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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
109
110 client_static_t cls;
111 client_state_t  cl;
112
113 /*
114 =====================
115 CL_ClearState
116
117 =====================
118 */
119 void CL_ClearState(void)
120 {
121         int i;
122         entity_t *ent;
123
124         CL_VM_ShutDown();
125
126 // wipe the entire cl structure
127         Mem_EmptyPool(cls.levelmempool);
128         memset (&cl, 0, sizeof(cl));
129
130         S_StopAllSounds();
131
132         // reset the view zoom interpolation
133         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134         cl.sensitivityscale = 1.0f;
135
136         // enable rendering of the world and such
137         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138         cl.csqc_vidvars.drawenginesbar = true;
139         cl.csqc_vidvars.drawcrosshair = true;
140
141         // set up the float version of the stats array for easier access to float stats
142         cl.statsf = (float *)cl.stats;
143
144         cl.num_entities = 0;
145         cl.num_static_entities = 0;
146         cl.num_brushmodel_entities = 0;
147
148         // tweak these if the game runs out
149         cl.max_csqcrenderentities = 0;
150         cl.max_entities = MAX_ENITIES_INITIAL;
151         cl.max_static_entities = MAX_STATICENTITIES;
152         cl.max_effects = MAX_EFFECTS;
153         cl.max_beams = MAX_BEAMS;
154         cl.max_dlights = MAX_DLIGHTS;
155         cl.max_lightstyle = MAX_LIGHTSTYLES;
156         cl.max_brushmodel_entities = MAX_EDICTS;
157         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
158         cl.max_showlmps = 0;
159
160         cl.num_dlights = 0;
161         cl.num_effects = 0;
162         cl.num_beams = 0;
163
164         cl.csqcrenderentities = NULL;
165         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
174         cl.showlmps = NULL;
175
176         // LadyHavoc: have to set up the baseline info for alpha and other stuff
177         for (i = 0;i < cl.max_entities;i++)
178         {
179                 cl.entities[i].state_baseline = defaultstate;
180                 cl.entities[i].state_previous = defaultstate;
181                 cl.entities[i].state_current = defaultstate;
182         }
183
184         if (IS_NEXUIZ_DERIVED(gamemode))
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
190         }
191         else
192         {
193                 VectorSet(cl.playerstandmins, -16, -16, -24);
194                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195                 VectorSet(cl.playercrouchmins, -16, -16, -24);
196                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
197         }
198
199         // disable until we get textures for it
200         R_ResetSkyBox();
201
202         ent = &cl.entities[0];
203         // entire entity array was cleared, so just fill in a few fields
204         ent->state_current.active = true;
205         ent->render.model = cl.worldmodel = NULL; // no world model yet
206         ent->render.alpha = 1;
207         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209         ent->render.allowdecals = true;
210         CL_UpdateRenderEntity(&ent->render);
211
212         // noclip is turned off at start
213         noclip_anglehack = false;
214
215         // mark all frames invalid for delta
216         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
217
218         // set bestweapon data back to Quake data
219         IN_BestWeapon_ResetData();
220
221         CL_Screen_NewMap();
222 }
223
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
226
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
228 {
229         int i;
230         qbool fail = false;
231         char vabuf[1024];
232         if (!allowstarkey && key[0] == '*')
233                 fail = true;
234         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
235                 fail = true;
236         for (i = 0;key[i];i++)
237                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
238                         fail = true;
239         for (i = 0;value[i];i++)
240                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
241                         fail = true;
242         if (fail)
243         {
244                 if (!quiet)
245                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
246                 return;
247         }
248         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249         if (cls.state == ca_connected && cls.netcon)
250         {
251                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
252                 {
253                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
255                 }
256                 else if (!strcasecmp(key, "name"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
260                 }
261                 else if (!strcasecmp(key, "playermodel"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playerskin"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "topcolor"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
275                 }
276                 else if (!strcasecmp(key, "bottomcolor"))
277                 {
278                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
280                 }
281                 else if (!strcasecmp(key, "rate"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
285                 }
286                 else if (!strcasecmp(key, "rate_burstsize"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
290                 }
291         }
292 }
293
294 void CL_ExpandEntities(int num)
295 {
296         int i, oldmaxentities;
297         entity_t *oldentities;
298         if (num >= cl.max_entities)
299         {
300                 if (!cl.entities)
301                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302                 if (num >= MAX_EDICTS)
303                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304                 oldmaxentities = cl.max_entities;
305                 oldentities = cl.entities;
306                 cl.max_entities = (num & ~255) + 256;
307                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309                 Mem_Free(oldentities);
310                 for (i = oldmaxentities;i < cl.max_entities;i++)
311                 {
312                         cl.entities[i].state_baseline = defaultstate;
313                         cl.entities[i].state_previous = defaultstate;
314                         cl.entities[i].state_current = defaultstate;
315                 }
316         }
317 }
318
319 void CL_ExpandCSQCRenderEntities(int num)
320 {
321         int i;
322         int oldmaxcsqcrenderentities;
323         entity_render_t *oldcsqcrenderentities;
324         if (num >= cl.max_csqcrenderentities)
325         {
326                 if (num >= MAX_EDICTS)
327                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329                 oldcsqcrenderentities = cl.csqcrenderentities;
330                 cl.max_csqcrenderentities = (num & ~255) + 256;
331                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332                 if (oldcsqcrenderentities)
333                 {
334                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335                         for (i = 0;i < r_refdef.scene.numentities;i++)
336                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338                         Mem_Free(oldcsqcrenderentities);
339                 }
340         }
341 }
342
343 extern cvar_t rcon_secure;
344
345 /*
346 =====================
347 CL_Disconnect
348
349 Sends a disconnect message to the server
350 This is also called on Host_Error, so it shouldn't cause any errors
351 =====================
352 */
353 void CL_Disconnect(void)
354 {
355         if (cls.state == ca_dedicated)
356                 return;
357
358         if (Sys_CheckParm("-profilegameonly"))
359                 Sys_AllowProfiling(false);
360
361         Curl_Clear_forthismap();
362
363         Con_DPrintf("CL_Disconnect\n");
364
365     Cvar_SetValueQuick(&csqc_progcrc, -1);
366         Cvar_SetValueQuick(&csqc_progsize, -1);
367         CL_VM_ShutDown();
368 // stop sounds (especially looping!)
369         S_StopAllSounds ();
370
371         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
372
373         // clear contents blends
374         cl.cshifts[0].percent = 0;
375         cl.cshifts[1].percent = 0;
376         cl.cshifts[2].percent = 0;
377         cl.cshifts[3].percent = 0;
378
379         cl.worldmodel = NULL;
380
381         CL_Parse_ErrorCleanUp();
382
383         if (cls.demoplayback)
384                 CL_StopPlayback();
385         else if (cls.netcon)
386         {
387                 sizebuf_t buf;
388                 unsigned char bufdata[8];
389                 if (cls.demorecording)
390                         CL_Stop_f(&cmd_client);
391
392                 // send disconnect message 3 times to improve chances of server
393                 // receiving it (but it still fails sometimes)
394                 memset(&buf, 0, sizeof(buf));
395                 buf.data = bufdata;
396                 buf.maxsize = sizeof(bufdata);
397                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
398                 {
399                         Con_DPrint("Sending drop command\n");
400                         MSG_WriteByte(&buf, qw_clc_stringcmd);
401                         MSG_WriteString(&buf, "drop");
402                 }
403                 else
404                 {
405                         Con_DPrint("Sending clc_disconnect\n");
406                         MSG_WriteByte(&buf, clc_disconnect);
407                 }
408                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
409                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
410                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
411                 NetConn_Close(cls.netcon);
412                 cls.netcon = NULL;
413                 Con_Printf("Disconnected\n");
414         }
415         cls.state = ca_disconnected;
416         cl.islocalgame = false;
417
418         cls.demoplayback = cls.timedemo = host.restless = false;
419         cls.signon = 0;
420
421         // If we're dropped mid-connection attempt, it won't clear otherwise.
422         SCR_ClearLoadingScreen(false);
423 }
424
425 /*
426 ==================
427 CL_Reconnect_f
428
429 This command causes the client to wait for the signon messages again.
430 This is sent just before a server changes levels
431 ==================
432 */
433 void CL_Reconnect_f(cmd_state_t *cmd)
434 {
435         char temp[128];
436         // if not connected, reconnect to the most recent server
437         if (!cls.netcon)
438         {
439                 // if we have connected to a server recently, the userinfo
440                 // will still contain its IP address, so get the address...
441                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
442                 if (temp[0])
443                         CL_EstablishConnection(temp, -1);
444                 else
445                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
446                 return;
447         }
448         // if connected, do something based on protocol
449         if (cls.protocol == PROTOCOL_QUAKEWORLD)
450         {
451                 // quakeworld can just re-login
452                 if (cls.qw_downloadmemory)  // don't change when downloading
453                         return;
454
455                 S_StopAllSounds();
456
457                 if (cls.state == ca_connected)
458                 {
459                         Con_Printf("Server is changing level...\n");
460                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
461                         MSG_WriteString(&cls.netcon->message, "new");
462                 }
463         }
464         else
465         {
466                 // netquake uses reconnect on level changes (silly)
467                 if (Cmd_Argc(cmd) != 1)
468                 {
469                         Con_Print("reconnect : wait for signon messages again\n");
470                         return;
471                 }
472                 if (!cls.signon)
473                 {
474                         Con_Print("reconnect: no signon, ignoring reconnect\n");
475                         return;
476                 }
477                 cls.signon = 0;         // need new connection messages
478         }
479 }
480
481 /*
482 =====================
483 CL_Connect_f
484
485 User command to connect to server
486 =====================
487 */
488 static void CL_Connect_f(cmd_state_t *cmd)
489 {
490         if (Cmd_Argc(cmd) < 2)
491         {
492                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
493                 return;
494         }
495         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
496         if(rcon_secure.integer <= 0)
497                 Cvar_SetQuick(&rcon_password, "");
498         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
499 }
500
501 void CL_Disconnect_f(cmd_state_t *cmd)
502 {
503         CL_Disconnect ();
504         if (sv.active)
505                 SV_Shutdown ();
506 }
507
508
509
510
511 /*
512 =====================
513 CL_EstablishConnection
514
515 Host should be either "local" or a net address
516 =====================
517 */
518 void CL_EstablishConnection(const char *address, int firstarg)
519 {
520         if (cls.state == ca_dedicated)
521                 return;
522
523         // don't connect to a server if we're benchmarking a demo
524         if (Sys_CheckParm("-benchmark"))
525                 return;
526
527         // clear menu's connect error message
528 #ifdef CONFIG_MENU
529         M_Update_Return_Reason("");
530 #endif
531
532         // Disconnect from the current server, or stop a running demo.
