsigned char bufdata[8];
368                 if (cls.demorecording)
369                         CL_Stop_f(&cmd_client);
370
371                 // send disconnect message 3 times to improve chances of server
372                 // receiving it (but it still fails sometimes)
373                 memset(&buf, 0, sizeof(buf));
374                 buf.data = bufdata;
375                 buf.maxsize = sizeof(bufdata);
376                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
377                 {
378                         Con_DPrint("Sending drop command\n");
379                         MSG_WriteByte(&buf, qw_clc_stringcmd);
380                         MSG_WriteString(&buf, "drop");
381                 }
382                 else
383                 {
384                         Con_DPrint("Sending clc_disconnect\n");
385                         MSG_WriteByte(&buf, clc_disconnect);
386                 }
387                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
388                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_Close(cls.netcon);
391                 cls.netcon = NULL;
392         }
393         cls.state = ca_disconnected;
394         cl.islocalgame = false;
395
396         cls.demoplayback = cls.timedemo = false;
397         cls.signon = 0;
398 }
399
400 void CL_Disconnect_f(cmd_state_t *cmd)
401 {
402         CL_Disconnect ();
403         if (sv.active)
404                 Host_ShutdownServer ();
405 }
406
407
408
409
410 /*
411 =====================
412 CL_EstablishConnection
413
414 Host should be either "local" or a net address
415 =====================
416 */
417 void CL_EstablishConnection(const char *host, int firstarg)
418 {
419         if (cls.state == ca_dedicated)
420                 return;
421
422         // don't connect to a server if we're benchmarking a demo
423         if (COM_CheckParm("-benchmark"))
424                 return;
425
426         // clear menu's connect error message
427 #ifdef CONFIG_MENU
428         M_Update_Return_Reason("");
429 #endif
430
431         // Disconnect from the current server, or stop a running demo.
432         CL_Disconnect();
433
434         // make sure the client ports are open before attempting to connect
435         NetConn_UpdateSockets();
436
437         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
438         {
439                 cls.connect_trying = true;
440                 cls.connect_remainingtries = 3;
441                 cls.connect_nextsendtime = 0;
442
443                 // only NOW, set connect_userinfo
444                 if(firstarg >= 0)
445                 {
446                         int i;
447                         *cls.connect_userinfo = 0;
448                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
449                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
450                 }
451                 else if(firstarg < -1)
452                 {
453                         // -1: keep as is (reconnect)
454                         // -2: clear
455                         *cls.connect_userinfo = 0;
456                 }
457
458 #ifdef CONFIG_MENU
459                 M_Update_Return_Reason("Trying to connect...");
460 #endif
461         }
462         else
463         {
464                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
465 #ifdef CONFIG_MENU
466                 M_Update_Return_Reason("No network");
467 #endif
468         }
469 }
470
471 /*
472 ==============
473 CL_PrintEntities_f
474 ==============
475 */
476 static void CL_PrintEntities_f(cmd_state_t *cmd)
477 {
478         entity_t *ent;
479         int i;
480
481         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
482         {
483                 const char* modelname;
484
485                 if (!ent->state_current.active)
486                         continue;
487
488                 if (ent->render.model)
489                         modelname = ent->render.model->name;
490                 else
491                         modelname = "--no model--";
492                 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);
493         }
494 }
495
496 /*
497 ===============
498 CL_ModelIndexList_f
499
500 List information on all models in the client modelindex
501 ===============
502 */
503 static void CL_ModelIndexList_f(cmd_state_t *cmd)
504 {
505         int i;
506         dp_model_t *model;
507
508         // Print Header
509         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
510
511         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
512         {
513                 model = CL_GetModelByIndex(i);
514                 if (!model)
515                         continue;
516                 if(model->loaded || i == 1)
517                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
518                 else
519                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
520                 i++;
521         }
522 }
523
524 /*
525 ===============
526 CL_SoundIndexList_f
527
528 List all sounds in the client soundindex
529 ===============
530 */
531 static void CL_SoundIndexList_f(cmd_state_t *cmd)
532 {
533         int i = 1;
534
535         while(cl.sound_precache[i] && i != MAX_SOUNDS)
536         { // Valid Sound
537                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
538                 i++;
539         }
540 }
541
542 /*
543 ===============
544 CL_UpdateRenderEntity
545
546 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
547 ===============
548 */
549 void CL_UpdateRenderEntity(entity_render_t *ent)
550 {
551         vec3_t org;
552         vec_t scale;
553         dp_model_t *model = ent->model;
554         // update the inverse matrix for the renderer
555         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
556         // update the animation blend state
557         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
558         // we need the matrix origin to center the box
559         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
560         // update entity->render.scale because the renderer needs it
561         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
562         if (model)
563         {
564                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
565 #ifdef MATRIX4x4_OPENGLORIENTATION
566                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
567 #else
568                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
569 #endif
570                 {
571                         // pitch or roll
572                         VectorMA(org, scale, model->rotatedmins, ent->mins);
573                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
574                 }
575 #ifdef MATRIX4x4_OPENGLORIENTATION
576                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
577 #else
578                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
579 #endif
580                 {
581                         // yaw
582                         VectorMA(org, scale, model->yawmins, ent->mins);
583                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
584                 }
585                 else
586                 {
587                         VectorMA(org, scale, model->normalmins, ent->mins);
588                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
589                 }
590         }
591         else
592         {
593                 ent->mins[0] = org[0] - 16;
594                 ent->mins[1] = org[1] - 16;
595                 ent->mins[2] = org[2] - 16;
596                 ent->maxs[0] = org[0] + 16;
597                 ent->maxs[1] = org[1] + 16;
598                 ent->maxs[2] = org[2] + 16;
599         }
600 }
601
602 /*
603 ===============
604 CL_LerpPoint
605
606 Determines the fraction between the last two messages that the objects
607 should be put at.
608 ===============
609 */
610 static float CL_LerpPoint(void)
611 {
612         float f;
613
614         if (cl_nettimesyncboundmode.integer == 1)
615                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
616
617         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
618         if (cl.mtime[0] <= cl.mtime[1])
619         {
620                 cl.time = cl.mtime[0];
621                 return 1;
622         }
623
624         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
625         return bound(0, f, 1 + cl_lerpexcess.value);
626 }
627
628 void CL_ClearTempEntities (void)
629 {
630         r_refdef.scene.numtempentities = 0;
631         // grow tempentities buffer on request
632         if (r_refdef.scene.expandtempentities)
633         {
634                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
635                 r_refdef.scene.maxtempentities *= 2;
636                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
637                 r_refdef.scene.expandtempentities = false;
638         }
639 }
640
641 entity_render_t *CL_NewTempEntity(double shadertime)
642 {
643         entity_render_t *render;
644
645         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
646                 return NULL;
647         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
648         {
649                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
650                 return NULL;
651         }
652         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
653         memset (render, 0, sizeof(*render));
654         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
655
656         render->shadertime = shadertime;
657         render->alpha = 1;
658         VectorSet(render->colormod, 1, 1, 1);
659         VectorSet(render->glowmod, 1, 1, 1);
660         return render;
661 }
662
663 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
664 {
665         int i;
666         cl_effect_t *e;
667         if (!modelindex) // sanity check
668                 return;
669         if (framerate < 1)
670         {
671                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
672                 return;
673         }
674         if (framecount < 1)
675         {
676                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
677                 return;
678         }
679         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
680         {
681                 if (e->active)
682                         continue;
683                 e->active = true;
684                 VectorCopy(org, e->origin);
685                 e->modelindex = modelindex;
686                 e->starttime = cl.time;
687                 e->startframe = startframe;
688                 e->endframe = startframe + framecount;
689                 e->framerate = framerate;
690
691                 e->frame = 0;
692                 e->frame1time = cl.time;
693                 e->frame2time = cl.time;
694                 cl.num_effects = max(cl.num_effects, i + 1);
695                 break;
696         }
697 }
698
699 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
700 {
701         int i;
702         dlight_t *dl;
703
704 // then look for anything else
705         dl = cl.dlights;
706         for (i = 0;i < cl.max_dlights;i++, dl++)
707                 if (!dl->radius)
708                         break;
709
710         // unable to find one
711         if (i == cl.max_dlights)
712                 return;
713
714         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
715         memset (dl, 0, sizeof(*dl));
716         cl.num_dlights = max(cl.num_dlights, i + 1);
717         Matrix4x4_Normalize(&dl->matrix, matrix);
718         dl->ent = ent;
719         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
720         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
721         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
722         dl->radius = radius;
723         dl->color[0] = red;
724         dl->color[1] = green;
725         dl->color[2] = blue;
726         dl->initialradius = radius;
727         dl->initialcolor[0] = red;
728         dl->initialcolor[1] = green;
729         dl->initialcolor[2] = blue;
730         dl->decay = decay / radius; // changed decay to be a percentage decrease
731         dl->intensity = 1; // this is what gets decayed
732         if (lifetime)
733                 dl->die = cl.time + lifetime;
734         else
735                 dl->die = 0;
736         if (cubemapnum > 0)
737                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
738         else
739                 dl->cubemapname[0] = 0;
740         dl->style = style;
741         dl->shadow = shadowenable;
742         dl->corona = corona;
743         dl->flags = flags;
744         dl->coronasizescale = coronasizescale;
745         dl->ambientscale = ambientscale;
746         dl->diffusescale = diffusescale;
747         dl->specularscale = specularscale;
748 }
749
750 static void CL_DecayLightFlashes(void)
751 {
752         int i, oldmax;
753         dlight_t *dl;
754         float time;
755
756         time = bound(0, cl.time - cl.oldtime, 0.1);
757         oldmax = cl.num_dlights;
758         cl.num_dlights = 0;
759         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
760         {
761                 if (dl->radius)
762                 {
763                         dl->intensity -= time * dl->decay;
764                         if (cl.time < dl->die && dl->intensity > 0)
765                         {
766                                 if (cl_dlights_decayradius.integer)
767                                         dl->radius = dl->initialradius * dl->intensity;
768                                 else
769                                         dl->radius = dl->initialradius;
770                                 if (cl_dlights_decaybrightness.integer)
771                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
772                                 else
773                                         VectorCopy(dl->initialcolor, dl->color);
774                                 cl.num_dlights = i + 1;
