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Defer menu initialization until after stuffcmds. Implemented MP_Start_f
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 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"};
37 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"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 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)"};
45 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)"};
46
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 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" };
62 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)" };
63 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" };
64
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 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)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 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)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 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)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 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)"};
82
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 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)"};
89
90 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"};
91 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"};
92
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 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)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
124         // enable rendering of the world and such
125         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126         cl.csqc_vidvars.drawenginesbar = true;
127         cl.csqc_vidvars.drawcrosshair = true;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
136         // tweak these if the game runs out
137         cl.max_csqcrenderentities = 0;
138         cl.max_entities = MAX_ENITIES_INITIAL;
139         cl.max_static_entities = MAX_STATICENTITIES;
140         cl.max_effects = MAX_EFFECTS;
141         cl.max_beams = MAX_BEAMS;
142         cl.max_dlights = MAX_DLIGHTS;
143         cl.max_lightstyle = MAX_LIGHTSTYLES;
144         cl.max_brushmodel_entities = MAX_EDICTS;
145         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146         cl.max_showlmps = 0;
147
148         cl.num_dlights = 0;
149         cl.num_effects = 0;
150         cl.num_beams = 0;
151
152         cl.csqcrenderentities = NULL;
153         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162         cl.showlmps = NULL;
163
164         // LadyHavoc: have to set up the baseline info for alpha and other stuff
165         for (i = 0;i < cl.max_entities;i++)
166         {
167                 cl.entities[i].state_baseline = defaultstate;
168                 cl.entities[i].state_previous = defaultstate;
169                 cl.entities[i].state_current = defaultstate;
170         }
171
172         if (IS_NEXUIZ_DERIVED(gamemode))
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178         }
179         else
180         {
181                 VectorSet(cl.playerstandmins, -16, -16, -24);
182                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183                 VectorSet(cl.playercrouchmins, -16, -16, -24);
184                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185         }
186
187         // disable until we get textures for it
188         R_ResetSkyBox();
189
190         ent = &cl.entities[0];
191         // entire entity array was cleared, so just fill in a few fields
192         ent->state_current.active = true;
193         ent->render.model = cl.worldmodel = NULL; // no world model yet
194         ent->render.alpha = 1;
195         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197         ent->render.allowdecals = true;
198         CL_UpdateRenderEntity(&ent->render);
199
200         // noclip is turned off at start
201         noclip_anglehack = false;
202
203         // mark all frames invalid for delta
204         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205
206         // set bestweapon data back to Quake data
207         IN_BestWeapon_ResetData();
208
209         CL_Screen_NewMap();
210 }
211
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 {
214         int i;
215         qboolean fail = false;
216         char vabuf[1024];
217         if (!allowstarkey && key[0] == '*')
218                 fail = true;
219         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220                 fail = true;
221         for (i = 0;key[i];i++)
222                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
223                         fail = true;
224         for (i = 0;value[i];i++)
225                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
226                         fail = true;
227         if (fail)
228         {
229                 if (!quiet)
230                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231                 return;
232         }
233         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234         if (cls.state == ca_connected && cls.netcon)
235         {
236                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237                 {
238                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
240                 }
241                 else if (!strcasecmp(key, "name"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playermodel"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "playerskin"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
255                 }
256                 else if (!strcasecmp(key, "topcolor"))
257                 {
258                         // don't send anything, the combined color code will be updated manually
259                 }
260                 else if (!strcasecmp(key, "bottomcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "rate"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
268                 }
269                 else if (!strcasecmp(key, "rate_burstsize"))
270                 {
271                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
273                 }
274         }
275 }
276
277 void CL_ExpandEntities(int num)
278 {
279         int i, oldmaxentities;
280         entity_t *oldentities;
281         if (num >= cl.max_entities)
282         {
283                 if (!cl.entities)
284                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285                 if (num >= MAX_EDICTS)
286                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287                 oldmaxentities = cl.max_entities;
288                 oldentities = cl.entities;
289                 cl.max_entities = (num & ~255) + 256;
290                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292                 Mem_Free(oldentities);
293                 for (i = oldmaxentities;i < cl.max_entities;i++)
294                 {
295                         cl.entities[i].state_baseline = defaultstate;
296                         cl.entities[i].state_previous = defaultstate;
297                         cl.entities[i].state_current = defaultstate;
298                 }
299         }
300 }
301
302 void CL_ExpandCSQCRenderEntities(int num)
303 {
304         int i;
305         int oldmaxcsqcrenderentities;
306         entity_render_t *oldcsqcrenderentities;
307         if (num >= cl.max_csqcrenderentities)
308         {
309                 if (num >= MAX_EDICTS)
310                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312                 oldcsqcrenderentities = cl.csqcrenderentities;
313                 cl.max_csqcrenderentities = (num & ~255) + 256;
314                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315                 if (oldcsqcrenderentities)
316                 {
317                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318                         for (i = 0;i < r_refdef.scene.numentities;i++)
319                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321                         Mem_Free(oldcsqcrenderentities);
322                 }
323         }
324 }
325
326 /*
327 =====================
328 CL_Disconnect
329
330 Sends a disconnect message to the server
331 This is also called on Host_Error, so it shouldn't cause any errors
332 =====================
333 */
334 void CL_Disconnect(void)
335 {
336         if (cls.state == ca_dedicated)
337                 return;
338
339         if (COM_CheckParm("-profilegameonly"))
340                 Sys_AllowProfiling(false);
341
342         Curl_Clear_forthismap();
343
344         Con_DPrintf("CL_Disconnect\n");
345
346     Cvar_SetValueQuick(&csqc_progcrc, -1);
347         Cvar_SetValueQuick(&csqc_progsize, -1);
348         CL_VM_ShutDown();
349 // stop sounds (especially looping!)
350         S_StopAllSounds ();
351
352         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
353
354         // clear contents blends
355         cl.cshifts[0].percent = 0;
356         cl.cshifts[1].percent = 0;
357         cl.cshifts[2].percent = 0;
358         cl.cshifts[3].percent = 0;
359
360         cl.worldmodel = NULL;
361
362         CL_Parse_ErrorCleanUp();
363
364         if (cls.demoplayback)
365                 CL_StopPlayback();
366         else if (cls.netcon)
367         {
368                 sizebuf_t buf;
369                 unsigned char bufdata[8];
370                 if (cls.demorecording)
371                         CL_Stop_f(&cmd_client);
372
373                 // send disconnect message 3 times to improve chances of server
374                 // receiving it (but it still fails sometimes)
375                 memset(&buf, 0, sizeof(buf));
376                 buf.data = bufdata;
377                 buf.maxsize = sizeof(bufdata);
378                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
379                 {
380                         Con_DPrint("Sending drop command\n");
381                         MSG_WriteByte(&buf, qw_clc_stringcmd);
382                         MSG_WriteString(&buf, "drop");
383                 }
384                 else
385                 {
386                         Con_DPrint("Sending clc_disconnect\n");
387                         MSG_WriteByte(&buf, clc_disconnect);
388                 }
389                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_Close(cls.netcon);
393                 cls.netcon = NULL;
394                 Con_Printf("Disconnected\n");
395         }
396         cls.state = ca_disconnected;
397         cl.islocalgame = false;
398
399         cls.demoplayback = cls.timedemo = false;
400         cls.signon = 0;
401
402         // If we're dropped mid-connection attempt, it won't clear otherwise.
403         SCR_ClearLoadingScreen(false);
404 }
405
406 void CL_Disconnect_f(cmd_state_t *cmd)
407 {
408         CL_Disconnect ();
409         if (sv.active)
410                 Host_ShutdownServer ();
411 }
412
413
414
415
416 /*
417 =====================
418 CL_EstablishConnection
419
420 Host should be either "local" or a net address
421 =====================
422 */
423 void CL_EstablishConnection(const char *host, int firstarg)
424 {
425         if (cls.state == ca_dedicated)
426                 return;
427
428         // don't connect to a server if we're benchmarking a demo
429         if (COM_CheckParm("-benchmark"))
430                 return;
431
432         // clear menu's connect error message
433 #ifdef CONFIG_MENU
434         M_Update_Return_Reason("");
435 #endif
436
437         // Disconnect from the current server, or stop a running demo.