533         CL_Disconnect();
534
535         // make sure the client ports are open before attempting to connect
536         NetConn_UpdateSockets();
537
538         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
539         {
540                 cls.connect_trying = true;
541                 cls.connect_remainingtries = 3;
542                 cls.connect_nextsendtime = 0;
543
544                 // only NOW, set connect_userinfo
545                 if(firstarg >= 0)
546                 {
547                         int i;
548                         *cls.connect_userinfo = 0;
549                         for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
550                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
551                 }
552                 else if(firstarg < -1)
553                 {
554                         // -1: keep as is (reconnect)
555                         // -2: clear
556                         *cls.connect_userinfo = 0;
557                 }
558
559 #ifdef CONFIG_MENU
560                 M_Update_Return_Reason("Trying to connect...");
561 #endif
562         }
563         else
564         {
565                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
566 #ifdef CONFIG_MENU
567                 M_Update_Return_Reason("No network");
568 #endif
569         }
570 }
571
572 static void CL_EstablishConnection_Local(void)
573 {
574         if(cls.state == ca_disconnected)
575                 CL_EstablishConnection("local:1", -2);
576 }
577
578 /*
579 ==============
580 CL_PrintEntities_f
581 ==============
582 */
583 static void CL_PrintEntities_f(cmd_state_t *cmd)
584 {
585         entity_t *ent;
586         int i;
587
588         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
589         {
590                 const char* modelname;
591
592                 if (!ent->state_current.active)
593                         continue;
594
595                 if (ent->render.model)
596                         modelname = ent->render.model->name;
597                 else
598                         modelname = "--no model--";
599                 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);
600         }
601 }
602
603 /*
604 ===============
605 CL_ModelIndexList_f
606
607 List information on all models in the client modelindex
608 ===============
609 */
610 static void CL_ModelIndexList_f(cmd_state_t *cmd)
611 {
612         int i;
613         dp_model_t *model;
614
615         // Print Header
616         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
617
618         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
619         {
620                 model = CL_GetModelByIndex(i);
621                 if (!model)
622                         continue;
623                 if(model->loaded || i == 1)
624                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
625                 else
626                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
627                 i++;
628         }
629 }
630
631 /*
632 ===============
633 CL_SoundIndexList_f
634
635 List all sounds in the client soundindex
636 ===============
637 */
638 static void CL_SoundIndexList_f(cmd_state_t *cmd)
639 {
640         int i = 1;
641
642         while(cl.sound_precache[i] && i != MAX_SOUNDS)
643         { // Valid Sound
644                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
645                 i++;
646         }
647 }
648
649 /*
650 ===============
651 CL_UpdateRenderEntity
652
653 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
654 ===============
655 */
656 void CL_UpdateRenderEntity(entity_render_t *ent)
657 {
658         vec3_t org;
659         vec_t scale;
660         dp_model_t *model = ent->model;
661         // update the inverse matrix for the renderer
662         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
663         // update the animation blend state
664         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
665         // we need the matrix origin to center the box
666         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
667         // update entity->render.scale because the renderer needs it
668         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
669         if (model)
670         {
671                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
672 #ifdef MATRIX4x4_OPENGLORIENTATION
673                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
674 #else
675                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
676 #endif
677                 {
678                         // pitch or roll
679                         VectorMA(org, scale, model->rotatedmins, ent->mins);
680                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
681                 }
682 #ifdef MATRIX4x4_OPENGLORIENTATION
683                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
684 #else
685                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
686 #endif
687                 {
688                         // yaw
689                         VectorMA(org, scale, model->yawmins, ent->mins);
690                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
691                 }
692                 else
693                 {
694                         VectorMA(org, scale, model->normalmins, ent->mins);
695                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
696                 }
697         }
698         else
699         {
700                 ent->mins[0] = org[0] - 16;
701                 ent->mins[1] = org[1] - 16;
702                 ent->mins[2] = org[2] - 16;
703                 ent->maxs[0] = org[0] + 16;
704                 ent->maxs[1] = org[1] + 16;
705                 ent->maxs[2] = org[2] + 16;
706         }
707 }
708
709 /*
710 ===============
711 CL_LerpPoint
712
713 Determines the fraction between the last two messages that the objects
714 should be put at.
715 ===============
716 */
717 static float CL_LerpPoint(void)
718 {
719         float f;
720
721         if (cl_nettimesyncboundmode.integer == 1)
722                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
723
724         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
725         if (cl.mtime[0] <= cl.mtime[1])
726         {
727                 cl.time = cl.mtime[0];
728                 return 1;
729         }
730
731         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
732         return bound(0, f, 1 + cl_lerpexcess.value);
733 }
734
735 void CL_ClearTempEntities (void)
736 {
737         r_refdef.scene.numtempentities = 0;
738         // grow tempentities buffer on request
739         if (r_refdef.scene.expandtempentities)
740         {
741                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
742                 r_refdef.scene.maxtempentities *= 2;
743                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
744                 r_refdef.scene.expandtempentities = false;
745         }
746 }
747
748 entity_render_t *CL_NewTempEntity(double shadertime)
749 {
750         entity_render_t *render;
751
752         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
753                 return NULL;
754         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
755         {
756                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
757                 return NULL;
758         }
759         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
760         memset (render, 0, sizeof(*render));
761         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
762
763         render->shadertime = shadertime;
764         render->alpha = 1;
765         VectorSet(render->colormod, 1, 1, 1);
766         VectorSet(render->glowmod, 1, 1, 1);
767         return render;
768 }
769
770 void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
771 {
772         int i;
773         cl_effect_t *e;
774         if (!model) // sanity check
775                 return;
776         if (framerate < 1)
777         {
778                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
779                 return;
780         }
781         if (framecount < 1)
782         {
783                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
784                 return;
785         }
786         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
787         {
788                 if (e->active)
789                         continue;
790                 e->active = true;
791                 VectorCopy(org, e->origin);
792                 e->model = model;
793                 e->starttime = cl.time;
794                 e->startframe = startframe;
795                 e->endframe = startframe + framecount;
796                 e->framerate = framerate;
797
798                 e->frame = 0;
799                 e->frame1time = cl.time;
800                 e->frame2time = cl.time;
801                 cl.num_effects = max(cl.num_effects, i + 1);
802                 break;
803         }
804 }
805
806 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)
807 {
808         int i;
809         dlight_t *dl;
810
811 // then look for anything else
812         dl = cl.dlights;
813         for (i = 0;i < cl.max_dlights;i++, dl++)
814                 if (!dl->radius)
815                         break;
816
817         // unable to find one
818         if (i == cl.max_dlights)
819                 return;
820
821         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
822         memset (dl, 0, sizeof(*dl));
823         cl.num_dlights = max(cl.num_dlights, i + 1);
824         Matrix4x4_Normalize(&dl->matrix, matrix);
825         dl->ent = ent;
826         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
827         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
828         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
829         dl->radius = radius;
830         dl->color[0] = red;
831         dl->color[1] = green;
832         dl->color[2] = blue;
833         dl->initialradius = radius;
834         dl->initialcolor[0] = red;
835         dl->initialcolor[1] = green;
836         dl->initialcolor[2] = blue;
837         dl->decay = decay / radius; // changed decay to be a percentage decrease
838         dl->intensity = 1; // this is what gets decayed
839         if (lifetime)
840                 dl->die = cl.time + lifetime;
841         else
842                 dl->die = 0;
843         dl->cubemapname[0] = 0;
844         if (cubemapname && cubemapname[0])
845                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
846         dl->style = style;
847         dl->shadow = shadowenable;
848         dl->corona = corona;
849         dl->flags = flags;
850         dl->coronasizescale = coronasizescale;
851         dl->ambientscale = ambientscale;
852         dl->diffusescale = diffusescale;
853         dl->specularscale = specularscale;
854 }
855
856 static void CL_DecayLightFlashes(void)
857 {
858         int i, oldmax;
859         dlight_t *dl;
860         float time;
861
862         time = bound(0, cl.time - cl.oldtime, 0.1);
863         oldmax = cl.num_dlights;
864         cl.num_dlights = 0;
865         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
866         {
867                 if (dl->radius)
868                 {
869                         dl->intensity -= time * dl->decay;
870                         if (cl.time < dl->die && dl->intensity > 0)
871                         {
872                                 if (cl_dlights_decayradius.integer)
873                                         dl->radius = dl->initialradius * dl->intensity;
874                                 else
875                                         dl->radius = dl->initialradius;
876                                 if (cl_dlights_decaybrightness.integer)
877                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
878                                 else
879                                         VectorCopy(dl->initialcolor, dl->color);
880                                 cl.num_dlights = i + 1;
881                         }
882                         else
883                                 dl->radius = 0;
884                 }
885         }
886 }
887
888 // called before entity relinking
889 void CL_RelinkLightFlashes(void)
890 {
891         int i, j, k, l;
892         dlight_t *dl;
893         float frac, f;
894         matrix4x4_t tempmatrix;
895
896         if (r_dynamic.integer)
897         {
898                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
899                 {
900                         if (dl->radius)
901                         {
902                                 tempmatrix = dl->matrix;
903                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
904                                 // we need the corona fading to be persistent
905                                 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);
906                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
907                         }
908                 }
909         }
910
911         if (!cl.lightstyle)
912         {
913                 for (j = 0;j < cl.max_lightstyle;j++)
914                 {
915                         r_refdef.scene.rtlightstylevalue[j] = 1;
916                         r_refdef.scene.lightstylevalue[j] = 256;
917                 }
918                 return;
919         }
920
921 // light animations
922 // 'm' is normal light, 'a' is no light, 'z' is double bright
923         f = cl.time * 10;
924         i = (int)floor(f);
925         frac = f - i;
926         for (j = 0;j < cl.max_lightstyle;j++)
927         {
928                 if (!cl.lightstyle[j].length)
929                 {
930                         r_refdef.scene.rtlightstylevalue[j] = 1;
931                         r_refdef.scene.lightstylevalue[j] = 256;
932                         continue;
933                 }
934                 // static lightstyle "=value"
935                 if (cl.lightstyle[j].map[0] == '=')
936                 {
937                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
938                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
939                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
940                         continue;
941                 }
942                 k = i % cl.lightstyle[j].length;
943                 l = (i-1) % cl.lightstyle[j].length;
944                 k = cl.lightstyle[j].map[k] - 'a';
945                 l = cl.lightstyle[j].map[l] - 'a';
946                 // rtlightstylevalue is always interpolated because it has no bad
947                 // consequences for performance
948                 // lightstylevalue is subject to a cvar for performance reasons;
949                 // skipping lightmap updates on most rendered frames substantially
950                 // improves framerates (but makes light fades look bad)
951                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
952                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
953         }
954 }
955
956 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
957 {
958         int frame = player->render.framegroupblend[0].frame;
959         float f;
960         entity_render_t *flagrender;
961         matrix4x4_t flagmatrix;
962
963         // this code taken from QuakeWorld
964         f = 14;
965         if (frame >= 29 && frame <= 40)
966         {
967                 if (frame >= 29 && frame <= 34)
968                 { //axpain
969                         if      (frame == 29) f = f + 2;
970                         else if (frame == 30) f = f + 8;
971                         else if (frame == 31) f = f + 12;
972                         else if (frame == 32) f = f + 11;
973                         else if (frame == 33) f = f + 10;
974                         else if (frame == 34) f = f + 4;
975                 }
976                 else if (frame >= 35 && frame <= 40)
977                 { // pain
978                         if      (frame == 35) f = f + 2;