775                         }
776                         else
777                                 dl->radius = 0;
778                 }
779         }
780 }
781
782 // called before entity relinking
783 void CL_RelinkLightFlashes(void)
784 {
785         int i, j, k, l;
786         dlight_t *dl;
787         float frac, f;
788         matrix4x4_t tempmatrix;
789
790         if (r_dynamic.integer)
791         {
792                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
793                 {
794                         if (dl->radius)
795                         {
796                                 tempmatrix = dl->matrix;
797                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
798                                 // we need the corona fading to be persistent
799                                 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);
800                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
801                         }
802                 }
803         }
804
805         if (!cl.lightstyle)
806         {
807                 for (j = 0;j < cl.max_lightstyle;j++)
808                 {
809                         r_refdef.scene.rtlightstylevalue[j] = 1;
810                         r_refdef.scene.lightstylevalue[j] = 256;
811                 }
812                 return;
813         }
814
815 // light animations
816 // 'm' is normal light, 'a' is no light, 'z' is double bright
817         f = cl.time * 10;
818         i = (int)floor(f);
819         frac = f - i;
820         for (j = 0;j < cl.max_lightstyle;j++)
821         {
822                 if (!cl.lightstyle[j].length)
823                 {
824                         r_refdef.scene.rtlightstylevalue[j] = 1;
825                         r_refdef.scene.lightstylevalue[j] = 256;
826                         continue;
827                 }
828                 // static lightstyle "=value"
829                 if (cl.lightstyle[j].map[0] == '=')
830                 {
831                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
832                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
833                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
834                         continue;
835                 }
836                 k = i % cl.lightstyle[j].length;
837                 l = (i-1) % cl.lightstyle[j].length;
838                 k = cl.lightstyle[j].map[k] - 'a';
839                 l = cl.lightstyle[j].map[l] - 'a';
840                 // rtlightstylevalue is always interpolated because it has no bad
841                 // consequences for performance
842                 // lightstylevalue is subject to a cvar for performance reasons;
843                 // skipping lightmap updates on most rendered frames substantially
844                 // improves framerates (but makes light fades look bad)
845                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
846                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
847         }
848 }
849
850 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
851 {
852         int frame = player->render.framegroupblend[0].frame;
853         float f;
854         entity_render_t *flagrender;
855         matrix4x4_t flagmatrix;
856
857         // this code taken from QuakeWorld
858         f = 14;
859         if (frame >= 29 && frame <= 40)
860         {
861                 if (frame >= 29 && frame <= 34)
862                 { //axpain
863                         if      (frame == 29) f = f + 2;
864                         else if (frame == 30) f = f + 8;
865                         else if (frame == 31) f = f + 12;
866                         else if (frame == 32) f = f + 11;
867                         else if (frame == 33) f = f + 10;
868                         else if (frame == 34) f = f + 4;
869                 }
870                 else if (frame >= 35 && frame <= 40)
871                 { // pain
872                         if      (frame == 35) f = f + 2;
873                         else if (frame == 36) f = f + 10;
874                         else if (frame == 37) f = f + 10;
875                         else if (frame == 38) f = f + 8;
876                         else if (frame == 39) f = f + 4;
877                         else if (frame == 40) f = f + 2;
878                 }
879         }
880         else if (frame >= 103 && frame <= 118)
881         {
882                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
883                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
884                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
885                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
886         }
887         // end of code taken from QuakeWorld
888
889         flagrender = CL_NewTempEntity(player->render.shadertime);
890         if (!flagrender)
891                 return;
892
893         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
894         flagrender->skinnum = skin;
895         flagrender->alpha = 1;
896         VectorSet(flagrender->colormod, 1, 1, 1);
897         VectorSet(flagrender->glowmod, 1, 1, 1);
898         // attach the flag to the player matrix
899         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
900         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
901         CL_UpdateRenderEntity(flagrender);
902 }
903
904 matrix4x4_t viewmodelmatrix_withbob;
905 matrix4x4_t viewmodelmatrix_nobob;
906
907 static const vec3_t muzzleflashorigin = {18, 0, 0};
908
909 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
910 {
911         const unsigned char *cbcolor;
912         if (colormap >= 0)
913         {
914                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
915                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
916                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
917                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
918         }
919         else
920         {
921                 VectorClear(ent->colormap_pantscolor);
922                 VectorClear(ent->colormap_shirtcolor);
923         }
924 }
925
926 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
927 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
928 {
929         const matrix4x4_t *matrix;
930         matrix4x4_t blendmatrix, tempmatrix, matrix2;
931         int frame;
932         vec_t origin[3], angles[3], lerp;
933         entity_t *t;
934         entity_render_t *r;
935         //entity_persistent_t *p = &e->persistent;
936         //entity_render_t *r = &e->render;
937         // skip inactive entities and world
938         if (!e->state_current.active || e == cl.entities)
939                 return;
940         if (recursionlimit < 1)
941                 return;
942         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
943         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
944         e->render.flags = e->state_current.flags;
945         e->render.effects = e->state_current.effects;
946         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
947         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
948         if(e >= cl.entities && e < cl.entities + cl.num_entities)
949                 e->render.entitynumber = e - cl.entities;
950         else
951                 e->render.entitynumber = 0;
952         if (e->state_current.flags & RENDER_COLORMAPPED)
953                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
954         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
955                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
956         else
957                 CL_SetEntityColormapColors(&e->render, -1);
958         e->render.skinnum = e->state_current.skin;
959         if (e->state_current.tagentity)
960         {
961                 // attached entity (gun held in player model's hand, etc)
962                 // if the tag entity is currently impossible, skip it
963                 if (e->state_current.tagentity >= cl.num_entities)
964                         return;
965                 t = cl.entities + e->state_current.tagentity;
966                 // if the tag entity is inactive, skip it
967                 if (t->state_current.active)
968                 {
969                         // update the parent first
970                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
971                         r = &t->render;
972                 }
973                 else
974                 {
975                         // it may still be a CSQC entity... trying to use its
976                         // info from last render frame (better than nothing)
977                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
978                                 return;
979                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
980                         if(!r->entitynumber)
981                                 return; // neither CSQC nor legacy entity... can't attach
982                 }
983                 // make relative to the entity
984                 matrix = &r->matrix;
985                 // some properties of the tag entity carry over
986                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
987                 // if a valid tagindex is used, make it relative to that tag instead
988                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
989                 {
990                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
991                         {
992                                 // concat the tag matrices onto the entity matrix
993                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
994                                 // use the constructed tag matrix
995                                 matrix = &tempmatrix;
996                         }
997                 }
998         }
999         else if (e->render.flags & RENDER_VIEWMODEL)
1000         {
1001                 // view-relative entity (guns and such)
1002                 if (e->render.effects & EF_NOGUNBOB)
1003                         matrix = &viewmodelmatrix_nobob; // really attached to view
1004                 else
1005                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1006         }
1007         else
1008         {
1009                 // world-relative entity (the normal kind)
1010                 matrix = &identitymatrix;
1011         }
1012
1013         // movement lerp
1014         // if it's the predicted player entity, update according to client movement
1015         // but don't lerp if going through a teleporter as it causes a bad lerp
1016         // also don't use the predicted location if fixangle was set on both of
1017         // the most recent server messages, as that cause means you are spectating
1018         // someone or watching a cutscene of some sort
1019         if (cl_nolerp.integer || cls.timedemo)
1020                 interpolate = false;
1021         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1022         {
1023                 VectorCopy(cl.movement_origin, origin);
1024                 VectorSet(angles, 0, cl.viewangles[1], 0);
1025         }
1026         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1027         {
1028                 // interpolate the origin and angles
1029                 lerp = max(0, lerp);
1030                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1031 #if 0
1032                 // this fails at the singularity of euler angles
1033                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1034                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1035                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1036                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1037                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1038 #else
1039                 {
1040                         vec3_t f0, u0, f1, u1;
1041                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1042                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1043                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1044                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1045                         AnglesFromVectors(angles, f0, u0, false);
1046                 }
1047 #endif
1048         }
1049         else
1050         {
1051                 // no interpolation
1052                 VectorCopy(e->persistent.neworigin, origin);
1053                 VectorCopy(e->persistent.newangles, angles);
1054         }
1055
1056         // model setup and some modelflags
1057         frame = e->state_current.frame;
1058         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1059         if (e->render.model)
1060         {
1061                 if (e->render.skinnum >= e->render.model->numskins)
1062                         e->render.skinnum = 0;
1063                 if (frame >= e->render.model->numframes)
1064                         frame = 0;
1065                 // models can set flags such as EF_ROCKET
1066                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1067                 if (!(e->render.effects & 0xFF800000))
1068                         e->render.effects |= e->render.model->effects;
1069                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1070                 if (e->render.model->type == mod_alias)
1071                         angles[0] = -angles[0];
1072                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1073                 {
1074                         VectorScale(e->render.colormod, 2, e->render.colormod);
1075                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1076                 }
1077         }
1078         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1079         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1080                 angles[0] = -angles[0];
1081                 // NOTE: this must be synced to SV_GetPitchSign!