438         CL_Disconnect();
439
440         // make sure the client ports are open before attempting to connect
441         NetConn_UpdateSockets();
442
443         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
444         {
445                 cls.connect_trying = true;
446                 cls.connect_remainingtries = 3;
447                 cls.connect_nextsendtime = 0;
448
449                 // only NOW, set connect_userinfo
450                 if(firstarg >= 0)
451                 {
452                         int i;
453                         *cls.connect_userinfo = 0;
454                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
455                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
456                 }
457                 else if(firstarg < -1)
458                 {
459                         // -1: keep as is (reconnect)
460                         // -2: clear
461                         *cls.connect_userinfo = 0;
462                 }
463
464 #ifdef CONFIG_MENU
465                 M_Update_Return_Reason("Trying to connect...");
466 #endif
467         }
468         else
469         {
470                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
471 #ifdef CONFIG_MENU
472                 M_Update_Return_Reason("No network");
473 #endif
474         }
475 }
476
477 /*
478 ==============
479 CL_PrintEntities_f
480 ==============
481 */
482 static void CL_PrintEntities_f(cmd_state_t *cmd)
483 {
484         entity_t *ent;
485         int i;
486
487         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
488         {
489                 const char* modelname;
490
491                 if (!ent->state_current.active)
492                         continue;
493
494                 if (ent->render.model)
495                         modelname = ent->render.model->name;
496                 else
497                         modelname = "--no model--";
498                 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);
499         }
500 }
501
502 /*
503 ===============
504 CL_ModelIndexList_f
505
506 List information on all models in the client modelindex
507 ===============
508 */
509 static void CL_ModelIndexList_f(cmd_state_t *cmd)
510 {
511         int i;
512         dp_model_t *model;
513
514         // Print Header
515         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
516
517         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
518         {
519                 model = CL_GetModelByIndex(i);
520                 if (!model)
521                         continue;
522                 if(model->loaded || i == 1)
523                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
524                 else
525                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
526                 i++;
527         }
528 }
529
530 /*
531 ===============
532 CL_SoundIndexList_f
533
534 List all sounds in the client soundindex
535 ===============
536 */
537 static void CL_SoundIndexList_f(cmd_state_t *cmd)
538 {
539         int i = 1;
540
541         while(cl.sound_precache[i] && i != MAX_SOUNDS)
542         { // Valid Sound
543                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
544                 i++;
545         }
546 }
547
548 /*
549 ===============
550 CL_UpdateRenderEntity
551
552 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
553 ===============
554 */
555 void CL_UpdateRenderEntity(entity_render_t *ent)
556 {
557         vec3_t org;
558         vec_t scale;
559         dp_model_t *model = ent->model;
560         // update the inverse matrix for the renderer
561         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
562         // update the animation blend state
563         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
564         // we need the matrix origin to center the box
565         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
566         // update entity->render.scale because the renderer needs it
567         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
568         if (model)
569         {
570                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
571 #ifdef MATRIX4x4_OPENGLORIENTATION
572                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
573 #else
574                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
575 #endif
576                 {
577                         // pitch or roll
578                         VectorMA(org, scale, model->rotatedmins, ent->mins);
579                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
580                 }
581 #ifdef MATRIX4x4_OPENGLORIENTATION
582                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
583 #else
584                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
585 #endif
586                 {
587                         // yaw
588                         VectorMA(org, scale, model->yawmins, ent->mins);
589                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
590                 }
591                 else
592                 {
593                         VectorMA(org, scale, model->normalmins, ent->mins);
594                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
595                 }
596         }
597         else
598         {
599                 ent->mins[0] = org[0] - 16;
600                 ent->mins[1] = org[1] - 16;
601                 ent->mins[2] = org[2] - 16;
602                 ent->maxs[0] = org[0] + 16;
603                 ent->maxs[1] = org[1] + 16;
604                 ent->maxs[2] = org[2] + 16;
605         }
606 }
607
608 /*
609 ===============
610 CL_LerpPoint
611
612 Determines the fraction between the last two messages that the objects
613 should be put at.
614 ===============
615 */
616 static float CL_LerpPoint(void)
617 {
618         float f;
619
620         if (cl_nettimesyncboundmode.integer == 1)
621                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
622
623         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
624         if (cl.mtime[0] <= cl.mtime[1])
625         {
626                 cl.time = cl.mtime[0];
627                 return 1;
628         }
629
630         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
631         return bound(0, f, 1 + cl_lerpexcess.value);
632 }
633
634 void CL_ClearTempEntities (void)
635 {
636         r_refdef.scene.numtempentities = 0;
637         // grow tempentities buffer on request
638         if (r_refdef.scene.expandtempentities)
639         {
640                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
641                 r_refdef.scene.maxtempentities *= 2;
642                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
643                 r_refdef.scene.expandtempentities = false;
644         }
645 }
646
647 entity_render_t *CL_NewTempEntity(double shadertime)
648 {
649         entity_render_t *render;
650
651         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
652                 return NULL;
653         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
654         {
655                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
656                 return NULL;
657         }
658         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
659         memset (render, 0, sizeof(*render));
660         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
661
662         render->shadertime = shadertime;
663         render->alpha = 1;
664         VectorSet(render->colormod, 1, 1, 1);
665         VectorSet(render->glowmod, 1, 1, 1);
666         return render;
667 }
668
669 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
670 {
671         int i;
672         cl_effect_t *e;
673         if (!modelindex) // sanity check
674                 return;
675         if (framerate < 1)
676         {
677                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
678                 return;
679         }
680         if (framecount < 1)
681         {
682                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
683                 return;
684         }
685         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
686         {
687                 if (e->active)
688                         continue;
689                 e->active = true;
690                 VectorCopy(org, e->origin);
691                 e->modelindex = modelindex;
692                 e->starttime = cl.time;
693                 e->startframe = startframe;
694                 e->endframe = startframe + framecount;
695                 e->framerate = framerate;
696
697                 e->frame = 0;
698                 e->frame1time = cl.time;
699                 e->frame2time = cl.time;
700                 cl.num_effects = max(cl.num_effects, i + 1);
701                 break;
702         }
703 }
704
705 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
706 {
707         int i;
708         dlight_t *dl;
709
710 // then look for anything else
711         dl = cl.dlights;
712         for (i = 0;i < cl.max_dlights;i++, dl++)
713                 if (!dl->radius)
714                         break;
715
716         // unable to find one
717         if (i == cl.max_dlights)
718                 return;
719
720         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
721         memset (dl, 0, sizeof(*dl));
722         cl.num_dlights = max(cl.num_dlights, i + 1);
723         Matrix4x4_Normalize(&dl->matrix, matrix);
724         dl->ent = ent;
725         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
726         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
727         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
728         dl->radius = radius;
729         dl->color[0] = red;
730         dl->color[1] = green;
731         dl->color[2] = blue;
732         dl->initialradius = radius;
733         dl->initialcolor[0] = red;
734         dl->initialcolor[1] = green;
735         dl->initialcolor[2] = blue;
736         dl->decay = decay / radius; // changed decay to be a percentage decrease
737         dl->intensity = 1; // this is what gets decayed
738         if (lifetime)
739                 dl->die = cl.time + lifetime;
740         else
741                 dl->die = 0;
742         dl->cubemapname[0] = 0;
743         if (cubemapname && cubemapname[0])
744                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
745         dl->style = style;
746         dl->shadow = shadowenable;
747         dl->corona = corona;
748         dl->flags = flags;
749         dl->coronasizescale = coronasizescale;
750         dl->ambientscale = ambientscale;
751         dl->diffusescale = diffusescale;
752         dl->specularscale = specularscale;
753 }
754
755 static void CL_DecayLightFlashes(void)
756 {
757         int i, oldmax;
758         dlight_t *dl;
759         float time;
760
761         time = bound(0, cl.time - cl.oldtime, 0.1);
762         oldmax = cl.num_dlights;
763         cl.num_dlights = 0;
764         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
765         {
766                 if (dl->radius)
767                 {
768                         dl->intensity -= time * dl->decay;
769                         if (cl.time < dl->die && dl->intensity > 0)
770                         {
771                                 if (cl_dlights_decayradius.integer)
772                                         dl->radius = dl->initialradius * dl->intensity;
773                                 else
774                                         dl->radius = dl->initialradius;
775                                 if (cl_dlights_decaybrightness.integer)
776                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
777                                 else
778                                         VectorCopy(dl->initialcolor, dl->color);
779                                 cl.num_dlights = i + 1;
780                         }
781                         else
782                                 dl->radius = 0;
783                 }
784         }
785 }
786
787 // called before entity relinking
788 void CL_RelinkLightFlashes(void)
789 {
790         int i, j, k, l;
791         dlight_t *dl;
792         float frac, f;
793         matrix4x4_t tempmatrix;
794
795         if (r_dynamic.integer)
796         {
797                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
798                 {
799                         if (dl->radius)
800                         {
801                                 tempmatrix = dl->matrix;
802                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
803                                 // we need the corona fading to be persistent
804                                 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);
805                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
806                         }
807                 }
808         }
809
810         if (!cl.lightstyle)
811         {
812                 for (j = 0;j < cl.max_lightstyle;j++)
813                 {
814                         r_refdef.scene.rtlightstylevalue[j] = 1;
815                         r_refdef.scene.lightstylevalue[j] = 256;
816                 }
817                 return;
818         }
819
820 // light animations
821 // 'm' is normal light, 'a' is no light, 'z' is double bright
822         f = cl.time * 10;
823         i = (int)floor(f);
824         frac = f - i;
825         for (j = 0;j < cl.max_lightstyle;j++)
826         {
827                 if (!cl.lightstyle[j].length)
828                 {
829                         r_refdef.scene.rtlightstylevalue[j] = 1;
830                         r_refdef.scene.lightstylevalue[j] = 256;
831                         continue;
832                 }
833                 // static lightstyle "=value"
834                 if (cl.lightstyle[j].map[0] == '=')
835                 {
836                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
837                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
838                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
839                         continue;
840                 }
841                 k = i % cl.lightstyle[j].length;
842                 l = (i-1) % cl.lightstyle[j].length;
843                 k = cl.lightstyle[j].map[k] - 'a';
844                 l = cl.lightstyle[j].map[l] - 'a';
845                 // rtlightstylevalue is always interpolated because it has no bad
846                 // consequences for performance
847                 // lightstylevalue is subject to a cvar for performance reasons;
848                 // skipping lightmap updates on most rendered frames substantially
849                 // improves framerates (but makes light fades look bad)
850                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
851                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
852         }
853 }
854
855 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
856 {
857         int frame = player->render.framegroupblend[0].frame;
858         float f;
859         entity_render_t *flagrender;
860         matrix4x4_t flagmatrix;
861
862         // this code taken from QuakeWorld
863         f = 14;
864         if (frame >= 29 && frame <= 40)
865         {
866                 if (frame >= 29 && frame <= 34)
867                 { //axpain
868                         if      (frame == 29) f = f + 2;
869                         else if (frame == 30) f = f + 8;
870                         else if (frame == 31) f = f + 12;
871                         else if (frame == 32) f = f + 11;
872                         else if (frame == 33) f = f + 10;
873                         else if (frame == 34) f = f + 4;
874                 }
875                 else if (frame >= 35 && frame <= 40)
876                 { // pain
877                         if      (frame == 35) f = f + 2;
878                         else if (frame == 36) f = f + 10;