979                         else if (frame == 36) f = f + 10;
980                         else if (frame == 37) f = f + 10;
981                         else if (frame == 38) f = f + 8;
982                         else if (frame == 39) f = f + 4;
983                         else if (frame == 40) f = f + 2;
984                 }
985         }
986         else if (frame >= 103 && frame <= 118)
987         {
988                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
989                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
990                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
991                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
992         }
993         // end of code taken from QuakeWorld
994
995         flagrender = CL_NewTempEntity(player->render.shadertime);
996         if (!flagrender)
997                 return;
998
999         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1000         flagrender->skinnum = skin;
1001         flagrender->alpha = 1;
1002         VectorSet(flagrender->colormod, 1, 1, 1);
1003         VectorSet(flagrender->glowmod, 1, 1, 1);
1004         // attach the flag to the player matrix
1005         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1006         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1007         CL_UpdateRenderEntity(flagrender);
1008 }
1009
1010 matrix4x4_t viewmodelmatrix_withbob;
1011 matrix4x4_t viewmodelmatrix_nobob;
1012
1013 static const vec3_t muzzleflashorigin = {18, 0, 0};
1014
1015 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1016 {
1017         const unsigned char *cbcolor;
1018         if (colormap >= 0)
1019         {
1020                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1021                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1022                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1023                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1024         }
1025         else
1026         {
1027                 VectorClear(ent->colormap_pantscolor);
1028                 VectorClear(ent->colormap_shirtcolor);
1029         }
1030 }
1031
1032 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1033 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1034 {
1035         const matrix4x4_t *matrix;
1036         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1037         int frame;
1038         vec_t origin[3], angles[3], lerp;
1039         entity_t *t;
1040         entity_render_t *r;
1041         //entity_persistent_t *p = &e->persistent;
1042         //entity_render_t *r = &e->render;
1043         // skip inactive entities and world
1044         if (!e->state_current.active || e == cl.entities)
1045                 return;
1046         if (recursionlimit < 1)
1047                 return;
1048         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1049         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1050         e->render.flags = e->state_current.flags;
1051         e->render.effects = e->state_current.effects;
1052         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1053         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1054         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1055                 e->render.entitynumber = e - cl.entities;
1056         else
1057                 e->render.entitynumber = 0;
1058         if (e->state_current.flags & RENDER_COLORMAPPED)
1059                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1060         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1061                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1062         else
1063                 CL_SetEntityColormapColors(&e->render, -1);
1064         e->render.skinnum = e->state_current.skin;
1065         if (e->state_current.tagentity)
1066         {
1067                 // attached entity (gun held in player model's hand, etc)
1068                 // if the tag entity is currently impossible, skip it
1069                 if (e->state_current.tagentity >= cl.num_entities)
1070                         return;
1071                 t = cl.entities + e->state_current.tagentity;
1072                 // if the tag entity is inactive, skip it
1073                 if (t->state_current.active)
1074                 {
1075                         // update the parent first
1076                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1077                         r = &t->render;
1078                 }
1079                 else
1080                 {
1081                         // it may still be a CSQC entity... trying to use its
1082                         // info from last render frame (better than nothing)
1083                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1084                                 return;
1085                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1086                         if(!r->entitynumber)
1087                                 return; // neither CSQC nor legacy entity... can't attach
1088                 }
1089                 // make relative to the entity
1090                 matrix = &r->matrix;
1091                 // some properties of the tag entity carry over
1092                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1093                 // if a valid tagindex is used, make it relative to that tag instead
1094                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1095                 {
1096                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1097                         {
1098                                 // concat the tag matrices onto the entity matrix
1099                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1100                                 // use the constructed tag matrix
1101                                 matrix = &tempmatrix;
1102                         }
1103                 }
1104         }
1105         else if (e->render.flags & RENDER_VIEWMODEL)
1106         {
1107                 // view-relative entity (guns and such)
1108                 if (e->render.effects & EF_NOGUNBOB)
1109                         matrix = &viewmodelmatrix_nobob; // really attached to view
1110                 else
1111                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1112         }
1113         else
1114         {
1115                 // world-relative entity (the normal kind)
1116                 matrix = &identitymatrix;
1117         }
1118
1119         // movement lerp
1120         // if it's the predicted player entity, update according to client movement
1121         // but don't lerp if going through a teleporter as it causes a bad lerp
1122         // also don't use the predicted location if fixangle was set on both of
1123         // the most recent server messages, as that cause means you are spectating
1124         // someone or watching a cutscene of some sort
1125         if (cl_nolerp.integer || cls.timedemo)
1126                 interpolate = false;
1127         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1128         {
1129                 VectorCopy(cl.movement_origin, origin);
1130                 VectorSet(angles, 0, cl.viewangles[1], 0);
1131         }
1132         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1133         {
1134                 // interpolate the origin and angles
1135                 lerp = max(0, lerp);
1136                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1137 #if 0
1138                 // this fails at the singularity of euler angles
1139                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1140                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1141                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1142                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1143                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1144 #else
1145                 {
1146                         vec3_t f0, u0, f1, u1;
1147                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1148                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1149                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1150                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1151                         AnglesFromVectors(angles, f0, u0, false);
1152                 }
1153 #endif
1154         }
1155         else
1156         {
1157                 // no interpolation
1158                 VectorCopy(e->persistent.neworigin, origin);
1159                 VectorCopy(e->persistent.newangles, angles);
1160         }
1161
1162         // model setup and some modelflags
1163         frame = e->state_current.frame;
1164         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1165         if (e->render.model)
1166         {
1167                 if (e->render.skinnum >= e->render.model->numskins)
1168                         e->render.skinnum = 0;
1169                 if (frame >= e->render.model->numframes)
1170                         frame = 0;
1171                 // models can set flags such as EF_ROCKET
1172                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1173                 if (!(e->render.effects & 0xFF800000))
1174                         e->render.effects |= e->render.model->effects;
1175                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1176                 if (e->render.model->type == mod_alias)
1177                         angles[0] = -angles[0];
1178                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1179                 {
1180                         VectorScale(e->render.colormod, 2, e->render.colormod);
1181                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1182                 }
1183         }
1184         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1185         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1186                 angles[0] = -angles[0];
1187                 // NOTE: this must be synced to SV_GetPitchSign!
1188
1189         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1190         {
1191                 angles[1] = ANGLEMOD(100*cl.time);
1192                 if (cl_itembobheight.value)
1193                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1194         }
1195
1196         // animation lerp
1197         e->render.skeleton = NULL;
1198         if (e->render.flags & RENDER_COMPLEXANIMATION)
1199         {
1200                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1201                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1202                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1203                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1204                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1205                         e->render.skeleton = &e->state_current.skeletonobject;
1206         }
1207         else if (e->render.framegroupblend[0].frame == frame)
1208         {
1209                 // update frame lerp fraction
1210                 e->render.framegroupblend[0].lerp = 1;
1211                 e->render.framegroupblend[1].lerp = 0;
1212                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1213                 {
1214                         // make sure frame lerp won't last longer than 100ms
1215                         // (this mainly helps with models that use framegroups and
1216                         // switch between them infrequently)
1217                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1218                         if(e->render.model)
1219                         if(e->render.model->animscenes)
1220                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1221                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1222                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1223                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1224                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1225                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1226                 }
1227         }
1228         else
1229         {
1230                 // begin a new frame lerp
1231                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1232                 e->render.framegroupblend[1].lerp = 1;
1233                 e->render.framegroupblend[0].frame = frame;
1234                 e->render.framegroupblend[0].start = cl.time;
1235                 e->render.framegroupblend[0].lerp = 0;
1236         }
1237
1238         // set up the render matrix
1239         if (matrix)
1240         {
1241                 // attached entity, this requires a matrix multiply (concat)
1242                 // FIXME: e->render.scale should go away
1243                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1244                 // concat the matrices to make the entity relative to its tag
1245                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1246                 // get the origin from the new matrix
1247                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1248         }
1249         else
1250         {
1251                 // unattached entities are faster to process
1252                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1253         }
1254
1255         // tenebrae's sprites are all additive mode (weird)
1256         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1257                 e->render.flags |= RENDER_ADDITIVE;
1258         // player model is only shown with chase_active on
1259         if (e->state_current.number == cl.viewentity)
1260                 e->render.flags |= RENDER_EXTERIORMODEL;
1261         // either fullbright or lit
1262         if(!r_fullbright.integer)
1263         {
1264                 if (!(e->render.effects & EF_FULLBRIGHT))
1265                         e->render.flags |= RENDER_LIGHT;
1266         }
1267         // hide player shadow during intermission or nehahra movie
1268         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1269          && (e->render.alpha >= 1)
1270          && !(e->render.flags & RENDER_VIEWMODEL)
1271          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1272                 e->render.flags |= RENDER_SHADOW;
1273         if (e->render.flags & RENDER_VIEWMODEL)
1274                 e->render.flags |= RENDER_NOSELFSHADOW;
1275         if (e->render.effects & EF_NOSELFSHADOW)
1276                 e->render.flags |= RENDER_NOSELFSHADOW;
1277         if (e->render.effects & EF_NODEPTHTEST)
1278                 e->render.flags |= RENDER_NODEPTHTEST;
1279         if (e->render.effects & EF_ADDITIVE)
1280                 e->render.flags |= RENDER_ADDITIVE;
1281         if (e->render.effects & EF_DOUBLESIDED)
1282                 e->render.flags |= RENDER_DOUBLESIDED;
1283         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1284                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1285
1286         // make the other useful stuff
1287         e->render.allowdecals = true;
1288         CL_UpdateRenderEntity(&e->render);
1289 }
1290
1291 // creates light and trails from an entity
1292 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1293 {
1294         effectnameindex_t trailtype;
1295         vec3_t origin;
1296
1297         // bmodels are treated specially since their origin is usually '0 0 0' and
1298         // their actual geometry is far from '0 0 0'
1299         if (e->render.model && e->render.model->soundfromcenter)
1300         {
1301                 vec3_t o;
1302                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1303                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1304         }
1305         else
1306                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1307
1308         // handle particle trails and such effects now that we know where this
1309         // entity is in the world...