1082
1083         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1084         {
1085                 angles[1] = ANGLEMOD(100*cl.time);
1086                 if (cl_itembobheight.value)
1087                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1088         }
1089
1090         // animation lerp
1091         e->render.skeleton = NULL;
1092         if (e->render.flags & RENDER_COMPLEXANIMATION)
1093         {
1094                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1095                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1096                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1097                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1098                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1099                         e->render.skeleton = &e->state_current.skeletonobject;
1100         }
1101         else if (e->render.framegroupblend[0].frame == frame)
1102         {
1103                 // update frame lerp fraction
1104                 e->render.framegroupblend[0].lerp = 1;
1105                 e->render.framegroupblend[1].lerp = 0;
1106                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1107                 {
1108                         // make sure frame lerp won't last longer than 100ms
1109                         // (this mainly helps with models that use framegroups and
1110                         // switch between them infrequently)
1111                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1112                         if(e->render.model)
1113                         if(e->render.model->animscenes)
1114                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1115                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1116                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1117                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1118                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1119                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1120                 }
1121         }
1122         else
1123         {
1124                 // begin a new frame lerp
1125                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1126                 e->render.framegroupblend[1].lerp = 1;
1127                 e->render.framegroupblend[0].frame = frame;
1128                 e->render.framegroupblend[0].start = cl.time;
1129                 e->render.framegroupblend[0].lerp = 0;
1130         }
1131
1132         // set up the render matrix
1133         if (matrix)
1134         {
1135                 // attached entity, this requires a matrix multiply (concat)
1136                 // FIXME: e->render.scale should go away
1137                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1138                 // concat the matrices to make the entity relative to its tag
1139                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1140                 // get the origin from the new matrix
1141                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1142         }
1143         else
1144         {
1145                 // unattached entities are faster to process
1146                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1147         }
1148
1149         // tenebrae's sprites are all additive mode (weird)
1150         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1151                 e->render.flags |= RENDER_ADDITIVE;
1152         // player model is only shown with chase_active on
1153         if (e->state_current.number == cl.viewentity)
1154                 e->render.flags |= RENDER_EXTERIORMODEL;
1155         // either fullbright or lit
1156         if(!r_fullbright.integer)
1157         {
1158                 if (!(e->render.effects & EF_FULLBRIGHT))
1159                         e->render.flags |= RENDER_LIGHT;
1160         }
1161         // hide player shadow during intermission or nehahra movie
1162         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1163          && (e->render.alpha >= 1)
1164          && !(e->render.flags & RENDER_VIEWMODEL)
1165          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1166                 e->render.flags |= RENDER_SHADOW;
1167         if (e->render.flags & RENDER_VIEWMODEL)
1168                 e->render.flags |= RENDER_NOSELFSHADOW;
1169         if (e->render.effects & EF_NOSELFSHADOW)
1170                 e->render.flags |= RENDER_NOSELFSHADOW;
1171         if (e->render.effects & EF_NODEPTHTEST)
1172                 e->render.flags |= RENDER_NODEPTHTEST;
1173         if (e->render.effects & EF_ADDITIVE)
1174                 e->render.flags |= RENDER_ADDITIVE;
1175         if (e->render.effects & EF_DOUBLESIDED)
1176                 e->render.flags |= RENDER_DOUBLESIDED;
1177         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1178                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1179
1180         // make the other useful stuff
1181         e->render.allowdecals = true;
1182         CL_UpdateRenderEntity(&e->render);
1183 }
1184
1185 // creates light and trails from an entity
1186 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1187 {
1188         effectnameindex_t trailtype;
1189         vec3_t origin;
1190
1191         // bmodels are treated specially since their origin is usually '0 0 0' and
1192         // their actual geometry is far from '0 0 0'
1193         if (e->render.model && e->render.model->soundfromcenter)
1194         {
1195                 vec3_t o;
1196                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1197                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1198         }
1199         else
1200                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1201
1202         // handle particle trails and such effects now that we know where this
1203         // entity is in the world...