879                         else if (frame == 37) f = f + 10;
880                         else if (frame == 38) f = f + 8;
881                         else if (frame == 39) f = f + 4;
882                         else if (frame == 40) f = f + 2;
883                 }
884         }
885         else if (frame >= 103 && frame <= 118)
886         {
887                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
888                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
889                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
890                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
891         }
892         // end of code taken from QuakeWorld
893
894         flagrender = CL_NewTempEntity(player->render.shadertime);
895         if (!flagrender)
896                 return;
897
898         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
899         flagrender->skinnum = skin;
900         flagrender->alpha = 1;
901         VectorSet(flagrender->colormod, 1, 1, 1);
902         VectorSet(flagrender->glowmod, 1, 1, 1);
903         // attach the flag to the player matrix
904         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
905         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
906         CL_UpdateRenderEntity(flagrender);
907 }
908
909 matrix4x4_t viewmodelmatrix_withbob;
910 matrix4x4_t viewmodelmatrix_nobob;
911
912 static const vec3_t muzzleflashorigin = {18, 0, 0};
913
914 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
915 {
916         const unsigned char *cbcolor;
917         if (colormap >= 0)
918         {
919                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
920                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
921                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
922                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
923         }
924         else
925         {
926                 VectorClear(ent->colormap_pantscolor);
927                 VectorClear(ent->colormap_shirtcolor);
928         }
929 }
930
931 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
932 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
933 {
934         const matrix4x4_t *matrix;
935         matrix4x4_t blendmatrix, tempmatrix, matrix2;
936         int frame;
937         vec_t origin[3], angles[3], lerp;
938         entity_t *t;
939         entity_render_t *r;
940         //entity_persistent_t *p = &e->persistent;
941         //entity_render_t *r = &e->render;
942         // skip inactive entities and world
943         if (!e->state_current.active || e == cl.entities)
944                 return;
945         if (recursionlimit < 1)
946                 return;
947         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
948         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
949         e->render.flags = e->state_current.flags;
950         e->render.effects = e->state_current.effects;
951         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
952         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
953         if(e >= cl.entities && e < cl.entities + cl.num_entities)
954                 e->render.entitynumber = e - cl.entities;
955         else
956                 e->render.entitynumber = 0;
957         if (e->state_current.flags & RENDER_COLORMAPPED)
958                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
959         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
960                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
961         else
962                 CL_SetEntityColormapColors(&e->render, -1);
963         e->render.skinnum = e->state_current.skin;
964         if (e->state_current.tagentity)
965         {
966                 // attached entity (gun held in player model's hand, etc)
967                 // if the tag entity is currently impossible, skip it
968                 if (e->state_current.tagentity >= cl.num_entities)
969                         return;
970                 t = cl.entities + e->state_current.tagentity;
971                 // if the tag entity is inactive, skip it
972                 if (t->state_current.active)
973                 {
974                         // update the parent first
975                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
976                         r = &t->render;
977                 }
978                 else
979                 {
980                         // it may still be a CSQC entity... trying to use its
981                         // info from last render frame (better than nothing)
982                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
983                                 return;
984                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
985                         if(!r->entitynumber)
986                                 return; // neither CSQC nor legacy entity... can't attach
987                 }
988                 // make relative to the entity
989                 matrix = &r->matrix;
990                 // some properties of the tag entity carry over
991                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
992                 // if a valid tagindex is used, make it relative to that tag instead
993                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
994                 {
995                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
996                         {
997                                 // concat the tag matrices onto the entity matrix
998                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
999                                 // use the constructed tag matrix
1000                                 matrix = &tempmatrix;
1001                         }
1002                 }
1003         }
1004         else if (e->render.flags & RENDER_VIEWMODEL)
1005         {
1006                 // view-relative entity (guns and such)
1007                 if (e->render.effects & EF_NOGUNBOB)
1008                         matrix = &viewmodelmatrix_nobob; // really attached to view
1009                 else
1010                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1011         }
1012         else
1013         {
1014                 // world-relative entity (the normal kind)
1015                 matrix = &identitymatrix;
1016         }
1017
1018         // movement lerp
1019         // if it's the predicted player entity, update according to client movement
1020         // but don't lerp if going through a teleporter as it causes a bad lerp
1021         // also don't use the predicted location if fixangle was set on both of
1022         // the most recent server messages, as that cause means you are spectating
1023         // someone or watching a cutscene of some sort
1024         if (cl_nolerp.integer || cls.timedemo)
1025                 interpolate = false;
1026         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1027         {
1028                 VectorCopy(cl.movement_origin, origin);
1029                 VectorSet(angles, 0, cl.viewangles[1], 0);
1030         }
1031         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1032         {
1033                 // interpolate the origin and angles
1034                 lerp = max(0, lerp);
1035                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1036 #if 0
1037                 // this fails at the singularity of euler angles
1038                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1039                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1040                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1041                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1042                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1043 #else
1044                 {
1045                         vec3_t f0, u0, f1, u1;
1046                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1047                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1048                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1049                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1050                         AnglesFromVectors(angles, f0, u0, false);
1051                 }
1052 #endif
1053         }
1054         else
1055         {
1056                 // no interpolation
1057                 VectorCopy(e->persistent.neworigin, origin);
1058                 VectorCopy(e->persistent.newangles, angles);
1059         }
1060
1061         // model setup and some modelflags
1062         frame = e->state_current.frame;
1063         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1064         if (e->render.model)
1065         {
1066                 if (e->render.skinnum >= e->render.model->numskins)
1067                         e->render.skinnum = 0;
1068                 if (frame >= e->render.model->numframes)
1069                         frame = 0;
1070                 // models can set flags such as EF_ROCKET
1071                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1072                 if (!(e->render.effects & 0xFF800000))
1073                         e->render.effects |= e->render.model->effects;
1074                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1075                 if (e->render.model->type == mod_alias)
1076                         angles[0] = -angles[0];
1077                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1078                 {
1079                         VectorScale(e->render.colormod, 2, e->render.colormod);
1080                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1081                 }
1082         }
1083         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1084         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1085                 angles[0] = -angles[0];
1086                 // NOTE: this must be synced to SV_GetPitchSign!
1087
1088         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1089         {
1090                 angles[1] = ANGLEMOD(100*cl.time);
1091                 if (cl_itembobheight.value)
1092                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1093         }
1094
1095         // animation lerp
1096         e->render.skeleton = NULL;
1097         if (e->render.flags & RENDER_COMPLEXANIMATION)
1098         {
1099                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1100                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1101                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1102                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1103                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1104                         e->render.skeleton = &e->state_current.skeletonobject;
1105         }
1106         else if (e->render.framegroupblend[0].frame == frame)
1107         {
1108                 // update frame lerp fraction
1109                 e->render.framegroupblend[0].lerp = 1;
1110                 e->render.framegroupblend[1].lerp = 0;
1111                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1112                 {
1113                         // make sure frame lerp won't last longer than 100ms
1114                         // (this mainly helps with models that use framegroups and
1115                         // switch between them infrequently)
1116                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1117                         if(e->render.model)
1118                         if(e->render.model->animscenes)
1119                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1120                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1121                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1122                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1123                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1124                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1125                 }
1126         }
1127         else
1128         {
1129                 // begin a new frame lerp
1130                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1131                 e->render.framegroupblend[1].lerp = 1;
1132                 e->render.framegroupblend[0].frame = frame;
1133                 e->render.framegroupblend[0].start = cl.time;
1134                 e->render.framegroupblend[0].lerp = 0;
1135         }
1136
1137         // set up the render matrix
1138         if (matrix)
1139         {
1140                 // attached entity, this requires a matrix multiply (concat)
1141                 // FIXME: e->render.scale should go away
1142                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1143                 // concat the matrices to make the entity relative to its tag
1144                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1145                 // get the origin from the new matrix
1146                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1147         }
1148         else
1149         {
1150                 // unattached entities are faster to process
1151                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1152         }
1153
1154         // tenebrae's sprites are all additive mode (weird)
1155         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1156                 e->render.flags |= RENDER_ADDITIVE;
1157         // player model is only shown with chase_active on
1158         if (e->state_current.number == cl.viewentity)
1159                 e->render.flags |= RENDER_EXTERIORMODEL;
1160         // either fullbright or lit
1161         if(!r_fullbright.integer)
1162         {
1163                 if (!(e->render.effects & EF_FULLBRIGHT))
1164                         e->render.flags |= RENDER_LIGHT;
1165         }
1166         // hide player shadow during intermission or nehahra movie
1167         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1168          && (e->render.alpha >= 1)
1169          && !(e->render.flags & RENDER_VIEWMODEL)
1170          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1171                 e->render.flags |= RENDER_SHADOW;
1172         if (e->render.flags & RENDER_VIEWMODEL)
1173                 e->render.flags |= RENDER_NOSELFSHADOW;
1174         if (e->render.effects & EF_NOSELFSHADOW)
1175                 e->render.flags |= RENDER_NOSELFSHADOW;
1176         if (e->render.effects & EF_NODEPTHTEST)
1177                 e->render.flags |= RENDER_NODEPTHTEST;
1178         if (e->render.effects & EF_ADDITIVE)
1179                 e->render.flags |= RENDER_ADDITIVE;
1180         if (e->render.effects & EF_DOUBLESIDED)
1181                 e->render.flags |= RENDER_DOUBLESIDED;
1182         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1183                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1184
1185         // make the other useful stuff
1186         e->render.allowdecals = true;
1187         CL_UpdateRenderEntity(&e->render);
1188 }
1189
1190 // creates light and trails from an entity
1191 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1192 {
1193         effectnameindex_t trailtype;
1194         vec3_t origin;
1195
1196         // bmodels are treated specially since their origin is usually '0 0 0' and
1197         // their actual geometry is far from '0 0 0'
1198         if (e->render.model && e->render.model->soundfromcenter)
1199         {
1200                 vec3_t o;
1201                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1202                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1203         }
1204         else
1205                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1206
1207         // handle particle trails and such effects now that we know where this
1208         // entity is in the world...