1310         trailtype = EFFECT_NONE;
1311         // LadyHavoc: if the entity has no effects, don't check each
1312         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1313         {
1314                 if (e->render.effects & EF_BRIGHTFIELD)
1315                 {
1316                         if (IS_NEXUIZ_DERIVED(gamemode))
1317                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1318                         else
1319                                 CL_EntityParticles(e);
1320                 }
1321                 if (e->render.effects & EF_FLAME)
1322                         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);
1323                 if (e->render.effects & EF_STARDUST)
1324                         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);
1325         }
1326         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1327         {
1328                 // these are only set on player entities
1329                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1330         }
1331         // muzzleflash fades over time
1332         if (e->persistent.muzzleflash > 0)
1333                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1334         // LadyHavoc: if the entity has no effects, don't check each
1335         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1336         {
1337                 if (e->render.effects & EF_GIB)
1338                         trailtype = EFFECT_TR_BLOOD;
1339                 else if (e->render.effects & EF_ZOMGIB)
1340                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1341                 else if (e->render.effects & EF_TRACER)
1342                         trailtype = EFFECT_TR_WIZSPIKE;
1343                 else if (e->render.effects & EF_TRACER2)
1344                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1345                 else if (e->render.effects & EF_ROCKET)
1346                         trailtype = EFFECT_TR_ROCKET;
1347                 else if (e->render.effects & EF_GRENADE)
1348                 {
1349                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1350                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1351                 }
1352                 else if (e->render.effects & EF_TRACER3)
1353                         trailtype = EFFECT_TR_VORESPIKE;
1354         }
1355         // do trails
1356         if (e->render.flags & RENDER_GLOWTRAIL)
1357                 trailtype = EFFECT_TR_GLOWTRAIL;
1358         if (e->state_current.traileffectnum)
1359                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1360         // check if a trail is allowed (it is not after a teleport for example)
1361         if (trailtype && e->persistent.trail_allowed)
1362         {
1363                 float len;
1364                 vec3_t vel;
1365                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1366                 len = e->state_current.time - e->state_previous.time;
1367                 if (len > 0)
1368                         len = 1.0f / len;
1369                 VectorScale(vel, len, vel);
1370                 // 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
1371                 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);
1372         }
1373         // now that the entity has survived one trail update it is allowed to
1374         // leave a real trail on later frames
1375         e->persistent.trail_allowed = true;
1376         VectorCopy(origin, e->persistent.trail_origin);
1377 }
1378
1379
1380 /*
1381 ===============
1382 CL_UpdateViewEntities
1383 ===============
1384 */
1385 void CL_UpdateViewEntities(void)
1386 {
1387         int i;
1388         // update any RENDER_VIEWMODEL entities to use the new view matrix
1389         for (i = 1;i < cl.num_entities;i++)
1390         {
1391                 if (cl.entities_active[i])
1392                 {
1393                         entity_t *ent = cl.entities + i;
1394                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1395                                 CL_UpdateNetworkEntity(ent, 32, true);
1396                 }
1397         }
1398         // and of course the engine viewmodel needs updating as well
1399         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1400 }
1401
1402 /*
1403 ===============
1404 CL_UpdateNetworkCollisionEntities
1405 ===============
1406 */
1407 static void CL_UpdateNetworkCollisionEntities(void)
1408 {
1409         entity_t *ent;
1410         int i;
1411
1412         // start on the entity after the world
1413         cl.num_brushmodel_entities = 0;
1414         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1415         {
1416                 if (cl.entities_active[i])
1417                 {
1418                         ent = cl.entities + i;
1419                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1420                         {
1421                                 // do not interpolate the bmodels for this
1422                                 CL_UpdateNetworkEntity(ent, 32, false);
1423                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1424                         }
1425                 }
1426         }
1427 }
1428
1429 /*
1430 ===============
1431 CL_UpdateNetworkEntities
1432 ===============
1433 */
1434 static void CL_UpdateNetworkEntities(void)
1435 {
1436         entity_t *ent;
1437         int i;
1438
1439         // start on the entity after the world
1440         for (i = 1;i < cl.num_entities;i++)
1441         {
1442                 if (cl.entities_active[i])
1443                 {
1444                         ent = cl.entities + i;
1445                         if (ent->state_current.active)
1446                         {
1447                                 CL_UpdateNetworkEntity(ent, 32, true);
1448                                 // view models should never create light/trails
1449                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1450                                         CL_UpdateNetworkEntityTrail(ent);
1451                         }
1452                         else
1453                         {
1454                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1455                                 cl.entities_active[i] = false;
1456                         }
1457                 }
1458         }
1459 }
1460
1461 static void CL_UpdateViewModel(void)
1462 {
1463         entity_t *ent;
1464         ent = &cl.viewent;
1465         ent->state_previous = ent->state_current;
1466         ent->state_current = defaultstate;
1467         ent->state_current.time = cl.time;
1468         ent->state_current.number = (unsigned short)-1;
1469         ent->state_current.active = true;
1470         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1471         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1472         ent->state_current.flags = RENDER_VIEWMODEL;
1473         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1474                 ent->state_current.modelindex = 0;
1475         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1476         {
1477                 if (gamemode == GAME_TRANSFUSION)
1478                         ent->state_current.alpha = 128;
1479                 else
1480                         ent->state_current.modelindex = 0;
1481         }
1482         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1483         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1484
1485         // reset animation interpolation on weaponmodel if model changed
1486         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1487         {
1488                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1489                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1490                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1491         }
1492         CL_UpdateNetworkEntity(ent, 32, true);
1493 }
1494
1495 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1496 static void CL_LinkNetworkEntity(entity_t *e)
1497 {
1498         effectnameindex_t trailtype;
1499         vec3_t origin;
1500         vec3_t dlightcolor;
1501         vec_t dlightradius;
1502         char vabuf[1024];
1503
1504         // skip inactive entities and world
1505         if (!e->state_current.active || e == cl.entities)
1506                 return;
1507         if (e->state_current.tagentity)
1508         {
1509                 // if the tag entity is currently impossible, skip it
1510                 if (e->state_current.tagentity >= cl.num_entities)
1511                         return;
1512                 // if the tag entity is inactive, skip it
1513                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1514                 {
1515                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1516                                 return;
1517                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1518                                 return;
1519                         // if we get here, it's properly csqc networked and attached
1520                 }
1521         }
1522
1523         // create entity dlights associated with this entity
1524         if (e->render.model && e->render.model->soundfromcenter)
1525         {
1526                 // bmodels are treated specially since their origin is usually '0 0 0'
1527                 vec3_t o;
1528                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1529                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1530         }
1531         else
1532                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1533         trailtype = EFFECT_NONE;
1534         dlightradius = 0;
1535         dlightcolor[0] = 0;
1536         dlightcolor[1] = 0;
1537         dlightcolor[2] = 0;
1538         // LadyHavoc: if the entity has no effects, don't check each
1539         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1540         {
1541                 if (e->render.effects & EF_BRIGHTFIELD)
1542                 {
1543                         if (IS_NEXUIZ_DERIVED(gamemode))
1544                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1545                 }
1546                 if (e->render.effects & EF_DIMLIGHT)
1547                 {
1548                         dlightradius = max(dlightradius, 200);
1549                         dlightcolor[0] += 1.50f;
1550                         dlightcolor[1] += 1.50f;
1551                         dlightcolor[2] += 1.50f;
1552                 }
1553                 if (e->render.effects & EF_BRIGHTLIGHT)
1554                 {
1555                         dlightradius = max(dlightradius, 400);
1556                         dlightcolor[0] += 3.00f;
1557                         dlightcolor[1] += 3.00f;
1558                         dlightcolor[2] += 3.00f;
1559                 }
1560                 // LadyHavoc: more effects
1561                 if (e->render.effects & EF_RED) // red
1562                 {
1563                         dlightradius = max(dlightradius, 200);
1564                         dlightcolor[0] += 1.50f;
1565                         dlightcolor[1] += 0.15f;
1566                         dlightcolor[2] += 0.15f;
1567                 }
1568                 if (e->render.effects & EF_BLUE) // blue
1569                 {
1570                         dlightradius = max(dlightradius, 200);
1571                         dlightcolor[0] += 0.15f;
1572                         dlightcolor[1] += 0.15f;
1573                         dlightcolor[2] += 1.50f;
1574                 }
1575                 if (e->render.effects & EF_FLAME)
1576                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1577                 if (e->render.effects & EF_STARDUST)
1578                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1579         }
1580         // muzzleflash fades over time, and is offset a bit
1581         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1582         {
1583                 vec3_t v2;
1584                 vec3_t color;
1585                 trace_t trace;
1586                 matrix4x4_t tempmatrix;
1587                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1588                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1589                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1590                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1591                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1592                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1593                 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);
1594                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1595         }
1596         // LadyHavoc: if the model has no flags, don't check each
1597         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1598         {
1599                 if (e->render.effects & EF_GIB)
1600                         trailtype = EFFECT_TR_BLOOD;
1601                 else if (e->render.effects & EF_ZOMGIB)
1602                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1603                 else if (e->render.effects & EF_TRACER)
1604                         trailtype = EFFECT_TR_WIZSPIKE;
1605                 else if (e->render.effects & EF_TRACER2)
1606                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1607                 else if (e->render.effects & EF_ROCKET)
1608                         trailtype = EFFECT_TR_ROCKET;
1609                 else if (e->render.effects & EF_GRENADE)
1610                 {
1611                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1612                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1613                 }
1614                 else if (e->render.effects & EF_TRACER3)
1615                         trailtype = EFFECT_TR_VORESPIKE;
1616         }
1617         // LadyHavoc: customizable glow
1618         if (e->state_current.glowsize)
1619         {
1620                 // * 4 for the expansion from 0-255 to 0-1023 range,
1621                 // / 255 to scale down byte colors
1622                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1623                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1624         }
1625         // custom rtlight
1626         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1627         {
1628                 matrix4x4_t dlightmatrix;
1629                 vec4_t light;
1630                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1631                 light[3] = e->state_current.light[3];
1632                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1633                         VectorSet(light, 1, 1, 1);
1634                 if (light[3] == 0)
1635                         light[3] = 350;
1636                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1637                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1638                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1639                 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);