1204         trailtype = EFFECT_NONE;
1205         // LadyHavoc: if the entity has no effects, don't check each
1206         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1207         {
1208                 if (e->render.effects & EF_BRIGHTFIELD)
1209                 {
1210                         if (IS_NEXUIZ_DERIVED(gamemode))
1211                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1212                         else
1213                                 CL_EntityParticles(e);
1214                 }
1215                 if (e->render.effects & EF_FLAME)
1216                         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);
1217                 if (e->render.effects & EF_STARDUST)
1218                         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);
1219         }
1220         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1221         {
1222                 // these are only set on player entities
1223                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1224         }
1225         // muzzleflash fades over time
1226         if (e->persistent.muzzleflash > 0)
1227                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1228         // LadyHavoc: if the entity has no effects, don't check each
1229         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1230         {
1231                 if (e->render.effects & EF_GIB)
1232                         trailtype = EFFECT_TR_BLOOD;
1233                 else if (e->render.effects & EF_ZOMGIB)
1234                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1235                 else if (e->render.effects & EF_TRACER)
1236                         trailtype = EFFECT_TR_WIZSPIKE;
1237                 else if (e->render.effects & EF_TRACER2)
1238                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1239                 else if (e->render.effects & EF_ROCKET)
1240                         trailtype = EFFECT_TR_ROCKET;
1241                 else if (e->render.effects & EF_GRENADE)
1242                 {
1243                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1244                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1245                 }
1246                 else if (e->render.effects & EF_TRACER3)
1247                         trailtype = EFFECT_TR_VORESPIKE;
1248         }
1249         // do trails
1250         if (e->render.flags & RENDER_GLOWTRAIL)
1251                 trailtype = EFFECT_TR_GLOWTRAIL;
1252         if (e->state_current.traileffectnum)
1253                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1254         // check if a trail is allowed (it is not after a teleport for example)
1255         if (trailtype && e->persistent.trail_allowed)
1256         {
1257                 float len;
1258                 vec3_t vel;
1259                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1260                 len = e->state_current.time - e->state_previous.time;
1261                 if (len > 0)
1262                         len = 1.0f / len;
1263                 VectorScale(vel, len, vel);
1264                 // 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
1265                 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);
1266         }
1267         // now that the entity has survived one trail update it is allowed to
1268         // leave a real trail on later frames
1269         e->persistent.trail_allowed = true;
1270         VectorCopy(origin, e->persistent.trail_origin);
1271 }
1272
1273
1274 /*
1275 ===============
1276 CL_UpdateViewEntities
1277 ===============
1278 */
1279 void CL_UpdateViewEntities(void)
1280 {
1281         int i;
1282         // update any RENDER_VIEWMODEL entities to use the new view matrix
1283         for (i = 1;i < cl.num_entities;i++)
1284         {
1285                 if (cl.entities_active[i])
1286                 {
1287                         entity_t *ent = cl.entities + i;
1288                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1289                                 CL_UpdateNetworkEntity(ent, 32, true);
1290                 }
1291         }
1292         // and of course the engine viewmodel needs updating as well
1293         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1294 }
1295
1296 /*
1297 ===============
1298 CL_UpdateNetworkCollisionEntities
1299 ===============
1300 */
1301 static void CL_UpdateNetworkCollisionEntities(void)
1302 {
1303         entity_t *ent;
1304         int i;
1305
1306         // start on the entity after the world
1307         cl.num_brushmodel_entities = 0;
1308         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1309         {
1310                 if (cl.entities_active[i])
1311                 {
1312                         ent = cl.entities + i;
1313                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1314                         {
1315                                 // do not interpolate the bmodels for this
1316                                 CL_UpdateNetworkEntity(ent, 32, false);
1317                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1318                         }
1319                 }
1320         }
1321 }
1322
1323 /*
1324 ===============
1325 CL_UpdateNetworkEntities
1326 ===============
1327 */
1328 static void CL_UpdateNetworkEntities(void)
1329 {
1330         entity_t *ent;
1331         int i;
1332
1333         // start on the entity after the world
1334         for (i = 1;i < cl.num_entities;i++)
1335         {
1336                 if (cl.entities_active[i])
1337                 {
1338                         ent = cl.entities + i;
1339                         if (ent->state_current.active)
1340                         {
1341                                 CL_UpdateNetworkEntity(ent, 32, true);
1342                                 // view models should never create light/trails
1343                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1344                                         CL_UpdateNetworkEntityTrail(ent);
1345                         }
1346                         else
1347                         {
1348                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1349                                 cl.entities_active[i] = false;
1350                         }
1351                 }
1352         }
1353 }
1354
1355 static void CL_UpdateViewModel(void)
1356 {
1357         entity_t *ent;
1358         ent = &cl.viewent;
1359         ent->state_previous = ent->state_current;
1360         ent->state_current = defaultstate;
1361         ent->state_current.time = cl.time;
1362         ent->state_current.number = (unsigned short)-1;
1363         ent->state_current.active = true;
1364         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1365         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1366         ent->state_current.flags = RENDER_VIEWMODEL;
1367         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1368                 ent->state_current.modelindex = 0;
1369         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1370         {
1371                 if (gamemode == GAME_TRANSFUSION)
1372                         ent->state_current.alpha = 128;
1373                 else
1374                         ent->state_current.modelindex = 0;
1375         }
1376         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1377         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1378
1379         // reset animation interpolation on weaponmodel if model changed
1380         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1381         {
1382                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1383                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1384                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1385         }
1386         CL_UpdateNetworkEntity(ent, 32, true);
1387 }
1388
1389 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1390 static void CL_LinkNetworkEntity(entity_t *e)
1391 {
1392         effectnameindex_t trailtype;
1393         vec3_t origin;
1394         vec3_t dlightcolor;
1395         vec_t dlightradius;
1396         char vabuf[1024];
1397
1398         // skip inactive entities and world
1399         if (!e->state_current.active || e == cl.entities)
1400                 return;
1401         if (e->state_current.tagentity)
1402         {
1403                 // if the tag entity is currently impossible, skip it
1404                 if (e->state_current.tagentity >= cl.num_entities)
1405                         return;
1406                 // if the tag entity is inactive, skip it
1407                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1408                 {
1409                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1410                                 return;
1411                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1412                                 return;
1413                         // if we get here, it's properly csqc networked and attached
1414                 }
1415         }
1416
1417         // create entity dlights associated with this entity
1418         if (e->render.model && e->render.model->soundfromcenter)
1419         {
1420                 // bmodels are treated specially since their origin is usually '0 0 0'
1421                 vec3_t o;
1422                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1423                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1424         }
1425         else
1426                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1427         trailtype = EFFECT_NONE;
1428         dlightradius = 0;
1429         dlightcolor[0] = 0;
1430         dlightcolor[1] = 0;
1431         dlightcolor[2] = 0;
1432         // LadyHavoc: if the entity has no effects, don't check each
1433         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1434         {
1435                 if (e->render.effects & EF_BRIGHTFIELD)
1436                 {
1437                         if (IS_NEXUIZ_DERIVED(gamemode))
1438                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1439                 }
1440                 if (e->render.effects & EF_DIMLIGHT)
1441                 {
1442                         dlightradius = max(dlightradius, 200);
1443                         dlightcolor[0] += 1.50f;
1444                         dlightcolor[1] += 1.50f;
1445                         dlightcolor[2] += 1.50f;
1446                 }
1447                 if (e->render.effects & EF_BRIGHTLIGHT)
1448                 {
1449                         dlightradius = max(dlightradius, 400);
1450                         dlightcolor[0] += 3.00f;
1451                         dlightcolor[1] += 3.00f;
1452                         dlightcolor[2] += 3.00f;
1453                 }
1454                 // LadyHavoc: more effects
1455                 if (e->render.effects & EF_RED) // red
1456                 {
1457                         dlightradius = max(dlightradius, 200);
1458                         dlightcolor[0] += 1.50f;
1459                         dlightcolor[1] += 0.15f;
1460                         dlightcolor[2] += 0.15f;
1461                 }
1462                 if (e->render.effects & EF_BLUE) // blue
1463                 {
1464                         dlightradius = max(dlightradius, 200);
1465                         dlightcolor[0] += 0.15f;
1466                         dlightcolor[1] += 0.15f;
1467                         dlightcolor[2] += 1.50f;
1468                 }
1469                 if (e->render.effects & EF_FLAME)
1470                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1471                 if (e->render.effects & EF_STARDUST)
1472                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1473         }
1474         // muzzleflash fades over time, and is offset a bit
1475         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1476         {
1477                 vec3_t v2;
1478                 vec3_t color;
1479                 trace_t trace;
1480                 matrix4x4_t tempmatrix;
1481                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1482                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1483                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1484                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1485                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1486                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1487                 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);
1488                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1489         }
1490         // LadyHavoc: if the model has no flags, don't check each
1491         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1492         {
1493                 if (e->render.effects & EF_GIB)
1494                         trailtype = EFFECT_TR_BLOOD;
1495                 else if (e->render.effects & EF_ZOMGIB)
1496                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1497                 else if (e->render.effects & EF_TRACER)
1498                         trailtype = EFFECT_TR_WIZSPIKE;
1499                 else if (e->render.effects & EF_TRACER2)
1500                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1501                 else if (e->render.effects & EF_ROCKET)
1502                         trailtype = EFFECT_TR_ROCKET;
1503                 else if (e->render.effects & EF_GRENADE)
1504                 {