1209         trailtype = EFFECT_NONE;
1210         // LadyHavoc: if the entity has no effects, don't check each
1211         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1212         {
1213                 if (e->render.effects & EF_BRIGHTFIELD)
1214                 {
1215                         if (IS_NEXUIZ_DERIVED(gamemode))
1216                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1217                         else
1218                                 CL_EntityParticles(e);
1219                 }
1220                 if (e->render.effects & EF_FLAME)
1221                         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);
1222                 if (e->render.effects & EF_STARDUST)
1223                         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);
1224         }
1225         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1226         {
1227                 // these are only set on player entities
1228                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1229         }
1230         // muzzleflash fades over time
1231         if (e->persistent.muzzleflash > 0)
1232                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1233         // LadyHavoc: if the entity has no effects, don't check each
1234         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1235         {
1236                 if (e->render.effects & EF_GIB)
1237                         trailtype = EFFECT_TR_BLOOD;
1238                 else if (e->render.effects & EF_ZOMGIB)
1239                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1240                 else if (e->render.effects & EF_TRACER)
1241                         trailtype = EFFECT_TR_WIZSPIKE;
1242                 else if (e->render.effects & EF_TRACER2)
1243                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1244                 else if (e->render.effects & EF_ROCKET)
1245                         trailtype = EFFECT_TR_ROCKET;
1246                 else if (e->render.effects & EF_GRENADE)
1247                 {
1248                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1249                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1250                 }
1251                 else if (e->render.effects & EF_TRACER3)
1252                         trailtype = EFFECT_TR_VORESPIKE;
1253         }
1254         // do trails
1255         if (e->render.flags & RENDER_GLOWTRAIL)
1256                 trailtype = EFFECT_TR_GLOWTRAIL;
1257         if (e->state_current.traileffectnum)
1258                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1259         // check if a trail is allowed (it is not after a teleport for example)
1260         if (trailtype && e->persistent.trail_allowed)
1261         {
1262                 float len;
1263                 vec3_t vel;
1264                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1265                 len = e->state_current.time - e->state_previous.time;
1266                 if (len > 0)
1267                         len = 1.0f / len;
1268                 VectorScale(vel, len, vel);
1269                 // 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
1270                 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);
1271         }
1272         // now that the entity has survived one trail update it is allowed to
1273         // leave a real trail on later frames
1274         e->persistent.trail_allowed = true;
1275         VectorCopy(origin, e->persistent.trail_origin);
1276 }
1277
1278
1279 /*
1280 ===============
1281 CL_UpdateViewEntities
1282 ===============
1283 */
1284 void CL_UpdateViewEntities(void)
1285 {
1286         int i;
1287         // update any RENDER_VIEWMODEL entities to use the new view matrix
1288         for (i = 1;i < cl.num_entities;i++)
1289         {
1290                 if (cl.entities_active[i])
1291                 {
1292                         entity_t *ent = cl.entities + i;
1293                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1294                                 CL_UpdateNetworkEntity(ent, 32, true);
1295                 }
1296         }
1297         // and of course the engine viewmodel needs updating as well
1298         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1299 }
1300
1301 /*
1302 ===============
1303 CL_UpdateNetworkCollisionEntities
1304 ===============
1305 */
1306 static void CL_UpdateNetworkCollisionEntities(void)
1307 {
1308         entity_t *ent;
1309         int i;
1310
1311         // start on the entity after the world
1312         cl.num_brushmodel_entities = 0;
1313         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1314         {
1315                 if (cl.entities_active[i])
1316                 {
1317                         ent = cl.entities + i;
1318                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1319                         {
1320                                 // do not interpolate the bmodels for this
1321                                 CL_UpdateNetworkEntity(ent, 32, false);
1322                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1323                         }
1324                 }
1325         }
1326 }
1327
1328 /*
1329 ===============
1330 CL_UpdateNetworkEntities
1331 ===============
1332 */
1333 static void CL_UpdateNetworkEntities(void)
1334 {
1335         entity_t *ent;
1336         int i;
1337
1338         // start on the entity after the world
1339         for (i = 1;i < cl.num_entities;i++)
1340         {
1341                 if (cl.entities_active[i])
1342                 {
1343                         ent = cl.entities + i;
1344                         if (ent->state_current.active)
1345                         {
1346                                 CL_UpdateNetworkEntity(ent, 32, true);
1347                                 // view models should never create light/trails
1348                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1349                                         CL_UpdateNetworkEntityTrail(ent);
1350                         }
1351                         else
1352                         {
1353                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1354                                 cl.entities_active[i] = false;
1355                         }
1356                 }
1357         }
1358 }
1359
1360 static void CL_UpdateViewModel(void)
1361 {
1362         entity_t *ent;
1363         ent = &cl.viewent;
1364         ent->state_previous = ent->state_current;
1365         ent->state_current = defaultstate;
1366         ent->state_current.time = cl.time;
1367         ent->state_current.number = (unsigned short)-1;
1368         ent->state_current.active = true;
1369         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1370         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1371         ent->state_current.flags = RENDER_VIEWMODEL;
1372         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1373                 ent->state_current.modelindex = 0;
1374         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1375         {
1376                 if (gamemode == GAME_TRANSFUSION)
1377                         ent->state_current.alpha = 128;
1378                 else
1379                         ent->state_current.modelindex = 0;
1380         }
1381         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1382         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1383
1384         // reset animation interpolation on weaponmodel if model changed
1385         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1386         {
1387                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1388                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1389                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1390         }
1391         CL_UpdateNetworkEntity(ent, 32, true);
1392 }
1393
1394 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1395 static void CL_LinkNetworkEntity(entity_t *e)
1396 {
1397         effectnameindex_t trailtype;
1398         vec3_t origin;
1399         vec3_t dlightcolor;
1400         vec_t dlightradius;
1401         char vabuf[1024];
1402
1403         // skip inactive entities and world
1404         if (!e->state_current.active || e == cl.entities)
1405                 return;
1406         if (e->state_current.tagentity)
1407         {
1408                 // if the tag entity is currently impossible, skip it
1409                 if (e->state_current.tagentity >= cl.num_entities)
1410                         return;
1411                 // if the tag entity is inactive, skip it
1412                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1413                 {
1414                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1415                                 return;
1416                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1417                                 return;
1418                         // if we get here, it's properly csqc networked and attached
1419                 }
1420         }
1421
1422         // create entity dlights associated with this entity
1423         if (e->render.model && e->render.model->soundfromcenter)
1424         {
1425                 // bmodels are treated specially since their origin is usually '0 0 0'
1426                 vec3_t o;
1427                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1428                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1429         }
1430         else
1431                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1432         trailtype = EFFECT_NONE;
1433         dlightradius = 0;
1434         dlightcolor[0] = 0;
1435         dlightcolor[1] = 0;
1436         dlightcolor[2] = 0;
1437         // LadyHavoc: if the entity has no effects, don't check each
1438         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1439         {
1440                 if (e->render.effects & EF_BRIGHTFIELD)
1441                 {
1442                         if (IS_NEXUIZ_DERIVED(gamemode))
1443                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1444                 }
1445                 if (e->render.effects & EF_DIMLIGHT)
1446                 {
1447                         dlightradius = max(dlightradius, 200);
1448                         dlightcolor[0] += 1.50f;
1449                         dlightcolor[1] += 1.50f;
1450                         dlightcolor[2] += 1.50f;
1451                 }
1452                 if (e->render.effects & EF_BRIGHTLIGHT)
1453                 {
1454                         dlightradius = max(dlightradius, 400);
1455                         dlightcolor[0] += 3.00f;
1456                         dlightcolor[1] += 3.00f;
1457                         dlightcolor[2] += 3.00f;
1458                 }
1459                 // LadyHavoc: more effects
1460                 if (e->render.effects & EF_RED) // red
1461                 {
1462                         dlightradius = max(dlightradius, 200);
1463                         dlightcolor[0] += 1.50f;
1464                         dlightcolor[1] += 0.15f;
1465                         dlightcolor[2] += 0.15f;
1466                 }
1467                 if (e->render.effects & EF_BLUE) // blue
1468                 {
1469                         dlightradius = max(dlightradius, 200);
1470                         dlightcolor[0] += 0.15f;
1471                         dlightcolor[1] += 0.15f;
1472                         dlightcolor[2] += 1.50f;
1473                 }
1474                 if (e->render.effects & EF_FLAME)
1475                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1476                 if (e->render.effects & EF_STARDUST)
1477                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1478         }
1479         // muzzleflash fades over time, and is offset a bit
1480         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1481         {
1482                 vec3_t v2;
1483                 vec3_t color;
1484                 trace_t trace;
1485                 matrix4x4_t tempmatrix;
1486                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1487                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1488                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1489                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1490                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1491                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1492                 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);
1493                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1494         }
1495         // LadyHavoc: if the model has no flags, don't check each
1496         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1497         {
1498                 if (e->render.effects & EF_GIB)
1499                         trailtype = EFFECT_TR_BLOOD;
1500                 else if (e->render.effects & EF_ZOMGIB)
1501                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1502                 else if (e->render.effects & EF_TRACER)
1503                         trailtype = EFFECT_TR_WIZSPIKE;
1504                 else if (e->render.effects & EF_TRACER2)
1505                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1506                 else if (e->render.effects & EF_ROCKET)