1640                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1641         }
1642         // make the glow dlight
1643         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1644         {
1645                 matrix4x4_t dlightmatrix;
1646                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1647                 // hack to make glowing player light shine on their gun
1648                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1649                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1650                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1651                 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);
1652                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1653         }
1654         // do trail light
1655         if (e->render.flags & RENDER_GLOWTRAIL)
1656                 trailtype = EFFECT_TR_GLOWTRAIL;
1657         if (e->state_current.traileffectnum)
1658                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1659         if (trailtype)
1660                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1661
1662         // don't show entities with no modelindex (note: this still shows
1663         // entities which have a modelindex that resolved to a NULL model)
1664         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1665                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1666         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1667         //      Matrix4x4_Print(&e->render.matrix);
1668 }
1669
1670 static void CL_RelinkWorld(void)
1671 {
1672         entity_t *ent = &cl.entities[0];
1673         // FIXME: this should be done at load
1674         ent->render.matrix = identitymatrix;
1675         ent->render.flags = RENDER_SHADOW;
1676         if (!r_fullbright.integer)
1677                 ent->render.flags |= RENDER_LIGHT;
1678         VectorSet(ent->render.colormod, 1, 1, 1);
1679         VectorSet(ent->render.glowmod, 1, 1, 1);
1680         ent->render.allowdecals = true;
1681         CL_UpdateRenderEntity(&ent->render);
1682         r_refdef.scene.worldentity = &ent->render;
1683         r_refdef.scene.worldmodel = cl.worldmodel;
1684
1685         // if the world is q2bsp, animate the textures
1686         if (ent->render.model && ent->render.model->brush.isq2bsp)
1687                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1688 }
1689
1690 static void CL_RelinkStaticEntities(void)
1691 {
1692         int i;
1693         entity_t *e;
1694         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1695         {
1696                 e->render.flags = 0;
1697                 // if the model was not loaded when the static entity was created we
1698                 // need to re-fetch the model pointer
1699                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1700                 // either fullbright or lit
1701                 if(!r_fullbright.integer)
1702                 {
1703                         if (!(e->render.effects & EF_FULLBRIGHT))
1704                                 e->render.flags |= RENDER_LIGHT;
1705                 }
1706                 // hide player shadow during intermission or nehahra movie
1707                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1708                         e->render.flags |= RENDER_SHADOW;
1709                 VectorSet(e->render.colormod, 1, 1, 1);
1710                 VectorSet(e->render.glowmod, 1, 1, 1);
1711                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1712                 e->render.allowdecals = true;
1713                 CL_UpdateRenderEntity(&e->render);
1714                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1715         }
1716 }
1717
1718 /*
1719 ===============
1720 CL_RelinkEntities
1721 ===============
1722 */
1723 static void CL_RelinkNetworkEntities(void)
1724 {
1725         entity_t *ent;
1726         int i;
1727
1728         // start on the entity after the world
1729         for (i = 1;i < cl.num_entities;i++)
1730         {
1731                 if (cl.entities_active[i])
1732                 {
1733                         ent = cl.entities + i;
1734                         if (ent->state_current.active)
1735                                 CL_LinkNetworkEntity(ent);
1736                         else
1737                                 cl.entities_active[i] = false;
1738                 }
1739         }
1740 }
1741
1742 static void CL_RelinkEffects(void)
1743 {
1744         int i, intframe;
1745         cl_effect_t *e;
1746         entity_render_t *entrender;
1747         float frame;
1748
1749         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1750         {
1751                 if (e->active)
1752                 {
1753                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1754                         intframe = (int)frame;
1755                         if (intframe < 0 || intframe >= e->endframe)
1756                         {
1757                                 memset(e, 0, sizeof(*e));
1758                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1759                                         cl.num_effects--;
1760                                 continue;
1761                         }
1762
1763                         if (intframe != e->frame)
1764                         {
1765                                 e->frame = intframe;
1766                                 e->frame1time = e->frame2time;
1767                                 e->frame2time = cl.time;
1768                         }
1769
1770                         // if we're drawing effects, get a new temp entity
1771                         // (NewTempEntity adds it to the render entities list for us)
1772                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1773                         {
1774                                 // interpolation stuff
1775                                 entrender->framegroupblend[0].frame = intframe;
1776                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1777                                 entrender->framegroupblend[0].start = e->frame1time;
1778                                 if (intframe + 1 >= e->endframe)
1779                                 {
1780                                         entrender->framegroupblend[1].frame = 0; // disappear
1781                                         entrender->framegroupblend[1].lerp = 0;
1782                                         entrender->framegroupblend[1].start = 0;
1783                                 }
1784                                 else
1785                                 {
1786                                         entrender->framegroupblend[1].frame = intframe + 1;
1787                                         entrender->framegroupblend[1].lerp = frame - intframe;
1788                                         entrender->framegroupblend[1].start = e->frame2time;
1789                                 }
1790
1791                                 // normal stuff
1792                                 entrender->model = e->model;
1793                                 entrender->alpha = 1;
1794                                 VectorSet(entrender->colormod, 1, 1, 1);
1795                                 VectorSet(entrender->glowmod, 1, 1, 1);
1796
1797                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1798                                 CL_UpdateRenderEntity(entrender);
1799                         }
1800                 }
1801         }
1802 }
1803
1804 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1805 {
1806         VectorCopy(b->start, start);
1807         VectorCopy(b->end, end);
1808
1809         // if coming from the player, update the start position
1810         if (b->entity == cl.viewentity)
1811         {
1812                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1813                 {
1814                         // LadyHavoc: this is a stupid hack from Quake that makes your
1815                         // lightning appear to come from your waist and cover less of your
1816                         // view
1817                         // in Quake this hack was applied to all players (causing the
1818                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1819                         // only applies to your own lightning, and only in first person
1820                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1821                 }
1822                 if (cl_beams_instantaimhack.integer)
1823                 {
1824                         vec3_t dir, localend;
1825                         vec_t len;
1826                         // LadyHavoc: this updates the beam direction to match your
1827                         // viewangles
1828                         VectorSubtract(end, start, dir);
1829                         len = VectorLength(dir);
1830                         VectorNormalize(dir);
1831                         VectorSet(localend, len, 0, 0);
1832                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1833                 }
1834         }
1835 }
1836
1837 void CL_RelinkBeams(void)
1838 {
1839         int i;
1840         beam_t *b;
1841         vec3_t dist, org, start, end;
1842         float d;
1843         entity_render_t *entrender;
1844         double yaw, pitch;
1845         float forward;
1846         matrix4x4_t tempmatrix;
1847
1848         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1849         {
1850                 if (!b->model)
1851                         continue;
1852                 if (b->endtime < cl.time)
1853                 {
1854                         b->model = NULL;
1855                         continue;
1856                 }
1857
1858                 CL_Beam_CalculatePositions(b, start, end);
1859
1860                 if (b->lightning)
1861                 {
1862                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1863                         {
1864                                 // FIXME: create a matrix from the beam start/end orientation
1865                                 vec3_t dlightcolor;
1866                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1867                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1868                                 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);
1869                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1870                         }
1871                         if (cl_beams_polygons.integer)
1872                         {
1873                                 CL_Beam_AddPolygons(b);
1874                                 continue;
1875                         }
1876                 }
1877
1878                 // calculate pitch and yaw
1879                 // (this is similar to the QuakeC builtin function vectoangles)
1880                 VectorSubtract(end, start, dist);
1881                 if (dist[1] == 0 && dist[0] == 0)
1882                 {
1883                         yaw = 0;
1884                         if (dist[2] > 0)
1885                                 pitch = 90;
1886                         else
1887                                 pitch = 270;
1888                 }
1889                 else
1890                 {
1891                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1892                         if (yaw < 0)
1893                                 yaw += 360;
1894
1895                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1896                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1897                         if (pitch < 0)
1898                                 pitch += 360;
1899                 }
1900
1901                 // add new entities for the lightning
1902                 VectorCopy (start, org);
1903                 d = VectorNormalizeLength(dist);
1904                 while (d > 0)
1905                 {
1906                         entrender = CL_NewTempEntity (0);
1907                         if (!entrender)
1908                                 return;
1909                         entrender->model = b->model;
1910                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1911                         CL_UpdateRenderEntity(entrender);
1912                         VectorMA(org, 30, dist, org);
1913                         d -= 30;
1914                 }
1915         }
1916
1917         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1918                 cl.num_beams--;
1919 }
1920
1921 static void CL_RelinkQWNails(void)
1922 {
1923         int i;
1924         vec_t *v;
1925         entity_render_t *entrender;
1926
1927         for (i = 0;i < cl.qw_num_nails;i++)
1928         {
1929                 v = cl.qw_nails[i];
1930
1931                 // if we're drawing effects, get a new temp entity
1932                 // (NewTempEntity adds it to the render entities list for us)
1933                 if (!(entrender = CL_NewTempEntity(0)))
1934                         continue;
1935
1936                 // normal stuff
1937                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1938                 entrender->alpha = 1;
1939                 VectorSet(entrender->colormod, 1, 1, 1);
1940                 VectorSet(entrender->glowmod, 1, 1, 1);
1941
1942                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1943                 CL_UpdateRenderEntity(entrender);
1944         }
1945 }
1946
1947 static void CL_LerpPlayer(float frac)
1948 {
1949         int i;
1950
1951         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1952         for (i = 0;i < 3;i++)
1953         {
1954                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1955                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1956                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1957         }
1958
1959         // interpolate the angles if playing a demo or spectating someone
1960         if (cls.demoplayback || cl.fixangle[0])
1961         {
1962                 for (i = 0;i < 3;i++)
1963                 {
1964                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1965                         if (d > 180)
1966                                 d -= 360;
1967                         else if (d < -180)
1968                                 d += 360;
1969                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1970                 }
1971         }
1972 }
1973
1974 void CSQC_RelinkAllEntities (int drawmask)
1975 {
1976         // link stuff
1977         CL_RelinkWorld();
1978         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1979         CL_MeshEntities_Scene_AddRenderEntity();
1980         CL_RelinkStaticEntities();
1981         CL_RelinkBeams();
1982         CL_RelinkEffects();
1983         CL_RelinkLightFlashes();
1984
1985         // link stuff
1986         if (drawmask & ENTMASK_ENGINE)
1987         {
1988                 CL_RelinkNetworkEntities();
1989                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1990                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1991                 CL_RelinkQWNails();