1505                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1506                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1507                 }
1508                 else if (e->render.effects & EF_TRACER3)
1509                         trailtype = EFFECT_TR_VORESPIKE;
1510         }
1511         // LadyHavoc: customizable glow
1512         if (e->state_current.glowsize)
1513         {
1514                 // * 4 for the expansion from 0-255 to 0-1023 range,
1515                 // / 255 to scale down byte colors
1516                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1517                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1518         }
1519         // custom rtlight
1520         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1521         {
1522                 matrix4x4_t dlightmatrix;
1523                 vec4_t light;
1524                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1525                 light[3] = e->state_current.light[3];
1526                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1527                         VectorSet(light, 1, 1, 1);
1528                 if (light[3] == 0)
1529                         light[3] = 350;
1530                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1531                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1532                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1533                 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);
1534                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1535         }
1536         // make the glow dlight
1537         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1538         {
1539                 matrix4x4_t dlightmatrix;
1540                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1541                 // hack to make glowing player light shine on their gun
1542                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1543                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1544                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1545                 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);
1546                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1547         }
1548         // do trail light
1549         if (e->render.flags & RENDER_GLOWTRAIL)
1550                 trailtype = EFFECT_TR_GLOWTRAIL;
1551         if (e->state_current.traileffectnum)
1552                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1553         if (trailtype)
1554                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1555
1556         // don't show entities with no modelindex (note: this still shows
1557         // entities which have a modelindex that resolved to a NULL model)
1558         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1559                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1560         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1561         //      Matrix4x4_Print(&e->render.matrix);
1562 }
1563
1564 static void CL_RelinkWorld(void)
1565 {
1566         entity_t *ent = &cl.entities[0];
1567         // FIXME: this should be done at load
1568         ent->render.matrix = identitymatrix;
1569         ent->render.flags = RENDER_SHADOW;
1570         if (!r_fullbright.integer)
1571                 ent->render.flags |= RENDER_LIGHT;
1572         VectorSet(ent->render.colormod, 1, 1, 1);
1573         VectorSet(ent->render.glowmod, 1, 1, 1);
1574         ent->render.allowdecals = true;
1575         CL_UpdateRenderEntity(&ent->render);
1576         r_refdef.scene.worldentity = &ent->render;
1577         r_refdef.scene.worldmodel = cl.worldmodel;
1578
1579         // if the world is q2bsp, animate the textures
1580         if (ent->render.model && ent->render.model->brush.isq2bsp)
1581                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1582 }
1583
1584 static void CL_RelinkStaticEntities(void)
1585 {
1586         int i;
1587         entity_t *e;
1588         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1589         {
1590                 e->render.flags = 0;
1591                 // if the model was not loaded when the static entity was created we
1592                 // need to re-fetch the model pointer
1593                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1594                 // either fullbright or lit
1595                 if(!r_fullbright.integer)
1596                 {
1597                         if (!(e->render.effects & EF_FULLBRIGHT))
1598                                 e->render.flags |= RENDER_LIGHT;
1599                 }
1600                 // hide player shadow during intermission or nehahra movie
1601                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1602                         e->render.flags |= RENDER_SHADOW;
1603                 VectorSet(e->render.colormod, 1, 1, 1);
1604                 VectorSet(e->render.glowmod, 1, 1, 1);
1605                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1606                 e->render.allowdecals = true;
1607                 CL_UpdateRenderEntity(&e->render);
1608                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1609         }
1610 }
1611
1612 /*
1613 ===============
1614 CL_RelinkEntities
1615 ===============
1616 */
1617 static void CL_RelinkNetworkEntities(void)
1618 {
1619         entity_t *ent;
1620         int i;
1621
1622         // start on the entity after the world
1623         for (i = 1;i < cl.num_entities;i++)
1624         {
1625                 if (cl.entities_active[i])
1626                 {
1627                         ent = cl.entities + i;
1628                         if (ent->state_current.active)
1629                                 CL_LinkNetworkEntity(ent);
1630                         else
1631                                 cl.entities_active[i] = false;
1632                 }
1633         }
1634 }
1635
1636 static void CL_RelinkEffects(void)
1637 {
1638         int i, intframe;
1639         cl_effect_t *e;
1640         entity_render_t *entrender;
1641         float frame;
1642
1643         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1644         {
1645                 if (e->active)
1646                 {
1647                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1648                         intframe = (int)frame;
1649                         if (intframe < 0 || intframe >= e->endframe)
1650                         {
1651                                 memset(e, 0, sizeof(*e));
1652                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1653                                         cl.num_effects--;
1654                                 continue;
1655                         }
1656
1657                         if (intframe != e->frame)
1658                         {
1659                                 e->frame = intframe;
1660                                 e->frame1time = e->frame2time;
1661                                 e->frame2time = cl.time;
1662                         }
1663
1664                         // if we're drawing effects, get a new temp entity
1665                         // (NewTempEntity adds it to the render entities list for us)
1666                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1667                         {
1668                                 // interpolation stuff
1669                                 entrender->framegroupblend[0].frame = intframe;
1670                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1671                                 entrender->framegroupblend[0].start = e->frame1time;
1672                                 if (intframe + 1 >= e->endframe)
1673                                 {
1674                                         entrender->framegroupblend[1].frame = 0; // disappear
1675                                         entrender->framegroupblend[1].lerp = 0;
1676                                         entrender->framegroupblend[1].start = 0;
1677                                 }
1678                                 else
1679                                 {
1680                                         entrender->framegroupblend[1].frame = intframe + 1;
1681                                         entrender->framegroupblend[1].lerp = frame - intframe;
1682                                         entrender->framegroupblend[1].start = e->frame2time;
1683                                 }
1684
1685                                 // normal stuff
1686                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1687                                 entrender->alpha = 1;
1688                                 VectorSet(entrender->colormod, 1, 1, 1);
1689                                 VectorSet(entrender->glowmod, 1, 1, 1);
1690
1691                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1692                                 CL_UpdateRenderEntity(entrender);
1693                         }
1694                 }
1695         }
1696 }
1697
1698 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1699 {
1700         VectorCopy(b->start, start);
1701         VectorCopy(b->end, end);
1702
1703         // if coming from the player, update the start position
1704         if (b->entity == cl.viewentity)
1705         {
1706                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1707                 {
1708                         // LadyHavoc: this is a stupid hack from Quake that makes your
1709                         // lightning appear to come from your waist and cover less of your
1710                         // view
1711                         // in Quake this hack was applied to all players (causing the
1712                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1713                         // only applies to your own lightning, and only in first person
1714                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1715                 }
1716                 if (cl_beams_instantaimhack.integer)
1717                 {
1718                         vec3_t dir, localend;
1719                         vec_t len;
1720                         // LadyHavoc: this updates the beam direction to match your
1721                         // viewangles
1722                         VectorSubtract(end, start, dir);
1723                         len = VectorLength(dir);
1724                         VectorNormalize(dir);
1725                         VectorSet(localend, len, 0, 0);
1726                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1727                 }
1728         }
1729 }
1730
1731 void CL_RelinkBeams(void)
1732 {
1733         int i;
1734         beam_t *b;
1735         vec3_t dist, org, start, end;
1736         float d;
1737         entity_render_t *entrender;
1738         double yaw, pitch;
1739         float forward;
1740         matrix4x4_t tempmatrix;
1741
1742         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1743         {
1744                 if (!b->model)
1745                         continue;
1746                 if (b->endtime < cl.time)
1747                 {
1748                         b->model = NULL;
1749                         continue;
1750                 }
1751
1752                 CL_Beam_CalculatePositions(b, start, end);
1753
1754                 if (b->lightning)
1755                 {
1756                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1757                         {
1758                                 // FIXME: create a matrix from the beam start/end orientation
1759                                 vec3_t dlightcolor;
1760                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1761                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1762                                 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);
1763                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1764                         }
1765                         if (cl_beams_polygons.integer)
1766                         {
1767                                 CL_Beam_AddPolygons(b);
1768                                 continue;
1769                         }
1770                 }
1771
1772                 // calculate pitch and yaw
1773                 // (this is similar to the QuakeC builtin function vectoangles)
1774                 VectorSubtract(end, start, dist);
1775                 if (dist[1] == 0 && dist[0] == 0)
1776                 {
1777                         yaw = 0;
1778                         if (dist[2] > 0)
1779                                 pitch = 90;
1780                         else
1781                                 pitch = 270;
1782                 }
1783                 else
1784                 {
1785                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1786                         if (yaw < 0)
1787                                 yaw += 360;
1788
1789                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1790                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1791                         if (pitch < 0)
1792                                 pitch += 360;
1793                 }
1794
1795                 // add new entities for the lightning
1796                 VectorCopy (start, org);
1797                 d = VectorNormalizeLength(dist);
1798                 while (d > 0)
1799                 {
1800                         entrender = CL_NewTempEntity (0);
1801                         if (!entrender)
1802                                 return;
