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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 #include "cdaudio.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
40
41 cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
46
47 cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
49
50 cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
53
54 cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
58
59 cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
60
61 cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
63 cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
64
65 cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
66
67 cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
72
73 cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
75
76 cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
80
81 cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
82
83 cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
84
85 cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
87
88 cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
89
90 cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
91 cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
92
93 cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
94
95 cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
96 cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
97
98 cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
99 cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
100 cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
101 cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
102 cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
103 cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
104 cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
105 cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
106 cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
107 cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
108 cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
109
110 client_static_t cls;
111 client_state_t  cl;
112
113 /*
114 =====================
115 CL_ClearState
116
117 =====================
118 */
119 void CL_ClearState(void)
120 {
121         int i;
122         entity_t *ent;
123
124         CL_VM_ShutDown();
125
126 // wipe the entire cl structure
127         Mem_EmptyPool(cls.levelmempool);
128         memset (&cl, 0, sizeof(cl));
129
130         S_StopAllSounds();
131
132         // reset the view zoom interpolation
133         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
134         cl.sensitivityscale = 1.0f;
135
136         // enable rendering of the world and such
137         cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
138         cl.csqc_vidvars.drawenginesbar = true;
139         cl.csqc_vidvars.drawcrosshair = true;
140
141         // set up the float version of the stats array for easier access to float stats
142         cl.statsf = (float *)cl.stats;
143
144         cl.num_entities = 0;
145         cl.num_static_entities = 0;
146         cl.num_brushmodel_entities = 0;
147
148         // tweak these if the game runs out
149         cl.max_csqcrenderentities = 0;
150         cl.max_entities = MAX_ENTITIES_INITIAL;
151         cl.max_static_entities = MAX_STATICENTITIES;
152         cl.max_effects = MAX_EFFECTS;
153         cl.max_beams = MAX_BEAMS;
154         cl.max_dlights = MAX_DLIGHTS;
155         cl.max_lightstyle = MAX_LIGHTSTYLES;
156         cl.max_brushmodel_entities = MAX_EDICTS;
157         cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
158         cl.max_showlmps = 0;
159
160         cl.num_dlights = 0;
161         cl.num_effects = 0;
162         cl.num_beams = 0;
163
164         cl.csqcrenderentities = NULL;
165         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
166         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
167         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
168         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
169         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
170         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
171         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
172         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
173         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
174         cl.showlmps = NULL;
175
176         // LadyHavoc: have to set up the baseline info for alpha and other stuff
177         for (i = 0;i < cl.max_entities;i++)
178         {
179                 cl.entities[i].state_baseline = defaultstate;
180                 cl.entities[i].state_previous = defaultstate;
181                 cl.entities[i].state_current = defaultstate;
182         }
183
184         if (IS_NEXUIZ_DERIVED(gamemode))
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
190         }
191         else
192         {
193                 VectorSet(cl.playerstandmins, -16, -16, -24);
194                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
195                 VectorSet(cl.playercrouchmins, -16, -16, -24);
196                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
197         }
198
199         // disable until we get textures for it
200         R_ResetSkyBox();
201
202         ent = &cl.entities[0];
203         // entire entity array was cleared, so just fill in a few fields
204         ent->state_current.active = true;
205         ent->render.model = cl.worldmodel = NULL; // no world model yet
206         ent->render.alpha = 1;
207         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
208         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
209         ent->render.allowdecals = true;
210         CL_UpdateRenderEntity(&ent->render);
211
212         // noclip is turned off at start
213         noclip_anglehack = false;
214
215         // mark all frames invalid for delta
216         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
217
218         // set bestweapon data back to Quake data
219         IN_BestWeapon_ResetData();
220