1507                         trailtype = EFFECT_TR_ROCKET;
1508                 else if (e->render.effects & EF_GRENADE)
1509                 {
1510                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1511                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1512                 }
1513                 else if (e->render.effects & EF_TRACER3)
1514                         trailtype = EFFECT_TR_VORESPIKE;
1515         }
1516         // LadyHavoc: customizable glow
1517         if (e->state_current.glowsize)
1518         {
1519                 // * 4 for the expansion from 0-255 to 0-1023 range,
1520                 // / 255 to scale down byte colors
1521                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1522                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1523         }
1524         // custom rtlight
1525         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1526         {
1527                 matrix4x4_t dlightmatrix;
1528                 vec4_t light;
1529                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1530                 light[3] = e->state_current.light[3];
1531                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1532                         VectorSet(light, 1, 1, 1);
1533                 if (light[3] == 0)
1534                         light[3] = 350;
1535                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1536                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1537                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1538                 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);
1539                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1540         }
1541         // make the glow dlight
1542         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1543         {
1544                 matrix4x4_t dlightmatrix;
1545                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1546                 // hack to make glowing player light shine on their gun
1547                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1548                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1549                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1550                 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);
1551                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1552         }
1553         // do trail light
1554         if (e->render.flags & RENDER_GLOWTRAIL)
1555                 trailtype = EFFECT_TR_GLOWTRAIL;
1556         if (e->state_current.traileffectnum)
1557                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1558         if (trailtype)
1559                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1560
1561         // don't show entities with no modelindex (note: this still shows
1562         // entities which have a modelindex that resolved to a NULL model)
1563         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1564                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1565         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1566         //      Matrix4x4_Print(&e->render.matrix);
1567 }
1568
1569 static void CL_RelinkWorld(void)
1570 {
1571         entity_t *ent = &cl.entities[0];
1572         // FIXME: this should be done at load
1573         ent->render.matrix = identitymatrix;
1574         ent->render.flags = RENDER_SHADOW;
1575         if (!r_fullbright.integer)
1576                 ent->render.flags |= RENDER_LIGHT;
1577         VectorSet(ent->render.colormod, 1, 1, 1);
1578         VectorSet(ent->render.glowmod, 1, 1, 1);
1579         ent->render.allowdecals = true;
1580         CL_UpdateRenderEntity(&ent->render);
1581         r_refdef.scene.worldentity = &ent->render;
1582         r_refdef.scene.worldmodel = cl.worldmodel;
1583
1584         // if the world is q2bsp, animate the textures
1585         if (ent->render.model && ent->render.model->brush.isq2bsp)
1586                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1587 }
1588
1589 static void CL_RelinkStaticEntities(void)
1590 {
1591         int i;
1592         entity_t *e;
1593         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1594         {
1595                 e->render.flags = 0;
1596                 // if the model was not loaded when the static entity was created we
1597                 // need to re-fetch the model pointer
1598                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1599                 // either fullbright or lit
1600                 if(!r_fullbright.integer)
1601                 {
1602                         if (!(e->render.effects & EF_FULLBRIGHT))
1603                                 e->render.flags |= RENDER_LIGHT;
1604                 }
1605                 // hide player shadow during intermission or nehahra movie
1606                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1607                         e->render.flags |= RENDER_SHADOW;
1608                 VectorSet(e->render.colormod, 1, 1, 1);
1609                 VectorSet(e->render.glowmod, 1, 1, 1);
1610                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1611                 e->render.allowdecals = true;
1612                 CL_UpdateRenderEntity(&e->render);
1613                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1614         }
1615 }
1616
1617 /*
1618 ===============
1619 CL_RelinkEntities
1620 ===============
1621 */
1622 static void CL_RelinkNetworkEntities(void)
1623 {
1624         entity_t *ent;
1625         int i;
1626
1627         // start on the entity after the world
1628         for (i = 1;i < cl.num_entities;i++)
1629         {
1630                 if (cl.entities_active[i])
1631                 {
1632                         ent = cl.entities + i;
1633                         if (ent->state_current.active)
1634                                 CL_LinkNetworkEntity(ent);
1635                         else
1636                                 cl.entities_active[i] = false;
1637                 }
1638         }
1639 }
1640
1641 static void CL_RelinkEffects(void)
1642 {
1643         int i, intframe;
1644         cl_effect_t *e;
1645         entity_render_t *entrender;
1646         float frame;
1647
1648         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1649         {
1650                 if (e->active)
1651                 {
1652                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1653                         intframe = (int)frame;
1654                         if (intframe < 0 || intframe >= e->endframe)
1655                         {
1656                                 memset(e, 0, sizeof(*e));
1657                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1658                                         cl.num_effects--;
1659                                 continue;
1660                         }
1661
1662                         if (intframe != e->frame)
1663                         {
1664                                 e->frame = intframe;
1665                                 e->frame1time = e->frame2time;
1666                                 e->frame2time = cl.time;
1667                         }
1668
1669                         // if we're drawing effects, get a new temp entity
1670                         // (NewTempEntity adds it to the render entities list for us)
1671                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1672                         {
1673                                 // interpolation stuff
1674                                 entrender->framegroupblend[0].frame = intframe;
1675                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1676                                 entrender->framegroupblend[0].start = e->frame1time;
1677                                 if (intframe + 1 >= e->endframe)
1678                                 {
1679                                         entrender->framegroupblend[1].frame = 0; // disappear
1680                                         entrender->framegroupblend[1].lerp = 0;
1681                                         entrender->framegroupblend[1].start = 0;
1682                                 }
1683                                 else
1684                                 {
1685                                         entrender->framegroupblend[1].frame = intframe + 1;
1686                                         entrender->framegroupblend[1].lerp = frame - intframe;
1687                                         entrender->framegroupblend[1].start = e->frame2time;
1688                                 }
1689
1690                                 // normal stuff
1691                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1692                                 entrender->alpha = 1;
1693                                 VectorSet(entrender->colormod, 1, 1, 1);
1694                                 VectorSet(entrender->glowmod, 1, 1, 1);
1695
1696                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1697                                 CL_UpdateRenderEntity(entrender);
1698                         }
1699                 }
1700         }
1701 }
1702
1703 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1704 {
1705         VectorCopy(b->start, start);
1706         VectorCopy(b->end, end);
1707
1708         // if coming from the player, update the start position
1709         if (b->entity == cl.viewentity)
1710         {
1711                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1712                 {
1713                         // LadyHavoc: this is a stupid hack from Quake that makes your
1714                         // lightning appear to come from your waist and cover less of your
1715                         // view
1716                         // in Quake this hack was applied to all players (causing the
1717                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1718                         // only applies to your own lightning, and only in first person
1719                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1720                 }
1721                 if (cl_beams_instantaimhack.integer)
1722                 {
1723                         vec3_t dir, localend;
1724                         vec_t len;
1725                         // LadyHavoc: this updates the beam direction to match your
1726                         // viewangles
1727                         VectorSubtract(end, start, dir);
1728                         len = VectorLength(dir);
1729                         VectorNormalize(dir);
1730                         VectorSet(localend, len, 0, 0);
1731                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1732                 }
1733         }
1734 }
1735
1736 void CL_RelinkBeams(void)
1737 {
1738         int i;
1739         beam_t *b;
1740         vec3_t dist, org, start, end;
1741         float d;
1742         entity_render_t *entrender;
1743         double yaw, pitch;
1744         float forward;
1745         matrix4x4_t tempmatrix;
1746
1747         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1748         {
1749                 if (!b->model)
1750                         continue;
1751                 if (b->endtime < cl.time)
1752                 {
1753                         b->model = NULL;
1754                         continue;
1755                 }
1756
1757                 CL_Beam_CalculatePositions(b, start, end);
1758
1759                 if (b->lightning)
1760                 {
1761                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1762                         {
1763                                 // FIXME: create a matrix from the beam start/end orientation
1764                                 vec3_t dlightcolor;
1765                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1766                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1767                                 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);
1768                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1769                         }
1770                         if (cl_beams_polygons.integer)
1771                         {
1772                                 CL_Beam_AddPolygons(b);
1773                                 continue;
1774                         }
1775                 }
1776
1777                 // calculate pitch and yaw
1778                 // (this is similar to the QuakeC builtin function vectoangles)
1779                 VectorSubtract(end, start, dist);
1780                 if (dist[1] == 0 && dist[0] == 0)
1781                 {
1782                         yaw = 0;
1783                         if (dist[2] > 0)
1784                                 pitch = 90;
1785                         else
1786                                 pitch = 270;
1787                 }
1788                 else
1789                 {
1790                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1791                         if (yaw < 0)
1792                                 yaw += 360;
1793
1794                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1795                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1796                         if (pitch < 0)
1797                                 pitch += 360;