1803                         entrender->model = b->model;
1804                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1805                         CL_UpdateRenderEntity(entrender);
1806                         VectorMA(org, 30, dist, org);
1807                         d -= 30;
1808                 }
1809         }
1810
1811         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1812                 cl.num_beams--;
1813 }
1814
1815 static void CL_RelinkQWNails(void)
1816 {
1817         int i;
1818         vec_t *v;
1819         entity_render_t *entrender;
1820
1821         for (i = 0;i < cl.qw_num_nails;i++)
1822         {
1823                 v = cl.qw_nails[i];
1824
1825                 // if we're drawing effects, get a new temp entity
1826                 // (NewTempEntity adds it to the render entities list for us)
1827                 if (!(entrender = CL_NewTempEntity(0)))
1828                         continue;
1829
1830                 // normal stuff
1831                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1832                 entrender->alpha = 1;
1833                 VectorSet(entrender->colormod, 1, 1, 1);
1834                 VectorSet(entrender->glowmod, 1, 1, 1);
1835
1836                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1837                 CL_UpdateRenderEntity(entrender);
1838         }
1839 }
1840
1841 static void CL_LerpPlayer(float frac)
1842 {
1843         int i;
1844
1845         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1846         for (i = 0;i < 3;i++)
1847         {
1848                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1849                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1850                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1851         }
1852
1853         // interpolate the angles if playing a demo or spectating someone
1854         if (cls.demoplayback || cl.fixangle[0])
1855         {
1856                 for (i = 0;i < 3;i++)
1857                 {
1858                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1859                         if (d > 180)
1860                                 d -= 360;
1861                         else if (d < -180)
1862                                 d += 360;
1863                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1864                 }
1865         }
1866 }
1867
1868 void CSQC_RelinkAllEntities (int drawmask)
1869 {
1870         // link stuff
1871         CL_RelinkWorld();
1872         CL_RelinkStaticEntities();
1873         CL_RelinkBeams();
1874         CL_RelinkEffects();
1875         CL_RelinkLightFlashes();
1876
1877         // link stuff
1878         if (drawmask & ENTMASK_ENGINE)
1879         {
1880                 CL_RelinkNetworkEntities();
1881                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1882                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1883                 CL_RelinkQWNails();
1884         }
1885
1886         // update view blend
1887         V_CalcViewBlend();
1888
1889         CL_MeshEntities_AddToScene();
1890 }
1891
1892 /*
1893 ===============
1894 CL_UpdateWorld
1895
1896 Update client game world for a new frame
1897 ===============
1898 */
1899 void CL_UpdateWorld(void)
1900 {
1901         r_refdef.scene.extraupdate = !r_speeds.integer;
1902         r_refdef.scene.numentities = 0;
1903         r_refdef.scene.numlights = 0;
1904         r_refdef.view.matrix = identitymatrix;
1905         r_refdef.view.quality = 1;
1906                 
1907         cl.num_brushmodel_entities = 0;
1908
1909         if (cls.state == ca_connected && cls.signon == SIGNONS)
1910         {
1911                 // prepare for a new frame
1912                 CL_LerpPlayer(CL_LerpPoint());
1913                 CL_DecayLightFlashes();
1914                 CL_ClearTempEntities();
1915                 V_DriftPitch();
1916                 V_FadeViewFlashs();
1917
1918                 // if prediction is enabled we have to update all the collidable
1919                 // network entities before the prediction code can be run
1920                 CL_UpdateNetworkCollisionEntities();
1921
1922                 // now update the player prediction
1923                 CL_ClientMovement_Replay();
1924
1925                 // update the player entity (which may be predicted)
1926                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1927
1928                 // now update the view (which depends on that player entity)
1929                 V_CalcRefdef();
1930
1931                 // now update all the network entities and create particle trails
1932                 // (some entities may depend on the view)
1933                 CL_UpdateNetworkEntities();
1934
1935                 // update the engine-based viewmodel
1936                 CL_UpdateViewModel();
1937
1938                 // when csqc is loaded, it will call this in CSQC_UpdateView
1939                 if (!cl.csqc_loaded)
1940                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1941
1942                 // decals, particles, and explosions will be updated during rneder
1943         }
1944
1945         r_refdef.scene.time = cl.time;
1946 }
1947
1948 // LadyHavoc: pausedemo command
1949 static void CL_PauseDemo_f(cmd_state_t *cmd)
1950 {
1951         cls.demopaused = !cls.demopaused;
1952         if (cls.demopaused)
1953                 Con_Print("Demo paused\n");
1954         else
1955                 Con_Print("Demo unpaused\n");
1956 }
1957
1958 /*
1959 ======================
1960 CL_Fog_f
1961 ======================
1962 */
1963 static void CL_Fog_f(cmd_state_t *cmd)
1964 {
1965         if (Cmd_Argc (cmd) == 1)
1966         {
1967                 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);
1968                 return;
1969         }
1970         FOG_clear(); // so missing values get good defaults
1971         if(Cmd_Argc(cmd) > 1)
1972                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1973         if(Cmd_Argc(cmd) > 2)
1974                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1975         if(Cmd_Argc(cmd) > 3)
1976                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1977         if(Cmd_Argc(cmd) > 4)
1978                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1979         if(Cmd_Argc(cmd) > 5)
1980                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1981         if(Cmd_Argc(cmd) > 6)
1982                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1983         if(Cmd_Argc(cmd) > 7)
1984                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1985         if(Cmd_Argc(cmd) > 8)
1986                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1987         if(Cmd_Argc(cmd) > 9)
1988                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1989 }
1990
1991 /*
1992 ======================
1993 CL_FogHeightTexture_f
1994 ======================
1995 */
1996 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
1997 {
1998         if (Cmd_Argc (cmd) < 11)
1999         {
2000                 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);
2001                 return;
2002         }
2003         FOG_clear(); // so missing values get good defaults
2004         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2005         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2006         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2007         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2008         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2009         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2010         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2011         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2012         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2013         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2014 }
2015
2016
2017 /*
2018 ====================
2019 CL_TimeRefresh_f
2020
2021 For program optimization
2022 ====================
2023 */
2024 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2025 {
2026         int i;
2027         double timestart, timedelta;
2028
2029         r_refdef.scene.extraupdate = false;
2030
2031         timestart = Sys_DirtyTime();
2032         for (i = 0;i < 128;i++)
2033         {
2034                 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);
2035                 r_refdef.view.quality = 1;
2036                 CL_UpdateScreen();
2037         }
2038         timedelta = Sys_DirtyTime() - timestart;
2039
2040         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2041 }
2042
2043 static void CL_AreaStats_f(cmd_state_t *cmd)
2044 {
2045         World_PrintAreaStats(&cl.world, "client");
2046 }
2047
2048 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2049 {
2050         int i;
2051         cl_locnode_t *loc;
2052         cl_locnode_t *best;
2053         vec3_t nearestpoint;
2054         vec_t dist, bestdist;
2055         best = NULL;
2056         bestdist = 0;
2057         for (loc = cl.locnodes;loc;loc = loc->next)
2058         {
2059                 for (i = 0;i < 3;i++)
2060                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2061                 dist = VectorDistance2(nearestpoint, point);
2062                 if (bestdist > dist || !best)
2063                 {
2064                         bestdist = dist;
2065                         best = loc;
2066                         if (bestdist < 1)
2067                                 break;
2068                 }
2069         }
2070         return best;
2071 }
2072
2073 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2074 {
2075         cl_locnode_t *loc;
2076         loc = CL_Locs_FindNearest(point);
2077         if (loc)
2078                 strlcpy(buffer, loc->name, buffersize);
2079         else
2080                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2081 }
2082
2083 static void CL_Locs_FreeNode(cl_locnode_t *node)
2084 {
2085         cl_locnode_t **pointer, **next;
2086         for (pointer = &cl.locnodes;*pointer;pointer = next)
2087         {
2088                 next = &(*pointer)->next;
2089                 if (*pointer == node)
2090                 {
2091                         *pointer = node->next;
2092                         Mem_Free(node);
2093                         return;
2094                 }
2095         }
2096         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2097 }
2098
2099 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2100 {
2101         cl_locnode_t *node, **pointer;
2102         int namelen;
2103         if (!name)
2104                 name = "";
2105         namelen = (int)strlen(name);
2106         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2107         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2108         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2109         node->name = (char *)(node + 1);
2110         memcpy(node->name, name, namelen);
2111         node->name[namelen] = 0;
2112         // link it into the tail of the list to preserve the order
2113         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2114                 ;
2115         *pointer = node;
2116 }
2117
2118 static void CL_Locs_Add_f(cmd_state_t *cmd)
2119 {
2120         vec3_t mins, maxs;
2121         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2122         {
2123                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2124                 return;
2125         }
2126         mins[0] = atof(Cmd_Argv(cmd, 1));
2127         mins[1] = atof(Cmd_Argv(cmd, 2));
2128         mins[2] = atof(Cmd_Argv(cmd, 3));
2129         if (Cmd_Argc(cmd) == 8)
2130         {
2131                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2132                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2133                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2134                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2135         }
2136         else
2137                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2138 }
2139
2140 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2141 {
2142         cl_locnode_t *loc;
2143         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2144         if (loc)
2145                 CL_Locs_FreeNode(loc);
2146         else
2147                 Con_Printf("no loc point or box found for your location\n");
2148 }
2149
2150 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2151 {
2152         while (cl.locnodes)
2153                 CL_Locs_FreeNode(cl.locnodes);
2154 }
2155
2156 static void CL_Locs_Save_f(cmd_state_t *cmd)
2157 {
2158         cl_locnode_t *loc;
2159         qfile_t *outfile;
2160         char locfilename[MAX_QPATH];
2161         if (!cl.locnodes)
2162         {
2163                 Con_Printf("No loc points/boxes exist!\n");
2164                 return;
2165         }
2166         if (cls.state != ca_connected || !cl.worldmodel)
2167         {
2168                 Con_Printf("No level loaded!\n");
2169                 return;
2170         }
2171         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2172
2173         outfile = FS_OpenRealFile(locfilename, "w", false);
2174         if (!outfile)
2175                 return;
2176         // if any boxes are used then this is a proquake-format loc file, which
2177         // allows comments, so add some relevant information at the start
2178         for (loc = cl.locnodes;loc;loc = loc->next)
2179                 if (!VectorCompare(loc->mins, loc->maxs))
2180                         break;