1992         }
1993
1994         // update view blend
1995         V_CalcViewBlend();
1996 }
1997
1998 /*
1999 ===============
2000 CL_UpdateWorld
2001
2002 Update client game world for a new frame
2003 ===============
2004 */
2005 void CL_UpdateWorld(void)
2006 {
2007         r_refdef.scene.extraupdate = !r_speeds.integer;
2008         r_refdef.scene.numentities = 0;
2009         r_refdef.scene.numlights = 0;
2010         r_refdef.view.matrix = identitymatrix;
2011         r_refdef.view.quality = 1;
2012                 
2013         cl.num_brushmodel_entities = 0;
2014
2015         if (cls.state == ca_connected && cls.signon == SIGNONS)
2016         {
2017                 // prepare for a new frame
2018                 CL_LerpPlayer(CL_LerpPoint());
2019                 CL_DecayLightFlashes();
2020                 CL_ClearTempEntities();
2021                 V_DriftPitch();
2022                 V_FadeViewFlashs();
2023
2024                 // if prediction is enabled we have to update all the collidable
2025                 // network entities before the prediction code can be run
2026                 CL_UpdateNetworkCollisionEntities();
2027
2028                 // now update the player prediction
2029                 CL_ClientMovement_Replay();
2030
2031                 // update the player entity (which may be predicted)
2032                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2033
2034                 // now update the view (which depends on that player entity)
2035                 V_CalcRefdef();
2036
2037                 // now update all the network entities and create particle trails
2038                 // (some entities may depend on the view)
2039                 CL_UpdateNetworkEntities();
2040
2041                 // update the engine-based viewmodel
2042                 CL_UpdateViewModel();
2043
2044                 // when csqc is loaded, it will call this in CSQC_UpdateView
2045                 if (!cl.csqc_loaded)
2046                 {
2047                         // clear the CL_Mesh_Scene() used for some engine effects
2048                         CL_MeshEntities_Scene_Clear();
2049                         // add engine entities and effects
2050                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2051                 }
2052
2053                 // decals, particles, and explosions will be updated during rneder
2054         }
2055
2056         r_refdef.scene.time = cl.time;
2057 }
2058
2059 /*
2060 ======================
2061 CL_Fog_f
2062 ======================
2063 */
2064 static void CL_Fog_f(cmd_state_t *cmd)
2065 {
2066         if (Cmd_Argc (cmd) == 1)
2067         {
2068                 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);
2069                 return;
2070         }
2071         FOG_clear(); // so missing values get good defaults
2072         if(Cmd_Argc(cmd) > 1)
2073                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2074         if(Cmd_Argc(cmd) > 2)
2075                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2076         if(Cmd_Argc(cmd) > 3)
2077                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2078         if(Cmd_Argc(cmd) > 4)
2079                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2080         if(Cmd_Argc(cmd) > 5)
2081                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2082         if(Cmd_Argc(cmd) > 6)
2083                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2084         if(Cmd_Argc(cmd) > 7)
2085                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2086         if(Cmd_Argc(cmd) > 8)
2087                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2088         if(Cmd_Argc(cmd) > 9)
2089                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2090 }
2091
2092 /*
2093 ======================
2094 CL_FogHeightTexture_f
2095 ======================
2096 */
2097 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2098 {
2099         if (Cmd_Argc (cmd) < 11)
2100         {
2101                 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);
2102                 return;
2103         }
2104         FOG_clear(); // so missing values get good defaults
2105         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2106         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2107         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2108         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2109         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2110         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2111         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2112         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2113         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2114         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2115 }
2116
2117
2118 /*
2119 ====================
2120 CL_TimeRefresh_f
2121
2122 For program optimization
2123 ====================
2124 */
2125 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2126 {
2127         int i;
2128         double timestart, timedelta;
2129
2130         r_refdef.scene.extraupdate = false;
2131
2132         timestart = Sys_DirtyTime();
2133         for (i = 0;i < 128;i++)
2134         {
2135                 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);
2136                 r_refdef.view.quality = 1;
2137                 CL_UpdateScreen();
2138         }
2139         timedelta = Sys_DirtyTime() - timestart;
2140
2141         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2142 }
2143
2144 static void CL_AreaStats_f(cmd_state_t *cmd)
2145 {
2146         World_PrintAreaStats(&cl.world, "client");
2147 }
2148
2149 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2150 {
2151         int i;
2152         cl_locnode_t *loc;
2153         cl_locnode_t *best;
2154         vec3_t nearestpoint;
2155         vec_t dist, bestdist;
2156         best = NULL;
2157         bestdist = 0;
2158         for (loc = cl.locnodes;loc;loc = loc->next)
2159         {
2160                 for (i = 0;i < 3;i++)
2161                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2162                 dist = VectorDistance2(nearestpoint, point);
2163                 if (bestdist > dist || !best)
2164                 {
2165                         bestdist = dist;
2166                         best = loc;
2167                         if (bestdist < 1)
2168                                 break;
2169                 }
2170         }
2171         return best;
2172 }
2173
2174 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2175 {
2176         cl_locnode_t *loc;
2177         loc = CL_Locs_FindNearest(point);
2178         if (loc)
2179                 strlcpy(buffer, loc->name, buffersize);
2180         else
2181                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2182 }
2183
2184 static void CL_Locs_FreeNode(cl_locnode_t *node)
2185 {
2186         cl_locnode_t **pointer, **next;
2187         for (pointer = &cl.locnodes;*pointer;pointer = next)
2188         {
2189                 next = &(*pointer)->next;
2190                 if (*pointer == node)
2191                 {
2192                         *pointer = node->next;
2193                         Mem_Free(node);
2194                         return;
2195                 }
2196         }
2197         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2198 }
2199
2200 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2201 {
2202         cl_locnode_t *node, **pointer;
2203         int namelen;
2204         if (!name)
2205                 name = "";
2206         namelen = (int)strlen(name);
2207         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2208         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2209         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2210         node->name = (char *)(node + 1);
2211         memcpy(node->name, name, namelen);
2212         node->name[namelen] = 0;
2213         // link it into the tail of the list to preserve the order
2214         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2215                 ;
2216         *pointer = node;
2217 }
2218
2219 static void CL_Locs_Add_f(cmd_state_t *cmd)
2220 {
2221         vec3_t mins, maxs;
2222         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2223         {
2224                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2225                 return;
2226         }
2227         mins[0] = atof(Cmd_Argv(cmd, 1));
2228         mins[1] = atof(Cmd_Argv(cmd, 2));
2229         mins[2] = atof(Cmd_Argv(cmd, 3));
2230         if (Cmd_Argc(cmd) == 8)
2231         {
2232                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2233                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2234                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2235                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2236         }
2237         else
2238                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2239 }
2240
2241 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2242 {
2243         cl_locnode_t *loc;
2244         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2245         if (loc)
2246                 CL_Locs_FreeNode(loc);
2247         else
2248                 Con_Printf("no loc point or box found for your location\n");
2249 }
2250
2251 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2252 {
2253         while (cl.locnodes)
2254                 CL_Locs_FreeNode(cl.locnodes);
2255 }
2256
2257 static void CL_Locs_Save_f(cmd_state_t *cmd)
2258 {
2259         cl_locnode_t *loc;
2260         qfile_t *outfile;
2261         char locfilename[MAX_QPATH];
2262         if (!cl.locnodes)
2263         {
2264                 Con_Printf("No loc points/boxes exist!\n");
2265                 return;
2266         }
2267         if (cls.state != ca_connected || !cl.worldmodel)
2268         {
2269                 Con_Printf("No level loaded!\n");
2270                 return;
2271         }
2272         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2273
2274         outfile = FS_OpenRealFile(locfilename, "w", false);
2275         if (!outfile)
2276                 return;
2277         // if any boxes are used then this is a proquake-format loc file, which
2278         // allows comments, so add some relevant information at the start
2279         for (loc = cl.locnodes;loc;loc = loc->next)
2280                 if (!VectorCompare(loc->mins, loc->maxs))
2281                         break;
2282         if (loc)
2283         {
2284                 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);
2285                 for (loc = cl.locnodes;loc;loc = loc->next)
2286                         if (VectorCompare(loc->mins, loc->maxs))
2287                                 break;
2288                 if (loc)
2289                         Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2290         }
2291         for (loc = cl.locnodes;loc;loc = loc->next)
2292         {
2293                 if (VectorCompare(loc->mins, loc->maxs))
2294                 {
2295                         int len;
2296                         const char *s;
2297                         const char *in = loc->name;
2298                         char name[MAX_INPUTLINE];
2299                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2300                         {
2301                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2302                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2303                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2304                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2305                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2306                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2307                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2308                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2309                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2310                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2311                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2312                                 else s = NULL;
2313                                 if (s)
2314                                 {
2315                                         while (len < (int)sizeof(name) - 1 && *s)
2316                                                 name[len++] = *s++;
2317                                         continue;
2318                                 }
2319                                 name[len++] = *in++;
2320                         }
2321                         name[len] = 0;
2322                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2323                 }
2324                 else
2325                         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);
2326         }
2327         FS_Close(outfile);
2328 }
2329
2330 void CL_Locs_Reload_f(cmd_state_t *cmd)
2331 {
2332         int i, linenumber, limit, len;
2333         const char *s;
2334         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2335         fs_offset_t filesize;
2336         vec3_t mins, maxs;
2337         char locfilename[MAX_QPATH];
2338         char name[MAX_INPUTLINE];
2339
2340         if (cls.state != ca_connected || !cl.worldmodel)
2341         {
2342                 Con_Printf("No level loaded!\n");
2343                 return;
2344         }
2345
2346         CL_Locs_Clear_f(cmd);
2347
2348         // try maps/something.loc first (LadyHavoc: where I think they should be)
2349         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2350         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2351         if (!filedata)
2352         {
2353                 // try proquake name as well (LadyHavoc: I hate path mangling)
2354                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2355                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2356                 if (!filedata)
2357                         return;
2358         }
2359         text = filedata;
2360         textend = filedata + filesize;
2361         for (linenumber = 1;text < textend;linenumber++)
2362         {
2363                 linestart = text;
2364                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2365                         ;
2366                 lineend = text;
2367                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2368                         text++;
2369                 if (text < textend)
2370                         text++;
2371                 // trim trailing whitespace
2372                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2373                         lineend--;
2374                 // trim leading whitespace
2375                 while (linestart < lineend && ISWHITESPACE(*linestart))
2376                         linestart++;
2377                 // check if this is a comment