1798                 }
1799
1800                 // add new entities for the lightning
1801                 VectorCopy (start, org);
1802                 d = VectorNormalizeLength(dist);
1803                 while (d > 0)
1804                 {
1805                         entrender = CL_NewTempEntity (0);
1806                         if (!entrender)
1807                                 return;
1808                         entrender->model = b->model;
1809                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1810                         CL_UpdateRenderEntity(entrender);
1811                         VectorMA(org, 30, dist, org);
1812                         d -= 30;
1813                 }
1814         }
1815
1816         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1817                 cl.num_beams--;
1818 }
1819
1820 static void CL_RelinkQWNails(void)
1821 {
1822         int i;
1823         vec_t *v;
1824         entity_render_t *entrender;
1825
1826         for (i = 0;i < cl.qw_num_nails;i++)
1827         {
1828                 v = cl.qw_nails[i];
1829
1830                 // if we're drawing effects, get a new temp entity
1831                 // (NewTempEntity adds it to the render entities list for us)
1832                 if (!(entrender = CL_NewTempEntity(0)))
1833                         continue;
1834
1835                 // normal stuff
1836                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1837                 entrender->alpha = 1;
1838                 VectorSet(entrender->colormod, 1, 1, 1);
1839                 VectorSet(entrender->glowmod, 1, 1, 1);
1840
1841                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1842                 CL_UpdateRenderEntity(entrender);
1843         }
1844 }
1845
1846 static void CL_LerpPlayer(float frac)
1847 {
1848         int i;
1849
1850         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1851         for (i = 0;i < 3;i++)
1852         {
1853                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1854                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1855                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1856         }
1857
1858         // interpolate the angles if playing a demo or spectating someone
1859         if (cls.demoplayback || cl.fixangle[0])
1860         {
1861                 for (i = 0;i < 3;i++)
1862                 {
1863                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1864                         if (d > 180)
1865                                 d -= 360;
1866                         else if (d < -180)
1867                                 d += 360;
1868                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1869                 }
1870         }
1871 }
1872
1873 void CSQC_RelinkAllEntities (int drawmask)
1874 {
1875         // link stuff
1876         CL_RelinkWorld();
1877         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1878         CL_MeshEntities_Scene_AddRenderEntity();
1879         CL_RelinkStaticEntities();
1880         CL_RelinkBeams();
1881         CL_RelinkEffects();
1882         CL_RelinkLightFlashes();
1883
1884         // link stuff
1885         if (drawmask & ENTMASK_ENGINE)
1886         {
1887                 CL_RelinkNetworkEntities();
1888                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1889                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1890                 CL_RelinkQWNails();
1891         }
1892
1893         // update view blend
1894         V_CalcViewBlend();
1895 }
1896
1897 /*
1898 ===============
1899 CL_UpdateWorld
1900
1901 Update client game world for a new frame
1902 ===============
1903 */
1904 void CL_UpdateWorld(void)
1905 {
1906         r_refdef.scene.extraupdate = !r_speeds.integer;
1907         r_refdef.scene.numentities = 0;
1908         r_refdef.scene.numlights = 0;
1909         r_refdef.view.matrix = identitymatrix;
1910         r_refdef.view.quality = 1;
1911                 
1912         cl.num_brushmodel_entities = 0;
1913
1914         if (cls.state == ca_connected && cls.signon == SIGNONS)
1915         {
1916                 // prepare for a new frame
1917                 CL_LerpPlayer(CL_LerpPoint());
1918                 CL_DecayLightFlashes();
1919                 CL_ClearTempEntities();
1920                 V_DriftPitch();
1921                 V_FadeViewFlashs();
1922
1923                 // if prediction is enabled we have to update all the collidable
1924                 // network entities before the prediction code can be run
1925                 CL_UpdateNetworkCollisionEntities();
1926
1927                 // now update the player prediction
1928                 CL_ClientMovement_Replay();
1929
1930                 // update the player entity (which may be predicted)
1931                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1932
1933                 // now update the view (which depends on that player entity)
1934                 V_CalcRefdef();
1935
1936                 // now update all the network entities and create particle trails
1937                 // (some entities may depend on the view)
1938                 CL_UpdateNetworkEntities();
1939
1940                 // update the engine-based viewmodel
1941                 CL_UpdateViewModel();
1942
1943                 // when csqc is loaded, it will call this in CSQC_UpdateView
1944                 if (!cl.csqc_loaded)
1945                 {
1946                         // clear the CL_Mesh_Scene() used for some engine effects
1947                         CL_MeshEntities_Scene_Clear();
1948                         // add engine entities and effects
1949                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1950                 }
1951
1952                 // decals, particles, and explosions will be updated during rneder
1953         }
1954
1955         r_refdef.scene.time = cl.time;
1956 }
1957
1958 // LadyHavoc: pausedemo command
1959 static void CL_PauseDemo_f(cmd_state_t *cmd)
1960 {
1961         cls.demopaused = !cls.demopaused;
1962         if (cls.demopaused)
1963                 Con_Print("Demo paused\n");
1964         else
1965                 Con_Print("Demo unpaused\n");
1966 }
1967
1968 /*
1969 ======================
1970 CL_Fog_f
1971 ======================
1972 */
1973 static void CL_Fog_f(cmd_state_t *cmd)
1974 {
1975         if (Cmd_Argc (cmd) == 1)
1976         {
1977                 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);
1978                 return;
1979         }
1980         FOG_clear(); // so missing values get good defaults
1981         if(Cmd_Argc(cmd) > 1)
1982                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1983         if(Cmd_Argc(cmd) > 2)
1984                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1985         if(Cmd_Argc(cmd) > 3)
1986                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1987         if(Cmd_Argc(cmd) > 4)
1988                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1989         if(Cmd_Argc(cmd) > 5)
1990                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1991         if(Cmd_Argc(cmd) > 6)
1992                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1993         if(Cmd_Argc(cmd) > 7)
1994                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1995         if(Cmd_Argc(cmd) > 8)
1996                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1997         if(Cmd_Argc(cmd) > 9)
1998                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1999 }
2000
2001 /*
2002 ======================
2003 CL_FogHeightTexture_f
2004 ======================
2005 */
2006 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2007 {
2008         if (Cmd_Argc (cmd) < 11)
2009         {
2010                 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);
2011                 return;
2012         }
2013         FOG_clear(); // so missing values get good defaults
2014         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2015         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2016         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2017         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2018         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2019         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2020         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2021         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2022         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2023         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2024 }
2025
2026
2027 /*
2028 ====================
2029 CL_TimeRefresh_f
2030
2031 For program optimization
2032 ====================
2033 */
2034 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2035 {
2036         int i;
2037         double timestart, timedelta;
2038
2039         r_refdef.scene.extraupdate = false;
2040
2041         timestart = Sys_DirtyTime();
2042         for (i = 0;i < 128;i++)
2043         {
2044                 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);
2045                 r_refdef.view.quality = 1;
2046                 CL_UpdateScreen();
2047         }
2048         timedelta = Sys_DirtyTime() - timestart;
2049
2050         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2051 }
2052
2053 static void CL_AreaStats_f(cmd_state_t *cmd)
2054 {
2055         World_PrintAreaStats(&cl.world, "client");
2056 }
2057
2058 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2059 {
2060         int i;
2061         cl_locnode_t *loc;
2062         cl_locnode_t *best;
2063         vec3_t nearestpoint;
2064         vec_t dist, bestdist;
2065         best = NULL;
2066         bestdist = 0;
2067         for (loc = cl.locnodes;loc;loc = loc->next)
2068         {
2069                 for (i = 0;i < 3;i++)
2070                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2071                 dist = VectorDistance2(nearestpoint, point);
2072                 if (bestdist > dist || !best)
2073                 {
2074                         bestdist = dist;
2075                         best = loc;
2076                         if (bestdist < 1)
2077                                 break;
2078                 }
2079         }
2080         return best;
2081 }
2082
2083 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2084 {
2085         cl_locnode_t *loc;
2086         loc = CL_Locs_FindNearest(point);
2087         if (loc)
2088                 strlcpy(buffer, loc->name, buffersize);
2089         else
2090                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2091 }
2092
2093 static void CL_Locs_FreeNode(cl_locnode_t *node)
2094 {
2095         cl_locnode_t **pointer, **next;
2096         for (pointer = &cl.locnodes;*pointer;pointer = next)
2097         {
2098                 next = &(*pointer)->next;
2099                 if (*pointer == node)
2100                 {
2101                         *pointer = node->next;
2102                         Mem_Free(node);
2103                         return;
2104                 }
2105         }
2106         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2107 }
2108
2109 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2110 {
2111         cl_locnode_t *node, **pointer;
2112         int namelen;
2113         if (!name)
2114                 name = "";
2115         namelen = (int)strlen(name);
2116         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2117         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2118         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2119         node->name = (char *)(node + 1);
2120         memcpy(node->name, name, namelen);
2121         node->name[namelen] = 0;
2122         // link it into the tail of the list to preserve the order
2123         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2124                 ;
2125         *pointer = node;
2126 }
2127
2128 static void CL_Locs_Add_f(cmd_state_t *cmd)
2129 {
2130         vec3_t mins, maxs;
2131         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2132         {
2133                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2134                 return;
2135         }
2136         mins[0] = atof(Cmd_Argv(cmd, 1));
2137         mins[1] = atof(Cmd_Argv(cmd, 2));
2138         mins[2] = atof(Cmd_Argv(cmd, 3));
2139         if (Cmd_Argc(cmd) == 8)
2140         {
2141                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2142                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2143                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2144                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2145         }
2146         else
2147                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2148 }
2149
2150 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2151 {
2152         cl_locnode_t *loc;
2153         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2154         if (loc)
2155                 CL_Locs_FreeNode(loc);
2156         else
2157                 Con_Printf("no loc point or box found for your location\n");
2158 }
2159
2160 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2161 {
2162         while (cl.locnodes)
2163                 CL_Locs_FreeNode(cl.locnodes);
2164 }
2165
2166 static void CL_Locs_Save_f(cmd_state_t *cmd)
2167 {
2168         cl_locnode_t *loc;