2181         if (loc)
2182         {
2183                 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);
2184                 for (loc = cl.locnodes;loc;loc = loc->next)
2185                         if (VectorCompare(loc->mins, loc->maxs))
2186                                 break;
2187                 if (loc)
2188                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2189         }
2190         for (loc = cl.locnodes;loc;loc = loc->next)
2191         {
2192                 if (VectorCompare(loc->mins, loc->maxs))
2193                 {
2194                         int len;
2195                         const char *s;
2196                         const char *in = loc->name;
2197                         char name[MAX_INPUTLINE];
2198                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2199                         {
2200                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2201                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2202                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2203                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2204                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2205                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2206                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2207                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2208                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2209                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2210                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2211                                 else s = NULL;
2212                                 if (s)
2213                                 {
2214                                         while (len < (int)sizeof(name) - 1 && *s)
2215                                                 name[len++] = *s++;
2216                                         continue;
2217                                 }
2218                                 name[len++] = *in++;
2219                         }
2220                         name[len] = 0;
2221                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2222                 }
2223                 else
2224                         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);
2225         }
2226         FS_Close(outfile);
2227 }
2228
2229 void CL_Locs_Reload_f(cmd_state_t *cmd)
2230 {
2231         int i, linenumber, limit, len;
2232         const char *s;
2233         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2234         fs_offset_t filesize;
2235         vec3_t mins, maxs;
2236         char locfilename[MAX_QPATH];
2237         char name[MAX_INPUTLINE];
2238
2239         if (cls.state != ca_connected || !cl.worldmodel)
2240         {
2241                 Con_Printf("No level loaded!\n");
2242                 return;
2243         }
2244
2245         CL_Locs_Clear_f(cmd);
2246
2247         // try maps/something.loc first (LadyHavoc: where I think they should be)
2248         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2249         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2250         if (!filedata)
2251         {
2252                 // try proquake name as well (LadyHavoc: I hate path mangling)
2253                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2254                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2255                 if (!filedata)
2256                         return;
2257         }
2258         text = filedata;
2259         textend = filedata + filesize;
2260         for (linenumber = 1;text < textend;linenumber++)
2261         {
2262                 linestart = text;
2263                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2264                         ;
2265                 lineend = text;
2266                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2267                         text++;
2268                 if (text < textend)
2269                         text++;
2270                 // trim trailing whitespace
2271                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2272                         lineend--;
2273                 // trim leading whitespace
2274                 while (linestart < lineend && ISWHITESPACE(*linestart))
2275                         linestart++;
2276                 // check if this is a comment
2277                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2278                         continue;
2279                 linetext = linestart;
2280                 limit = 3;
2281                 for (i = 0;i < limit;i++)
2282                 {
2283                         if (linetext >= lineend)
2284                                 break;
2285                         // note: a missing number is interpreted as 0
2286                         if (i < 3)
2287                                 mins[i] = atof(linetext);
2288                         else
2289                                 maxs[i - 3] = atof(linetext);
2290                         // now advance past the number
2291                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2292                                 linetext++;
2293                         // advance through whitespace
2294                         if (linetext < lineend)
2295                         {
2296                                 if (*linetext == ',')
2297                                 {
2298                                         linetext++;
2299                                         limit = 6;
2300                                         // note: comma can be followed by whitespace
2301                                 }
2302                                 if (ISWHITESPACE(*linetext))
2303                                 {
2304                                         // skip whitespace
2305                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2306                                                 linetext++;
2307                                 }
2308                         }
2309                 }
2310                 // if this is a quoted name, remove the quotes
2311                 if (i == 6)
2312                 {
2313                         if (linetext >= lineend || *linetext != '"')
2314                                 continue; // proquake location names are always quoted
2315                         lineend--;
2316                         linetext++;
2317                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2318                         memcpy(name, linetext, len);
2319                         name[len] = 0;
2320                         // add the box to the list
2321                         CL_Locs_AddNode(mins, maxs, name);
2322                 }
2323                 // if a point was parsed, it needs to be scaled down by 8 (since
2324                 // point-based loc files were invented by a proxy which dealt
2325                 // directly with quake protocol coordinates, which are *8), turn
2326                 // it into a box
2327                 else if (i == 3)
2328                 {
2329                         // interpret silly fuhquake macros
2330                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2331                         {
2332                                 if (*linetext == '$')
2333                                 {
2334                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2335                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2336                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2337                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2338                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2339                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2340                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2341                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2342                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2343                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2344                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2345                                         else s = NULL;
2346                                         if (s)
2347                                         {
2348                                                 while (len < (int)sizeof(name) - 1 && *s)
2349                                                         name[len++] = *s++;
2350                                                 continue;
2351                                         }
2352                                 }
2353                                 name[len++] = *linetext++;
2354                         }
2355                         name[len] = 0;
2356                         // add the point to the list
2357                         VectorScale(mins, (1.0 / 8.0), mins);
2358                         CL_Locs_AddNode(mins, mins, name);
2359                 }
2360                 else
2361                         continue;
2362         }
2363 }
2364
2365 entity_t cl_meshentities[NUM_MESHENTITIES];
2366 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2367 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2368 {
2369         "MESH_DEBUG",
2370         "MESH_CSQC_POLYGONS",
2371         "MESH_PARTICLES",
2372         "MESH_UI",
2373 };
2374
2375 static void CL_MeshEntities_Restart(void)
2376 {
2377         int i;
2378         entity_t *ent;
2379         for (i = 0; i < NUM_MESHENTITIES; i++)
2380         {
2381                 ent = cl_meshentities + i;
2382                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2383         }
2384 }
2385
2386 static void CL_MeshEntities_Init(void)
2387 {
2388         int i;
2389         entity_t *ent;
2390         for (i = 0; i < NUM_MESHENTITIES; i++)
2391         {
2392                 ent = cl_meshentities + i;
2393                 ent->state_current.active = true;
2394                 ent->render.model = cl_meshentitymodels + i;
2395                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2396                 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2397                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2398                 ent->render.framegroupblend[0].lerp = 1;
2399                 ent->render.frameblend[0].lerp = 1;
2400                 VectorSet(ent->render.colormod, 1, 1, 1);
2401                 VectorSet(ent->render.glowmod, 1, 1, 1);
2402                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2403                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2404                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2405                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2406                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2407                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2408                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2409                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2410                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2411                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2412                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2413                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2414                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2415                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2416
2417                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2418                 CL_UpdateRenderEntity(&ent->render);
2419         }
2420         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2421         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2422 }
2423
2424 void CL_MeshEntities_AddToScene(void)
2425 {
2426         int i;
2427         entity_t *ent;
2428         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2429         {
2430                 ent = cl_meshentities + i;
2431                 if (ent->render.model->num_surfaces == 0)
2432                         continue;
2433                 Mod_Mesh_Finalize(ent->render.model);
2434                 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2435                 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2436                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2437         }
2438 }
2439
2440 void CL_MeshEntities_Reset(void)
2441 {
2442         int i;
2443         entity_t *ent;
2444         for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2445         {
2446                 ent = cl_meshentities + i;
2447                 Mod_Mesh_Reset(ent->render.model);
2448         }
2449 }
2450
2451 static void CL_MeshEntities_Shutdown(void)
2452 {
2453 }
2454
2455 extern cvar_t r_overheadsprites_pushback;
2456 extern cvar_t r_fullbright_directed_pitch_relative;
2457 extern cvar_t r_fullbright_directed_pitch;
2458 extern cvar_t r_fullbright_directed_ambient;
2459 extern cvar_t r_fullbright_directed_diffuse;
2460 extern cvar_t r_fullbright_directed;
2461 extern cvar_t r_hdr_glowintensity;
2462
2463 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2464 {
2465         vec3_t angles;
2466
2467         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2468         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2469
2470         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2471         // same for all stereo views, and to better handle pitches outside
2472         // [-90, 90] (in_pitch_* cvars allow that).