221         CL_Screen_NewMap();
222 }
223
224 extern cvar_t cl_topcolor;
225 extern cvar_t cl_bottomcolor;
226
227 void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
228 {
229         int i;
230         qbool fail = false;
231         char vabuf[1024];
232         if (!allowstarkey && key[0] == '*')
233                 fail = true;
234         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
235                 fail = true;
236         for (i = 0;key[i];i++)
237                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
238                         fail = true;
239         for (i = 0;value[i];i++)
240                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
241                         fail = true;
242         if (fail)
243         {
244                 if (!quiet)
245                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
246                 return;
247         }
248         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
249         if (cls.state == ca_connected && cls.netcon)
250         {
251                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
252                 {
253                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
255                 }
256                 else if (!strcasecmp(key, "name"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
260                 }
261                 else if (!strcasecmp(key, "playermodel"))
262                 {
263                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
265                 }
266                 else if (!strcasecmp(key, "playerskin"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "topcolor"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
275                 }
276                 else if (!strcasecmp(key, "bottomcolor"))
277                 {
278                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
279                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
280                 }
281                 else if (!strcasecmp(key, "rate"))
282                 {
283                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
284                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
285                 }
286                 else if (!strcasecmp(key, "rate_burstsize"))
287                 {
288                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
289                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
290                 }
291         }
292 }
293
294 void CL_ExpandEntities(int num)
295 {
296         int i, oldmaxentities;
297         entity_t *oldentities;
298         if (num >= cl.max_entities)
299         {
300                 if (!cl.entities)
301                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
302                 if (num >= MAX_EDICTS)
303                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304                 oldmaxentities = cl.max_entities;
305                 oldentities = cl.entities;
306                 cl.max_entities = (num & ~255) + 256;
307                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
308                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
309                 Mem_Free(oldentities);
310                 for (i = oldmaxentities;i < cl.max_entities;i++)
311                 {
312                         cl.entities[i].state_baseline = defaultstate;
313                         cl.entities[i].state_previous = defaultstate;
314                         cl.entities[i].state_current = defaultstate;
315                 }
316         }
317 }
318
319 void CL_ExpandCSQCRenderEntities(int num)
320 {
321         int i;
322         int oldmaxcsqcrenderentities;
323         entity_render_t *oldcsqcrenderentities;
324         if (num >= cl.max_csqcrenderentities)
325         {
326                 if (num >= MAX_EDICTS)
327                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
328                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
329                 oldcsqcrenderentities = cl.csqcrenderentities;
330                 cl.max_csqcrenderentities = (num & ~255) + 256;
331                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
332                 if (oldcsqcrenderentities)
333                 {
334                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
335                         for (i = 0;i < r_refdef.scene.numentities;i++)
336                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
337                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
338                         Mem_Free(oldcsqcrenderentities);
339                 }
340         }
341 }
342
343 static void CL_ToggleMenu_Hook(void)
344 {
345 #ifdef CONFIG_MENU
346         // remove menu
347         if (key_dest == key_menu || key_dest == key_menu_grabbed)
348                 MR_ToggleMenu(0);
349 #endif
350         key_dest = key_game;
351 }
352
353 extern cvar_t rcon_secure;
354
355 /*
356 =====================
357 CL_Disconnect
358
359 Sends a disconnect message to the server
360 This is also called on Host_Error, so it shouldn't cause any errors
361 =====================
362 */
363
364 void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
365 {
366         va_list argptr;
367         char reason[512];
368
369         if (cls.state == ca_dedicated)
370                 return;
371
372         if(fmt)
373         {
374                 va_start(argptr,fmt);
375                 dpvsnprintf(reason,sizeof(reason),fmt,argptr);
376                 va_end(argptr);
377         }
378         else
379         {
380                 dpsnprintf(reason, sizeof(reason), "Disconnect by user");
381         }
382
383         if (Sys_CheckParm("-profilegameonly"))
384                 Sys_AllowProfiling(false);
385
386         Curl_Clear_forthismap();
387
388         Con_DPrintf("CL_Disconnect\n");
389
390         Cvar_SetValueQuick(&csqc_progcrc, -1);
391         Cvar_SetValueQuick(&csqc_progsize, -1);
392         CL_VM_ShutDown();
393         // stop sounds (especially looping!)