2169         qfile_t *outfile;
2170         char locfilename[MAX_QPATH];
2171         if (!cl.locnodes)
2172         {
2173                 Con_Printf("No loc points/boxes exist!\n");
2174                 return;
2175         }
2176         if (cls.state != ca_connected || !cl.worldmodel)
2177         {
2178                 Con_Printf("No level loaded!\n");
2179                 return;
2180         }
2181         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2182
2183         outfile = FS_OpenRealFile(locfilename, "w", false);
2184         if (!outfile)
2185                 return;
2186         // if any boxes are used then this is a proquake-format loc file, which
2187         // allows comments, so add some relevant information at the start
2188         for (loc = cl.locnodes;loc;loc = loc->next)
2189                 if (!VectorCompare(loc->mins, loc->maxs))
2190                         break;
2191         if (loc)
2192         {
2193                 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);
2194                 for (loc = cl.locnodes;loc;loc = loc->next)
2195                         if (VectorCompare(loc->mins, loc->maxs))
2196                                 break;
2197                 if (loc)
2198                         Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2199         }
2200         for (loc = cl.locnodes;loc;loc = loc->next)
2201         {
2202                 if (VectorCompare(loc->mins, loc->maxs))
2203                 {
2204                         int len;
2205                         const char *s;
2206                         const char *in = loc->name;
2207                         char name[MAX_INPUTLINE];
2208                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2209                         {
2210                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2211                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2212                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2213                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2214                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2215                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2216                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2217                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2218                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2219                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2220                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2221                                 else s = NULL;
2222                                 if (s)
2223                                 {
2224                                         while (len < (int)sizeof(name) - 1 && *s)
2225                                                 name[len++] = *s++;
2226                                         continue;
2227                                 }
2228                                 name[len++] = *in++;
2229                         }
2230                         name[len] = 0;
2231                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2232                 }
2233                 else
2234                         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);
2235         }
2236         FS_Close(outfile);
2237 }
2238
2239 void CL_Locs_Reload_f(cmd_state_t *cmd)
2240 {
2241         int i, linenumber, limit, len;
2242         const char *s;
2243         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2244         fs_offset_t filesize;
2245         vec3_t mins, maxs;
2246         char locfilename[MAX_QPATH];
2247         char name[MAX_INPUTLINE];
2248
2249         if (cls.state != ca_connected || !cl.worldmodel)
2250         {
2251                 Con_Printf("No level loaded!\n");
2252                 return;
2253         }
2254
2255         CL_Locs_Clear_f(cmd);
2256
2257         // try maps/something.loc first (LadyHavoc: where I think they should be)
2258         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2259         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2260         if (!filedata)
2261         {
2262                 // try proquake name as well (LadyHavoc: I hate path mangling)
2263                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2264                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2265                 if (!filedata)
2266                         return;
2267         }
2268         text = filedata;
2269         textend = filedata + filesize;
2270         for (linenumber = 1;text < textend;linenumber++)
2271         {
2272                 linestart = text;
2273                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2274                         ;
2275                 lineend = text;
2276                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2277                         text++;
2278                 if (text < textend)
2279                         text++;
2280                 // trim trailing whitespace
2281                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2282                         lineend--;
2283                 // trim leading whitespace
2284                 while (linestart < lineend && ISWHITESPACE(*linestart))
2285                         linestart++;
2286                 // check if this is a comment
2287                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2288                         continue;
2289                 linetext = linestart;
2290                 limit = 3;
2291                 for (i = 0;i < limit;i++)
2292                 {
2293                         if (linetext >= lineend)
2294                                 break;
2295                         // note: a missing number is interpreted as 0
2296                         if (i < 3)
2297                                 mins[i] = atof(linetext);
2298                         else
2299                                 maxs[i - 3] = atof(linetext);
2300                         // now advance past the number
2301                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2302                                 linetext++;
2303                         // advance through whitespace
2304                         if (linetext < lineend)
2305                         {
2306                                 if (*linetext == ',')
2307                                 {
2308                                         linetext++;
2309                                         limit = 6;
2310                                         // note: comma can be followed by whitespace
2311                                 }
2312                                 if (ISWHITESPACE(*linetext))
2313                                 {
2314                                         // skip whitespace
2315                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2316                                                 linetext++;
2317                                 }
2318                         }
2319                 }
2320                 // if this is a quoted name, remove the quotes
2321                 if (i == 6)
2322                 {
2323                         if (linetext >= lineend || *linetext != '"')
2324                                 continue; // proquake location names are always quoted
2325                         lineend--;
2326                         linetext++;
2327                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2328                         memcpy(name, linetext, len);
2329                         name[len] = 0;
2330                         // add the box to the list
2331                         CL_Locs_AddNode(mins, maxs, name);
2332                 }
2333                 // if a point was parsed, it needs to be scaled down by 8 (since
2334                 // point-based loc files were invented by a proxy which dealt
2335                 // directly with quake protocol coordinates, which are *8), turn
2336                 // it into a box
2337                 else if (i == 3)
2338                 {
2339                         // interpret silly fuhquake macros
2340                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2341                         {
2342                                 if (*linetext == '$')
2343                                 {
2344                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2345                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2347                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2352                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2353                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2354                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2355                                         else s = NULL;
2356                                         if (s)
2357                                         {
2358                                                 while (len < (int)sizeof(name) - 1 && *s)
2359                                                         name[len++] = *s++;
2360                                                 continue;
2361                                         }
2362                                 }
2363                                 name[len++] = *linetext++;
2364                         }
2365                         name[len] = 0;
2366                         // add the point to the list
2367                         VectorScale(mins, (1.0 / 8.0), mins);
2368                         CL_Locs_AddNode(mins, mins, name);
2369                 }
2370                 else
2371                         continue;
2372         }
2373 }
2374
2375 entity_t cl_meshentities[NUM_MESHENTITIES];
2376 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2377 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2378 {
2379         "MESH_SCENE",
2380         "MESH_UI",
2381 };
2382
2383 static void CL_MeshEntities_Restart(void)
2384 {
2385         int i;
2386         entity_t *ent;
2387         for (i = 0; i < NUM_MESHENTITIES; i++)
2388         {
2389                 ent = cl_meshentities + i;
2390                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2391         }
2392 }
2393
2394 static void CL_MeshEntities_Init(void)
2395 {
2396         int i;
2397         entity_t *ent;
2398         for (i = 0; i < NUM_MESHENTITIES; i++)
2399         {
2400                 ent = cl_meshentities + i;
2401                 ent->state_current.active = true;
2402                 ent->render.model = cl_meshentitymodels + i;
2403                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2404                 ent->render.alpha = 1;
2405                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2406                 ent->render.framegroupblend[0].lerp = 1;
2407                 ent->render.frameblend[0].lerp = 1;
2408                 VectorSet(ent->render.colormod, 1, 1, 1);
2409                 VectorSet(ent->render.glowmod, 1, 1, 1);
2410                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2411                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2412                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2413                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2414                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2415                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2416                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2417                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2418                 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2419                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2420                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2421                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2422                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2423                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2424
2425                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2426                 CL_UpdateRenderEntity(&ent->render);
2427         }
2428         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2429         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2430 }
2431
2432 void CL_MeshEntities_Scene_Clear(void)
2433 {
2434         Mod_Mesh_Reset(CL_Mesh_Scene());
2435 }
2436
2437 void CL_MeshEntities_Scene_AddRenderEntity(void)
2438 {
2439         entity_t* ent = &cl_meshentities[MESH_SCENE];
2440         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2441 }
2442
2443 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2444 {
2445         entity_t *ent = &cl_meshentities[MESH_SCENE];
2446         Mod_Mesh_Finalize(ent->render.model);
2447         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2448         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
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_lightgrid = false;
2493         ent->render_modellight_forced = false;
2494         ent->render_rtlight_disabled = false;
2495
2496         // pick an appropriate value for render_modellight_origin - if this is an
2497         // attachment we want to use the parent's render_modellight_origin so that
2498         // shading is the same (also important for r_shadows to cast shadows in the
2499         // same direction)