2378                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2379                         continue;
2380                 linetext = linestart;
2381                 limit = 3;
2382                 for (i = 0;i < limit;i++)
2383                 {
2384                         if (linetext >= lineend)
2385                                 break;
2386                         // note: a missing number is interpreted as 0
2387                         if (i < 3)
2388                                 mins[i] = atof(linetext);
2389                         else
2390                                 maxs[i - 3] = atof(linetext);
2391                         // now advance past the number
2392                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2393                                 linetext++;
2394                         // advance through whitespace
2395                         if (linetext < lineend)
2396                         {
2397                                 if (*linetext == ',')
2398                                 {
2399                                         linetext++;
2400                                         limit = 6;
2401                                         // note: comma can be followed by whitespace
2402                                 }
2403                                 if (ISWHITESPACE(*linetext))
2404                                 {
2405                                         // skip whitespace
2406                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2407                                                 linetext++;
2408                                 }
2409                         }
2410                 }
2411                 // if this is a quoted name, remove the quotes
2412                 if (i == 6)
2413                 {
2414                         if (linetext >= lineend || *linetext != '"')
2415                                 continue; // proquake location names are always quoted
2416                         lineend--;
2417                         linetext++;
2418                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2419                         memcpy(name, linetext, len);
2420                         name[len] = 0;
2421                         // add the box to the list
2422                         CL_Locs_AddNode(mins, maxs, name);
2423                 }
2424                 // if a point was parsed, it needs to be scaled down by 8 (since
2425                 // point-based loc files were invented by a proxy which dealt
2426                 // directly with quake protocol coordinates, which are *8), turn
2427                 // it into a box
2428                 else if (i == 3)
2429                 {
2430                         // interpret silly fuhquake macros
2431                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2432                         {
2433                                 if (*linetext == '$')
2434                                 {
2435                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2436                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2437                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2438                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2439                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2440                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2441                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2442                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2443                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2444                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2445                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2446                                         else s = NULL;
2447                                         if (s)
2448                                         {
2449                                                 while (len < (int)sizeof(name) - 1 && *s)
2450                                                         name[len++] = *s++;
2451                                                 continue;
2452                                         }
2453                                 }
2454                                 name[len++] = *linetext++;
2455                         }
2456                         name[len] = 0;
2457                         // add the point to the list
2458                         VectorScale(mins, (1.0 / 8.0), mins);
2459                         CL_Locs_AddNode(mins, mins, name);
2460                 }
2461                 else
2462                         continue;
2463         }
2464 }
2465
2466 entity_t cl_meshentities[NUM_MESHENTITIES];
2467 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2468 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2469 {
2470         "MESH_SCENE",
2471         "MESH_UI",
2472 };
2473
2474 static void CL_MeshEntities_Restart(void)
2475 {
2476         int i;
2477         entity_t *ent;
2478         for (i = 0; i < NUM_MESHENTITIES; i++)
2479         {
2480                 ent = cl_meshentities + i;
2481                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2482         }
2483 }
2484
2485 static void CL_MeshEntities_Init(void)
2486 {
2487         int i;
2488         entity_t *ent;
2489         for (i = 0; i < NUM_MESHENTITIES; i++)
2490         {
2491                 ent = cl_meshentities + i;
2492                 ent->state_current.active = true;
2493                 ent->render.model = cl_meshentitymodels + i;
2494                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2495                 ent->render.alpha = 1;
2496                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2497                 ent->render.framegroupblend[0].lerp = 1;
2498                 ent->render.frameblend[0].lerp = 1;
2499                 VectorSet(ent->render.colormod, 1, 1, 1);
2500                 VectorSet(ent->render.glowmod, 1, 1, 1);
2501                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2502                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2503                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2504                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2505                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2506                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2507                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2508                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2509                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2510                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2511                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2512                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2513                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2514                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2515                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2516
2517                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2518                 CL_UpdateRenderEntity(&ent->render);
2519         }
2520         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2521         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2522 }
2523
2524 void CL_MeshEntities_Scene_Clear(void)
2525 {
2526         Mod_Mesh_Reset(CL_Mesh_Scene());
2527 }
2528
2529 void CL_MeshEntities_Scene_AddRenderEntity(void)
2530 {
2531         entity_t* ent = &cl_meshentities[MESH_SCENE];
2532         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2533 }
2534
2535 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2536 {
2537         entity_t *ent = &cl_meshentities[MESH_SCENE];
2538         Mod_Mesh_Finalize(ent->render.model);
2539         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2540         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2541 }
2542
2543 static void CL_MeshEntities_Shutdown(void)
2544 {
2545 }
2546
2547 extern cvar_t r_overheadsprites_pushback;
2548 extern cvar_t r_fullbright_directed_pitch_relative;
2549 extern cvar_t r_fullbright_directed_pitch;
2550 extern cvar_t r_fullbright_directed_ambient;
2551 extern cvar_t r_fullbright_directed_diffuse;
2552 extern cvar_t r_fullbright_directed;
2553 extern cvar_t r_hdr_glowintensity;
2554
2555 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2556 {
2557         vec3_t angles;
2558
2559         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2560         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2561
2562         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2563         // same for all stereo views, and to better handle pitches outside
2564         // [-90, 90] (in_pitch_* cvars allow that).
2565         VectorCopy(cl.viewangles, angles);
2566         if (r_fullbright_directed_pitch_relative.integer) {
2567                 angles[PITCH] += r_fullbright_directed_pitch.value;
2568         }
2569         else {
2570                 angles[PITCH] = r_fullbright_directed_pitch.value;
2571         }
2572         AngleVectors(angles, worldspacenormal, NULL, NULL);
2573         VectorNegate(worldspacenormal, worldspacenormal);
2574 }
2575
2576 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2577 {
2578         float shadingorigin[3], a[3], c[3], dir[3];
2579         int q;
2580
2581         for (q = 0; q < 3; q++)
2582                 a[q] = c[q] = dir[q] = 0;
2583
2584         ent->render_lightgrid = false;
2585         ent->render_modellight_forced = false;
2586         ent->render_rtlight_disabled = false;
2587
2588         // pick an appropriate value for render_modellight_origin - if this is an
2589         // attachment we want to use the parent's render_modellight_origin so that
2590         // shading is the same (also important for r_shadows to cast shadows in the
2591         // same direction)
2592         if (VectorLength2(ent->custommodellight_origin))
2593         {
2594                 // CSQC entities always provide this (via CL_GetTagMatrix)
2595                 for (q = 0; q < 3; q++)
2596                         shadingorigin[q] = ent->custommodellight_origin[q];
2597         }
2598         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2599         {
2600                 // network entity - follow attachment chain back to a root entity,
2601                 int entnum = ent->entitynumber, recursion;
2602                 for (recursion = 32; recursion > 0; --recursion)
2603                 {
2604                         int parentnum = cl.entities[entnum].state_current.tagentity;
2605                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2606                                 break;
2607                         entnum = parentnum;
2608                 }
2609                 // grab the root entity's origin
2610                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2611         }
2612         else
2613         {
2614                 // not a CSQC entity (which sets custommodellight_origin), not a network
2615                 // entity - so it's probably not attached to anything
2616                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2617         }
2618
2619         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2620         {
2621                 // intentionally EF_FULLBRIGHT entity
2622                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2623                 // CSQC can still provide its own customized modellight values
2624                 ent->render_rtlight_disabled = true;
2625                 ent->render_modellight_forced = true;
2626                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2627                 {
2628                         // custom colors provided by CSQC
2629                         for (q = 0; q < 3; q++)
2630                         {
2631                                 a[q] = ent->custommodellight_ambient[q];
2632                                 c[q] = ent->custommodellight_diffuse[q];
2633                                 dir[q] = ent->custommodellight_lightdir[q];
2634                         }
2635                 }
2636                 else if (r_fullbright_directed.integer)
2637                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2638                 else
2639                         for (q = 0; q < 3; q++)
2640                                 a[q] = 1;
2641         }
2642         else
2643         {
2644                 // fetch the lighting from the worldmodel data
2645
2646                 // CSQC can provide its own customized modellight values
2647                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2648                 {
2649                         ent->render_modellight_forced = true;
2650                         for (q = 0; q < 3; q++)
2651                         {
2652                                 a[q] = ent->custommodellight_ambient[q];
2653                                 c[q] = ent->custommodellight_diffuse[q];
2654                                 dir[q] = ent->custommodellight_lightdir[q];
2655                         }
2656                 }
2657                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2658                 {
2659                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2660                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2661                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2662                         ent->render_modellight_forced = true;
2663                         ent->render_rtlight_disabled = true;
2664                 }
2665                 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))
2666                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2667                 {
2668                         ent->render_lightgrid = true;
2669                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2670                 }
2671                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2672                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2673                 else if (r_fullbright_directed.integer)
2674                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2675                 else
2676                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2677         }
2678
2679         for (q = 0; q < 3; q++)
2680         {
2681                 ent->render_fullbright[q] = ent->colormod[q];
2682                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2683                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2684                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2685                 ent->render_modellight_specular[q] = c[q];
2686                 ent->render_modellight_lightdir_world[q] = dir[q];
2687                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2688                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2689                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2690                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2691                 ent->render_rtlight_specular[q] = 1;