394         S_StopAllSounds();
395         // prevent dlcache assets from this server from interfering with the next one
396         FS_UnloadPacks_dlcache();
397
398         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
399
400         // clear contents blends
401         cl.cshifts[0].percent = 0;
402         cl.cshifts[1].percent = 0;
403         cl.cshifts[2].percent = 0;
404         cl.cshifts[3].percent = 0;
405
406         cl.worldmodel = NULL;
407
408         CL_Parse_ErrorCleanUp();
409
410         if (cls.demoplayback)
411                 CL_StopPlayback();
412         else if (cls.netcon)
413         {
414                 sizebuf_t buf;
415                 unsigned char bufdata[520];
416                 if (cls.demorecording)
417                         CL_Stop_f(cmd_local);
418
419                 if(!kicked)
420                 {
421                         // send disconnect message 3 times to improve chances of server
422                         // receiving it (but it still fails sometimes)
423                         memset(&buf, 0, sizeof(buf));
424                         buf.data = bufdata;
425                         buf.maxsize = sizeof(bufdata);
426                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
427                         {
428                                 Con_DPrint("Sending drop command\n");
429                                 MSG_WriteByte(&buf, qw_clc_stringcmd);
430                                 MSG_WriteString(&buf, "drop");
431                         }
432                         else
433                         {
434                                 Con_DPrint("Sending clc_disconnect\n");
435                                 MSG_WriteByte(&buf, clc_disconnect);
436                                 if(cls.protocol == PROTOCOL_DARKPLACES8)
437                                         MSG_WriteString(&buf, reason);
438                         }
439                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
440                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
441                         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
442                 }
443
444                 NetConn_Close(cls.netcon);
445                 cls.netcon = NULL;
446                 if(fmt)
447                         Con_Printf("Disconnect: %s\n", reason);
448                 else
449                         Con_Printf("Disconnected\n");
450         }
451         cls.state = ca_disconnected;
452         cl.islocalgame = false;
453
454         cls.demoplayback = cls.timedemo = host.restless = false;
455         cls.signon = 0;
456
457         Cvar_Callback(&cl_netport);
458
459         // If we're dropped mid-connection attempt, it won't clear otherwise.
460         SCR_ClearLoadingScreen(false);
461
462         if(host.hook.SV_Shutdown)
463                 host.hook.SV_Shutdown();
464 }
465
466 void CL_Disconnect(void)
467 {
468         CL_DisconnectEx(false, NULL);
469 }
470
471 /*
472 ==================
473 CL_Reconnect_f
474
475 This command causes the client to wait for the signon messages again.
476 This is sent just before a server changes levels
477 ==================
478 */
479 static void CL_Reconnect_f(cmd_state_t *cmd)
480 {
481         char temp[128];
482         // if not connected, reconnect to the most recent server
483         if (!cls.netcon)
484         {
485                 // if we have connected to a server recently, the userinfo
486                 // will still contain its IP address, so get the address...
487                 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
488                 if (temp[0])
489                         CL_EstablishConnection(temp, -1);
490                 else
491                         Con_Printf("Reconnect to what server?  (you have not connected to a server yet)\n");
492                 return;
493         }
494         // if connected, do something based on protocol
495         if (cls.protocol == PROTOCOL_QUAKEWORLD)
496         {
497                 // quakeworld can just re-login
498                 if (cls.qw_downloadmemory)  // don't change when downloading
499                         return;
500
501                 S_StopAllSounds();
502
503                 if (cls.state == ca_connected)
504                 {
505                         Con_Printf("Server is changing level...\n");
506                         MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
507                         MSG_WriteString(&cls.netcon->message, "new");
508                 }
509         }
510         else
511         {
512                 // netquake uses reconnect on level changes (silly)
513                 if (Cmd_Argc(cmd) != 1)
514                 {
515                         Con_Print("reconnect : wait for signon messages again\n");
516                         return;
517                 }
518                 if (!cls.signon)
519                 {
520                         Con_Print("reconnect: no signon, ignoring reconnect\n");
521                         return;
522                 }
523                 cls.signon = 0;         // need new connection messages
524         }
525 }
526
527 /*
528 =====================
529 CL_Connect_f
530
531 User command to connect to server
532 =====================
533 */
534 static void CL_Connect_f(cmd_state_t *cmd)
535 {
536         if (Cmd_Argc(cmd) < 2)
537         {
538                 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
539                 return;
540         }
541         // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
542         if(rcon_secure.integer <= 0)
543                 Cvar_SetQuick(&rcon_password, "");
544         CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
545 }
546
547 void CL_Disconnect_f(cmd_state_t *cmd)
548 {
549         Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
550 }
551
552
553
554
555 /*
556 =====================
557 CL_EstablishConnection
558
559 Host should be either "local" or a net address
560 =====================
561 */
562 void CL_EstablishConnection(const char *address, int firstarg)
563 {
564         if (cls.state == ca_dedicated)
565                 return;
566
567         // don't connect to a server if we're benchmarking a demo