2473         VectorCopy(cl.viewangles, angles);
2474         if (r_fullbright_directed_pitch_relative.integer) {
2475                 angles[PITCH] += r_fullbright_directed_pitch.value;
2476         }
2477         else {
2478                 angles[PITCH] = r_fullbright_directed_pitch.value;
2479         }
2480         AngleVectors(angles, worldspacenormal, NULL, NULL);
2481         VectorNegate(worldspacenormal, worldspacenormal);
2482 }
2483
2484 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2485 {
2486         float shadingorigin[3], a[3], c[3], dir[3];
2487         int q;
2488
2489         for (q = 0; q < 3; q++)
2490                 a[q] = c[q] = dir[q] = 0;
2491
2492         ent->render_modellight_forced = false;
2493         ent->render_rtlight_disabled = false;
2494
2495         // pick an appropriate value for render_modellight_origin - if this is an
2496         // attachment we want to use the parent's render_modellight_origin so that
2497         // shading is the same (also important for r_shadows to cast shadows in the
2498         // same direction)
2499         if (VectorLength2(ent->custommodellight_origin))
2500         {
2501                 // CSQC entities always provide this (via CL_GetTagMatrix)
2502                 for (q = 0; q < 3; q++)
2503                         shadingorigin[q] = ent->custommodellight_origin[q];
2504         }
2505         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2506         {
2507                 // network entity - follow attachment chain back to a root entity,
2508                 int entnum = ent->entitynumber, recursion;
2509                 for (recursion = 32; recursion > 0; --recursion)
2510                 {
2511                         int parentnum = cl.entities[entnum].state_current.tagentity;
2512                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2513                                 break;
2514                         entnum = parentnum;
2515                 }
2516                 // grab the root entity's origin
2517                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2518         }
2519         else
2520         {
2521                 // not a CSQC entity (which sets custommodellight_origin), not a network
2522                 // entity - so it's probably not attached to anything
2523                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2524         }
2525
2526         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2527         {
2528                 // intentionally EF_FULLBRIGHT entity
2529                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2530                 // CSQC can still provide its own customized modellight values
2531                 ent->render_rtlight_disabled = true;
2532                 ent->render_modellight_forced = true;
2533                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2534                 {
2535                         // custom colors provided by CSQC
2536                         for (q = 0; q < 3; q++)
2537                         {
2538                                 a[q] = ent->custommodellight_ambient[q];
2539                                 c[q] = ent->custommodellight_diffuse[q];
2540                                 dir[q] = ent->custommodellight_lightdir[q];
2541                         }
2542                 }
2543                 else if (r_fullbright_directed.integer)
2544                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2545                 else
2546                         for (q = 0; q < 3; q++)
2547                                 a[q] = 1;
2548         }
2549         else
2550         {
2551                 // fetch the lighting from the worldmodel data
2552
2553                 // CSQC can provide its own customized modellight values
2554                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2555                 {
2556                         ent->render_modellight_forced = true;
2557                         for (q = 0; q < 3; q++)
2558                         {
2559                                 a[q] = ent->custommodellight_ambient[q];
2560                                 c[q] = ent->custommodellight_diffuse[q];
2561                                 dir[q] = ent->custommodellight_lightdir[q];
2562                         }
2563                 }
2564                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2565                 {
2566                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2567                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2568                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2569                         ent->render_modellight_forced = true;
2570                         ent->render_rtlight_disabled = true;
2571                 }
2572                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2573                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2574                 else if (r_fullbright_directed.integer)
2575                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2576                 else
2577                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2578         }
2579
2580         for (q = 0; q < 3; q++)
2581         {
2582                 ent->render_fullbright[q] = ent->colormod[q];
2583                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2584                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2585                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2586                 ent->render_modellight_specular[q] = c[q];
2587                 ent->render_modellight_lightdir[q] = dir[q];
2588                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2589                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2590                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2591                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2592                 ent->render_rtlight_specular[q] = 1;
2593         }
2594
2595         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2596         if (ent->render_modellight_forced)
2597                 for (q = 0; q < 3; q++)
2598                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2599         if (ent->render_rtlight_disabled)
2600                 for (q = 0; q < 3; q++)
2601                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2602
2603         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2604                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2605         VectorNormalize(ent->render_modellight_lightdir);
2606 }
2607
2608
2609 void CL_UpdateEntityShading(void)
2610 {
2611         int i;
2612         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2613         for (i = 0; i < r_refdef.scene.numentities; i++)
2614                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2615 }
2616
2617 /*
2618 ===========
2619 CL_Shutdown
2620 ===========
2621 */
2622 void CL_Shutdown (void)
2623 {
2624         CL_Screen_Shutdown();
2625         CL_Particles_Shutdown();
2626         CL_Parse_Shutdown();
2627         CL_MeshEntities_Shutdown();
2628
2629         Mem_FreePool (&cls.permanentmempool);
2630         Mem_FreePool (&cls.levelmempool);
2631 }
2632
2633 /*
2634 =================
2635 CL_Init
2636 =================
2637 */
2638 void CL_Init (void)
2639 {
2640
2641         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2642         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2643
2644         memset(&r_refdef, 0, sizeof(r_refdef));
2645         // max entities sent to renderer per frame
2646         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2647         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2648
2649         // max temp entities
2650         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2651         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2652
2653         CL_InitInput ();
2654
2655 //
2656 // register our commands
2657 //
2658         Cvar_RegisterVariable (&cl_upspeed);
2659         Cvar_RegisterVariable (&cl_forwardspeed);
2660         Cvar_RegisterVariable (&cl_backspeed);
2661         Cvar_RegisterVariable (&cl_sidespeed);
2662         Cvar_RegisterVariable (&cl_movespeedkey);
2663         Cvar_RegisterVariable (&cl_yawspeed);
2664         Cvar_RegisterVariable (&cl_pitchspeed);
2665         Cvar_RegisterVariable (&cl_anglespeedkey);
2666         Cvar_RegisterVariable (&cl_shownet);
2667         Cvar_RegisterVariable (&cl_nolerp);
2668         Cvar_RegisterVariable (&cl_lerpexcess);
2669         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2670         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2671         Cvar_RegisterVariable (&cl_deathfade);
2672         Cvar_RegisterVariable (&lookspring);
2673         Cvar_RegisterVariable (&lookstrafe);
2674         Cvar_RegisterVariable (&sensitivity);
2675         Cvar_RegisterVariable (&freelook);
2676
2677         Cvar_RegisterVariable (&m_pitch);
2678         Cvar_RegisterVariable (&m_yaw);
2679         Cvar_RegisterVariable (&m_forward);
2680         Cvar_RegisterVariable (&m_side);
2681
2682         Cvar_RegisterVariable (&cl_itembobspeed);
2683         Cvar_RegisterVariable (&cl_itembobheight);
2684
2685         Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2686         Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2687         Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2688         Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2689         Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2690         Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2691
2692         // Support Client-side Model Index List
2693         Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2694         // Support Client-side Sound Index List
2695         Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2696
2697         Cvar_RegisterVariable (&cl_autodemo);
2698         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2699         Cvar_RegisterVariable (&cl_autodemo_delete);
2700
2701         Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2702         Cmd_AddCommand(&cmd_client, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2703
2704         // LadyHavoc: added pausedemo
2705         Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2706
2707         Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2708
2709         Cvar_RegisterVariable(&r_draweffects);
2710         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2711         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2712         Cvar_RegisterVariable(&cl_explosions_size_start);
2713         Cvar_RegisterVariable(&cl_explosions_size_end);
2714         Cvar_RegisterVariable(&cl_explosions_lifetime);
2715         Cvar_RegisterVariable(&cl_stainmaps);
2716         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2717         Cvar_RegisterVariable(&cl_beams_polygons);
2718         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2719         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2720         Cvar_RegisterVariable(&cl_beams_lightatend);
2721         Cvar_RegisterVariable(&cl_noplayershadow);
2722         Cvar_RegisterVariable(&cl_dlights_decayradius);
2723         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2724
2725         Cvar_RegisterVariable(&cl_prydoncursor);
2726         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2727
2728         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2729
2730         // for QW connections
2731         Cvar_RegisterVariable(&qport);
2732         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2733
2734         Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2735
2736         Cvar_RegisterVariable(&cl_locs_enable);
2737         Cvar_RegisterVariable(&cl_locs_show);
2738         Cmd_AddCommand(&cmd_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)");
2739         Cmd_AddCommand(&cmd_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)");
2740         Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2741         Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2742         Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2743
2744         CL_Parse_Init();
2745         CL_Particles_Init();
2746         CL_Screen_Init();
2747         CL_MeshEntities_Init();
2748
2749         CL_Video_Init();
2750 }