2500         if (VectorLength2(ent->custommodellight_origin))
2501         {
2502                 // CSQC entities always provide this (via CL_GetTagMatrix)
2503                 for (q = 0; q < 3; q++)
2504                         shadingorigin[q] = ent->custommodellight_origin[q];
2505         }
2506         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2507         {
2508                 // network entity - follow attachment chain back to a root entity,
2509                 int entnum = ent->entitynumber, recursion;
2510                 for (recursion = 32; recursion > 0; --recursion)
2511                 {
2512                         int parentnum = cl.entities[entnum].state_current.tagentity;
2513                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2514                                 break;
2515                         entnum = parentnum;
2516                 }
2517                 // grab the root entity's origin
2518                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2519         }
2520         else
2521         {
2522                 // not a CSQC entity (which sets custommodellight_origin), not a network
2523                 // entity - so it's probably not attached to anything
2524                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2525         }
2526
2527         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2528         {
2529                 // intentionally EF_FULLBRIGHT entity
2530                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2531                 // CSQC can still provide its own customized modellight values
2532                 ent->render_rtlight_disabled = true;
2533                 ent->render_modellight_forced = true;
2534                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2535                 {
2536                         // custom colors provided by CSQC
2537                         for (q = 0; q < 3; q++)
2538                         {
2539                                 a[q] = ent->custommodellight_ambient[q];
2540                                 c[q] = ent->custommodellight_diffuse[q];
2541                                 dir[q] = ent->custommodellight_lightdir[q];
2542                         }
2543                 }
2544                 else if (r_fullbright_directed.integer)
2545                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2546                 else
2547                         for (q = 0; q < 3; q++)
2548                                 a[q] = 1;
2549         }
2550         else
2551         {
2552                 // fetch the lighting from the worldmodel data
2553
2554                 // CSQC can provide its own customized modellight values
2555                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2556                 {
2557                         ent->render_modellight_forced = true;
2558                         for (q = 0; q < 3; q++)
2559                         {
2560                                 a[q] = ent->custommodellight_ambient[q];
2561                                 c[q] = ent->custommodellight_diffuse[q];
2562                                 dir[q] = ent->custommodellight_lightdir[q];
2563                         }
2564                 }
2565                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2566                 {
2567                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2568                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2569                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2570                         ent->render_modellight_forced = true;
2571                         ent->render_rtlight_disabled = true;
2572                 }
2573                 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2574                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2575                 {
2576                         ent->render_lightgrid = true;
2577                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2578                 }
2579                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2580                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2581                 else if (r_fullbright_directed.integer)
2582                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2583                 else
2584                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2585         }
2586
2587         for (q = 0; q < 3; q++)
2588         {
2589                 ent->render_fullbright[q] = ent->colormod[q];
2590                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2591                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2592                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2593                 ent->render_modellight_specular[q] = c[q];
2594                 ent->render_modellight_lightdir[q] = dir[q];
2595                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2596                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2597                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2598                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2599                 ent->render_rtlight_specular[q] = 1;
2600         }
2601
2602         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2603         if (ent->render_modellight_forced)
2604                 for (q = 0; q < 3; q++)
2605                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2606         if (ent->render_rtlight_disabled)
2607                 for (q = 0; q < 3; q++)
2608                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2609
2610         if (VectorLength2(ent->render_modellight_lightdir) == 0)
2611                 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2612         VectorNormalize(ent->render_modellight_lightdir);
2613 }
2614
2615
2616 void CL_UpdateEntityShading(void)
2617 {
2618         int i;
2619         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2620         for (i = 0; i < r_refdef.scene.numentities; i++)
2621                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2622 }
2623
2624 /*
2625 ===========
2626 CL_Shutdown
2627 ===========
2628 */
2629 void CL_Shutdown (void)
2630 {
2631         CL_Screen_Shutdown();
2632         CL_Particles_Shutdown();
2633         CL_Parse_Shutdown();
2634         CL_MeshEntities_Shutdown();
2635
2636         Mem_FreePool (&cls.permanentmempool);
2637         Mem_FreePool (&cls.levelmempool);
2638 }
2639
2640 /*
2641 =================
2642 CL_Init
2643 =================
2644 */
2645 void CL_Init (void)
2646 {
2647         if (cls.state == ca_dedicated)
2648         {
2649                 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2650         }
2651         else
2652         {
2653                 Con_DPrintf("Initializing client\n");
2654
2655                 R_Modules_Init();
2656                 Palette_Init();
2657 #ifdef CONFIG_MENU
2658                 MR_Init_Commands();
2659 #endif
2660                 VID_Shared_Init();
2661                 VID_Init();
2662                 Render_Init();
2663                 S_Init();
2664                 CDAudio_Init();
2665                 Key_Init();
2666
2667
2668                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2669                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2670
2671                 memset(&r_refdef, 0, sizeof(r_refdef));
2672                 // max entities sent to renderer per frame
2673                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2674                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2675
2676                 // max temp entities
2677                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2678                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2679
2680                 CL_InitInput ();
2681
2682         //
2683         // register our commands
2684         //
2685                 Cvar_RegisterVariable (&cl_upspeed);
2686                 Cvar_RegisterVariable (&cl_forwardspeed);
2687                 Cvar_RegisterVariable (&cl_backspeed);
2688                 Cvar_RegisterVariable (&cl_sidespeed);
2689                 Cvar_RegisterVariable (&cl_movespeedkey);
2690                 Cvar_RegisterVariable (&cl_yawspeed);
2691                 Cvar_RegisterVariable (&cl_pitchspeed);
2692                 Cvar_RegisterVariable (&cl_anglespeedkey);
2693                 Cvar_RegisterVariable (&cl_shownet);
2694                 Cvar_RegisterVariable (&cl_nolerp);
2695                 Cvar_RegisterVariable (&cl_lerpexcess);
2696                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2697                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2698                 Cvar_RegisterVariable (&cl_deathfade);
2699                 Cvar_RegisterVariable (&lookspring);
2700                 Cvar_RegisterVariable (&lookstrafe);
2701                 Cvar_RegisterVariable (&sensitivity);
2702                 Cvar_RegisterVariable (&freelook);
2703
2704                 Cvar_RegisterVariable (&m_pitch);
2705                 Cvar_RegisterVariable (&m_yaw);
2706                 Cvar_RegisterVariable (&m_forward);
2707                 Cvar_RegisterVariable (&m_side);
2708
2709                 Cvar_RegisterVariable (&cl_itembobspeed);
2710                 Cvar_RegisterVariable (&cl_itembobheight);
2711
2712                 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2713                 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2714                 Cmd_AddCommand(CMD_CLIENT, "record", CL_Record_f, "record a demo");
2715                 Cmd_AddCommand(CMD_CLIENT, "stop", CL_Stop_f, "stop recording or playing a demo");
2716                 Cmd_AddCommand(CMD_CLIENT, "playdemo", CL_PlayDemo_f, "watch a demo file");
2717                 Cmd_AddCommand(CMD_CLIENT, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2718
2719                 // Support Client-side Model Index List
2720                 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2721                 // Support Client-side Sound Index List
2722                 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2723
2724                 Cvar_RegisterVariable (&cl_autodemo);
2725                 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2726                 Cvar_RegisterVariable (&cl_autodemo_delete);
2727
2728                 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2729                 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)");
2730
2731                 // LadyHavoc: added pausedemo
2732                 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)");
2733
2734                 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2735
2736                 Cvar_RegisterVariable(&r_draweffects);
2737                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2738                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2739                 Cvar_RegisterVariable(&cl_explosions_size_start);
2740                 Cvar_RegisterVariable(&cl_explosions_size_end);
2741                 Cvar_RegisterVariable(&cl_explosions_lifetime);
2742                 Cvar_RegisterVariable(&cl_stainmaps);
2743                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2744                 Cvar_RegisterVariable(&cl_beams_polygons);
2745                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2746                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2747                 Cvar_RegisterVariable(&cl_beams_lightatend);
2748                 Cvar_RegisterVariable(&cl_noplayershadow);
2749                 Cvar_RegisterVariable(&cl_dlights_decayradius);
2750                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2751
2752                 Cvar_RegisterVariable(&cl_prydoncursor);
2753                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2754
2755                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2756
2757                 // for QW connections
2758                 Cvar_RegisterVariable(&qport);
2759                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2760
2761                 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2762
2763                 Cvar_RegisterVariable(&cl_locs_enable);
2764                 Cvar_RegisterVariable(&cl_locs_show);
2765                 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)");
2766                 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)");
2767                 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2768                 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2769                 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2770
2771                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2772
2773                 CL_Parse_Init();
2774                 CL_Particles_Init();
2775                 CL_Screen_Init();
2776                 CL_MeshEntities_Init();
2777
2778                 CL_Video_Init();
2779                 Host_StartVideo();
2780
2781                 // put up the loading image so the user doesn't stare at a black screen...
2782                 SCR_BeginLoadingPlaque(true);
2783                 
2784                 #ifdef CONFIG_MENU
2785                 Cbuf_InsertText(&cmd_client,"menu_start\n");
2786                 #endif
2787         }
2788 }