568         if (Sys_CheckParm("-benchmark"))
569                 return;
570
571         // clear menu's connect error message
572 #ifdef CONFIG_MENU
573         M_Update_Return_Reason("");
574 #endif
575
576         // make sure the client ports are open before attempting to connect
577         NetConn_UpdateSockets();
578
579         if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
580         {
581                 cls.connect_trying = true;
582                 cls.connect_remainingtries = 3;
583                 cls.connect_nextsendtime = 0;
584
585                 // only NOW, set connect_userinfo
586                 if(firstarg >= 0)
587                 {
588                         int i;
589                         *cls.connect_userinfo = 0;
590                         for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
591                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
592                 }
593                 else if(firstarg < -1)
594                 {
595                         // -1: keep as is (reconnect)
596                         // -2: clear
597                         *cls.connect_userinfo = 0;
598                 }
599
600 #ifdef CONFIG_MENU
601                 M_Update_Return_Reason("Trying to connect...");
602 #endif
603         }
604         else
605         {
606                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
607 #ifdef CONFIG_MENU
608                 M_Update_Return_Reason("No network");
609 #endif
610         }
611 }
612
613 static void CL_EstablishConnection_Local(void)
614 {
615         if(cls.state == ca_disconnected)
616                 CL_EstablishConnection("local:1", -2);
617 }
618
619 static qbool CL_Intermission(void)
620 {
621         return cl.intermission;
622 }
623
624 /*
625 ==============
626 CL_PrintEntities_f
627 ==============
628 */
629 static void CL_PrintEntities_f(cmd_state_t *cmd)
630 {
631         entity_t *ent;
632         int i;
633
634         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
635         {
636                 const char* modelname;
637
638                 if (!ent->state_current.active)
639                         continue;
640
641                 if (ent->render.model)
642                         modelname = ent->render.model->name;
643                 else
644                         modelname = "--no model--";
645                 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);
646         }
647 }
648
649 /*
650 ===============
651 CL_ModelIndexList_f
652
653 List information on all models in the client modelindex
654 ===============
655 */
656 static void CL_ModelIndexList_f(cmd_state_t *cmd)
657 {
658         int i;
659         model_t *model;
660
661         // Print Header
662         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
663
664         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
665         {
666                 model = CL_GetModelByIndex(i);
667                 if (!model)
668                         continue;
669                 if(model->loaded || i == 1)
670                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
671                 else
672                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
673                 i++;
674         }
675 }
676
677 /*
678 ===============
679 CL_SoundIndexList_f
680
681 List all sounds in the client soundindex
682 ===============
683 */
684 static void CL_SoundIndexList_f(cmd_state_t *cmd)
685 {
686         int i = 1;
687
688         while(cl.sound_precache[i] && i != MAX_SOUNDS)
689         { // Valid Sound
690                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
691                 i++;
692         }
693 }
694
695 /*
696 ===============
697 CL_UpdateRenderEntity
698
699 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
700 ===============
701 */
702 void CL_UpdateRenderEntity(entity_render_t *ent)
703 {
704         vec3_t org;
705         vec_t scale;
706         model_t *model = ent->model;
707         // update the inverse matrix for the renderer
708         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
709         // update the animation blend state
710         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
711         // we need the matrix origin to center the box
712         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
713         // update entity->render.scale because the renderer needs it
714         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
715         if (model)
716         {
717                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
718 #ifdef MATRIX4x4_OPENGLORIENTATION
719                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
720 #else
721                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
722 #endif
723                 {
724                         // pitch or roll
725                         VectorMA(org, scale, model->rotatedmins, ent->mins);
726                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
727                 }
728 #ifdef MATRIX4x4_OPENGLORIENTATION
729                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
730 #else
731                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
732 #endif
733                 {
734                         // yaw
735                         VectorMA(org, scale, model->yawmins, ent->mins);
736                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
737                 }
738                 else
739                 {
740                         VectorMA(org, scale, model->normalmins, ent->mins);
741                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
742                 }
743         }
744         else
745         {
746                 ent->mins[0] = org[0] - 16;
747                 ent->mins[1] = org[1] - 16;
748                 ent->mins[2] = org[2] - 16;
749                 ent->maxs[0] = org[0] + 16;
750                 ent->maxs[1] = org[1] + 16;
751                 ent->maxs[2] = org[2] + 16;
752         }
753 }
754
755 /*
756 ===============
757 CL_LerpPoint
758
759 Determines the fraction between the last two messages that the objects
760 should be put at.