2692         }
2693
2694         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2695         if (ent->render_modellight_forced)
2696                 for (q = 0; q < 3; q++)
2697                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2698         if (ent->render_rtlight_disabled)
2699                 for (q = 0; q < 3; q++)
2700                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2701
2702         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2703                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2704         VectorNormalize(ent->render_modellight_lightdir_world);
2705         // transform into local space for the entity as well
2706         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2707         VectorNormalize(ent->render_modellight_lightdir_local);
2708 }
2709
2710
2711 void CL_UpdateEntityShading(void)
2712 {
2713         int i;
2714         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2715         for (i = 0; i < r_refdef.scene.numentities; i++)
2716                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2717 }
2718
2719 extern cvar_t host_framerate;
2720 extern cvar_t host_speeds;
2721
2722 double CL_Frame (double time)
2723 {
2724         static double clframetime;
2725         static double cl_timer = 0;
2726         static double time1 = 0, time2 = 0, time3 = 0;
2727         static double wait;
2728         int pass1, pass2, pass3;
2729
2730         CL_VM_PreventInformationLeaks();
2731
2732         // get new key events
2733         Key_EventQueue_Unblock();
2734         SndSys_SendKeyEvents();
2735         Sys_SendKeyEvents();
2736
2737         if((cl_timer += time) < 0)
2738                 return cl_timer;
2739
2740         // limit the frametime steps to no more than 100ms each
2741         if (cl_timer > 0.1)
2742                 cl_timer = 0.1;
2743
2744         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2745         {
2746                 R_TimeReport("---");
2747                 Collision_Cache_NewFrame();
2748                 R_TimeReport("photoncache");
2749 #ifdef CONFIG_VIDEO_CAPTURE
2750                 // decide the simulation time
2751                 if (cls.capturevideo.active)
2752                 {
2753                         //***
2754                         if (cls.capturevideo.realtime)
2755                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2756                         else
2757                         {
2758                                 clframetime = 1.0 / cls.capturevideo.framerate;
2759                                 cl.realframetime = max(time, clframetime);
2760                         }
2761                 }
2762                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2763
2764 #else
2765                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2766 #endif
2767                 {
2768                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2769                         // when running slow, we need to sleep to keep input responsive
2770                         wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
2771                         if (wait > 0)
2772                                 Sys_Sleep((int)wait);
2773                 }
2774                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2775                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2776                 else
2777                         clframetime = cl.realframetime = cl_timer;
2778
2779                 // apply slowmo scaling
2780                 clframetime *= cl.movevars_timescale;
2781                 // scale playback speed of demos by slowmo cvar
2782                 if (cls.demoplayback)
2783                 {
2784                         clframetime *= host_timescale.value;
2785                         // if demo playback is paused, don't advance time at all
2786                         if (cls.demopaused)
2787                                 clframetime = 0;
2788                 }
2789                 else
2790                 {
2791                         // host_framerate overrides all else
2792                         if (host_framerate.value)
2793                                 clframetime = host_framerate.value;
2794
2795                         if (cl.paused || host.paused)
2796                                 clframetime = 0;
2797                 }
2798
2799                 if (cls.timedemo)
2800                         clframetime = cl.realframetime = cl_timer;
2801
2802                 // deduct the frame time from the accumulator
2803                 cl_timer -= cl.realframetime;
2804
2805                 cl.oldtime = cl.time;
2806                 cl.time += clframetime;
2807
2808                 // update video
2809                 if (host_speeds.integer)
2810                         time1 = Sys_DirtyTime();
2811                 R_TimeReport("pre-input");
2812
2813                 // Collect input into cmd
2814                 CL_Input();
2815
2816                 R_TimeReport("input");
2817
2818                 // check for new packets
2819                 NetConn_ClientFrame();
2820
2821                 // read a new frame from a demo if needed
2822                 CL_ReadDemoMessage();
2823                 R_TimeReport("clientnetwork");
2824
2825                 // now that packets have been read, send input to server
2826                 CL_SendMove();
2827                 R_TimeReport("sendmove");
2828
2829                 // update client world (interpolate entities, create trails, etc)
2830                 CL_UpdateWorld();
2831                 R_TimeReport("lerpworld");
2832
2833                 CL_Video_Frame();
2834
2835                 R_TimeReport("client");
2836
2837                 CL_UpdateScreen();
2838                 R_TimeReport("render");
2839
2840                 if (host_speeds.integer)
2841                         time2 = Sys_DirtyTime();
2842
2843                 // update audio
2844                 if(cl.csqc_usecsqclistener)
2845                 {
2846                         S_Update(&cl.csqc_listenermatrix);
2847                         cl.csqc_usecsqclistener = false;
2848                 }
2849                 else
2850                         S_Update(&r_refdef.view.matrix);
2851
2852                 CDAudio_Update();
2853                 R_TimeReport("audio");
2854
2855                 // reset gathering of mouse input
2856                 in_mouse_x = in_mouse_y = 0;
2857
2858                 if (host_speeds.integer)
2859                 {
2860                         pass1 = (int)((time1 - time3)*1000000);
2861                         time3 = Sys_DirtyTime();
2862                         pass2 = (int)((time2 - time1)*1000000);
2863                         pass3 = (int)((time3 - time2)*1000000);
2864                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2865                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2866                 }
2867         }
2868         // if there is some time remaining from this frame, reset the timer
2869         return cl_timer >= 0 ? 0 : cl_timer;
2870 }
2871
2872 /*
2873 ===========
2874 CL_Shutdown
2875 ===========
2876 */
2877 void CL_Shutdown (void)
2878 {
2879         // be quiet while shutting down
2880         S_StopAllSounds();
2881         
2882         // disconnect client from server if active
2883         CL_Disconnect();
2884         
2885         CL_Video_Shutdown();
2886
2887 #ifdef CONFIG_MENU
2888         // Shutdown menu
2889         if(MR_Shutdown)
2890                 MR_Shutdown();
2891 #endif
2892
2893         CDAudio_Shutdown ();
2894         S_Terminate ();
2895         
2896         R_Modules_Shutdown();
2897         VID_Shutdown();
2898
2899         CL_Screen_Shutdown();
2900         CL_Particles_Shutdown();
2901         CL_Parse_Shutdown();
2902         CL_MeshEntities_Shutdown();
2903
2904         Key_Shutdown();
2905         S_Shutdown();
2906
2907         Mem_FreePool (&cls.permanentmempool);
2908         Mem_FreePool (&cls.levelmempool);
2909 }
2910
2911 /*
2912 =================
2913 CL_Init
2914 =================
2915 */
2916 void CL_Init (void)
2917 {
2918         if (cls.state == ca_dedicated)
2919         {
2920                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2921         }
2922         else
2923         {
2924                 Con_Printf("Initializing client\n");
2925
2926                 R_Modules_Init();
2927                 Palette_Init();
2928 #ifdef CONFIG_MENU
2929                 MR_Init_Commands();
2930 #endif
2931                 VID_Shared_Init();
2932                 VID_Init();
2933                 Render_Init();
2934                 S_Init();
2935                 CDAudio_Init();
2936                 Key_Init();
2937                 V_Init();
2938
2939                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2940                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2941
2942                 memset(&r_refdef, 0, sizeof(r_refdef));
2943                 // max entities sent to renderer per frame
2944                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2945                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2946
2947                 // max temp entities
2948                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2949                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2950
2951                 CL_InitInput ();
2952
2953         //
2954         // register our commands
2955         //
2956                 CL_InitCommands();
2957
2958                 Cvar_RegisterVariable (&cl_upspeed);
2959                 Cvar_RegisterVariable (&cl_forwardspeed);
2960                 Cvar_RegisterVariable (&cl_backspeed);
2961                 Cvar_RegisterVariable (&cl_sidespeed);
2962                 Cvar_RegisterVariable (&cl_movespeedkey);
2963                 Cvar_RegisterVariable (&cl_yawspeed);
2964                 Cvar_RegisterVariable (&cl_pitchspeed);
2965                 Cvar_RegisterVariable (&cl_anglespeedkey);
2966                 Cvar_RegisterVariable (&cl_shownet);
2967                 Cvar_RegisterVariable (&cl_nolerp);
2968                 Cvar_RegisterVariable (&cl_lerpexcess);
2969                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2970                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2971                 Cvar_RegisterVariable (&cl_deathfade);
2972                 Cvar_RegisterVariable (&lookspring);
2973                 Cvar_RegisterVariable (&lookstrafe);
2974                 Cvar_RegisterVariable (&sensitivity);
2975                 Cvar_RegisterVariable (&freelook);
2976
2977                 Cvar_RegisterVariable (&m_pitch);
2978                 Cvar_RegisterVariable (&m_yaw);
2979                 Cvar_RegisterVariable (&m_forward);
2980                 Cvar_RegisterVariable (&m_side);
2981
2982                 Cvar_RegisterVariable (&cl_itembobspeed);
2983                 Cvar_RegisterVariable (&cl_itembobheight);
2984
2985                 CL_Demo_Init();
2986
2987                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2988                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2989                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2990                 Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2991
2992                 // Support Client-side Model Index List
2993                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2994                 // Support Client-side Sound Index List
2995                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2996
2997                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2998                 Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2999
3000                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3001
3002                 Cvar_RegisterVariable(&r_draweffects);
3003                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3004                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3005                 Cvar_RegisterVariable(&cl_explosions_size_start);
3006                 Cvar_RegisterVariable(&cl_explosions_size_end);
3007                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3008                 Cvar_RegisterVariable(&cl_stainmaps);
3009                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3010                 Cvar_RegisterVariable(&cl_beams_polygons);
3011                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3012                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3013                 Cvar_RegisterVariable(&cl_beams_lightatend);
3014                 Cvar_RegisterVariable(&cl_noplayershadow);
3015                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3016                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3017
3018                 Cvar_RegisterVariable(&cl_prydoncursor);
3019                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3020
3021                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3022
3023                 // for QW connections
3024                 Cvar_RegisterVariable(&qport);
3025                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3026
3027                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3028
3029                 Cvar_RegisterVariable(&cl_locs_enable);
3030                 Cvar_RegisterVariable(&cl_locs_show);
3031                 Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
3032                 Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
3033                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3034                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3035                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3036
3037                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3038
3039                 Cvar_RegisterVariable (&cl_minfps);
3040                 Cvar_RegisterVariable (&cl_minfps_fade);
3041                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3042                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3043                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3044                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3045                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3046                 Cvar_RegisterVariable (&cl_minfps_force);
3047                 Cvar_RegisterVariable (&cl_maxfps);
3048                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3049                 Cvar_RegisterVariable (&cl_maxidlefps);
3050
3051                 CL_Parse_Init();
3052                 CL_Particles_Init();
3053                 CL_Screen_Init();
3054                 CL_MeshEntities_Init();
3055
3056                 CL_Video_Init();
3057
3058                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3059
3060                 #ifdef CONFIG_MENU
3061                 Cbuf_InsertText(&cmd_client,"menu_start\n");
3062                 #endif
3063         }
3064 }