761 ===============
762 */
763 static float CL_LerpPoint(void)
764 {
765         float f;
766
767         if (cl_nettimesyncboundmode.integer == 1)
768                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
769
770         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
771         if (cl.mtime[0] <= cl.mtime[1])
772         {
773                 cl.time = cl.mtime[0];
774                 return 1;
775         }
776
777         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
778         return bound(0, f, 1 + cl_lerpexcess.value);
779 }
780
781 void CL_ClearTempEntities (void)
782 {
783         r_refdef.scene.numtempentities = 0;
784         // grow tempentities buffer on request
785         if (r_refdef.scene.expandtempentities)
786         {
787                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
788                 r_refdef.scene.maxtempentities *= 2;
789                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
790                 r_refdef.scene.expandtempentities = false;
791         }
792 }
793
794 entity_render_t *CL_NewTempEntity(double shadertime)
795 {
796         entity_render_t *render;
797
798         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
799                 return NULL;
800         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
801         {
802                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
803                 return NULL;
804         }
805         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
806         memset (render, 0, sizeof(*render));
807         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
808
809         render->shadertime = shadertime;
810         render->alpha = 1;
811         VectorSet(render->colormod, 1, 1, 1);
812         VectorSet(render->glowmod, 1, 1, 1);
813         return render;
814 }
815
816 void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
817 {
818         int i;
819         cl_effect_t *e;
820         if (!model) // sanity check
821                 return;
822         if (framerate < 1)
823         {
824                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
825                 return;
826         }
827         if (framecount < 1)
828         {
829                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
830                 return;
831         }
832         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
833         {
834                 if (e->active)
835                         continue;
836                 e->active = true;
837                 VectorCopy(org, e->origin);
838                 e->model = model;
839                 e->starttime = cl.time;
840                 e->startframe = startframe;
841                 e->endframe = startframe + framecount;
842                 e->framerate = framerate;
843
844                 e->frame = 0;
845                 e->frame1time = cl.time;
846                 e->frame2time = cl.time;
847                 cl.num_effects = max(cl.num_effects, i + 1);
848                 break;
849         }
850 }
851
852 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)
853 {
854         int i;
855         dlight_t *dl;
856
857 // then look for anything else
858         dl = cl.dlights;
859         for (i = 0;i < cl.max_dlights;i++, dl++)
860                 if (!dl->radius)
861                         break;
862
863         // unable to find one
864         if (i == cl.max_dlights)
865                 return;
866
867         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
868         memset (dl, 0, sizeof(*dl));
869         cl.num_dlights = max(cl.num_dlights, i + 1);
870         Matrix4x4_Normalize(&dl->matrix, matrix);
871         dl->ent = ent;
872         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
873         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
874         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
875         dl->radius = radius;
876         dl->color[0] = red;
877         dl->color[1] = green;
878         dl->color[2] = blue;
879         dl->initialradius = radius;
880         dl->initialcolor[0] = red;
881         dl->initialcolor[1] = green;
882         dl->initialcolor[2] = blue;
883         dl->decay = decay / radius; // changed decay to be a percentage decrease
884         dl->intensity = 1; // this is what gets decayed
885         if (lifetime)
886                 dl->die = cl.time + lifetime;
887         else
888                 dl->die = 0;
889         dl->cubemapname[0] = 0;
890         if (cubemapname && cubemapname[0])
891                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
892         dl->style = style;
893         dl->shadow = shadowenable;
894         dl->corona = corona;
895         dl->flags = flags;
896         dl->coronasizescale = coronasizescale;
897         dl->ambientscale = ambientscale;
898         dl->diffusescale = diffusescale;
899         dl->specularscale = specularscale;
900 }
901
902 static void CL_DecayLightFlashes(void)
903 {
904         int i, oldmax;
905         dlight_t *dl;
906         float time;
907
908         time = bound(0, cl.time - cl.oldtime, 0.1);
909         oldmax = cl.num_dlights;
910         cl.num_dlights = 0;
911         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
912         {
913                 if (dl->radius)
914                 {
915                         dl->intensity -= time * dl->decay;
916                         if (cl.time < dl->die && dl->intensity > 0)
917                         {
918                                 if (cl_dlights_decayradius.integer)
919                                         dl->radius = dl->initialradius * dl->intensity;
920                                 else
921                                         dl->radius = dl->initialradius;
922                                 if (cl_dlights_decaybrightness.integer)
923                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
924                                 else
925                                         VectorCopy(dl->initialcolor, dl->color);
926                                 cl.num_dlights = i + 1;
927                         }
928                         else
929                                 dl->radius = 0;
930                 }
931         }
932 }
933
934 // called before entity relinking
935 void CL_RelinkLightFlashes(void)
936 {
937         int i, j, k, l;
938         dlight_t *dl;
939         float frac, f;
940         matrix4x4_t tempmatrix;
941
942         if (r_dynamic.integer)
943         {
944                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
945                 {
946                         if (dl->radius)
947                         {
948                                 tempmatrix = dl->matrix;
949                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
950                                 // we need the corona fading to be persistent
951                                 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);
952                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
953                         }
954                 }
955         }
956
957         if (!cl.lightstyle)
958         {
959                 for (j = 0;j < cl.max_lightstyle;j++)
960                 {
961                         r_refdef.scene.rtlightstylevalue[j] = 1;
962                         r_refdef.scene.lightstylevalue[j] = 256;
963                 }
964                 return;
965         }
966
967 // light animations
968 // 'm' is normal light, 'a' is no light, 'z' is double bright
969         f = cl.time * 10;
970         i = (int)floor(f);
971         frac = f - i;
972         for (j = 0;j < cl.max_lightstyle;j++)
973         {
974                 if (!cl.lightstyle[j].length)
975                 {
976                         r_refdef.scene.rtlightstylevalue[j] = 1;
977                         r_refdef.scene.lightstylevalue[j] = 256;
978                         continue;
979                 }
980                 // static lightstyle "=value"
981                 if (cl.lightstyle[j].map[0] == '=')
982                 {
983                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
984                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
985                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
986                         continue;
987                 }
988                 k = i % cl.lightstyle[j].length;
989                 l = (i-1) % cl.lightstyle[j].length;
990                 k = cl.lightstyle[j].map[k] - 'a';
991                 l = cl.lightstyle[j].map[l] - 'a';
992                 // rtlightstylevalue is always interpolated because it has no bad
993                 // consequences for performance
994                 // lightstylevalue is subject to a cvar for performance reasons;
995                 // skipping lightmap updates on most rendered frames substantially
996                 // improves framerates (but makes light fades look bad)
997                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
998                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
999         }
1000 }
1001
1002 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
1003 {
1004         int frame = player->render.framegroupblend[0].frame;
1005         float f;
1006         entity_render_t *flagrender;
1007         matrix4x4_t flagmatrix;
1008
1009         // this code taken from QuakeWorld
1010         f = 14;
1011         if (frame >= 29 && frame <= 40)
1012         {
1013                 if (frame >= 29 && frame <= 34)
1014                 { //axpain
1015                         if      (frame == 29) f = f + 2;
1016                         else if (frame == 30) f = f + 8;
1017                         else if (frame == 31) f = f + 12;
1018                         else if (frame == 32) f = f + 11;
1019                         else if (frame == 33) f = f + 10;
1020                         else if (frame == 34) f = f + 4;
1021                 }
1022                 else if (frame >= 35 && frame <= 40)
1023                 { // pain
1024                         if      (frame == 35) f = f + 2;
1025                         else if (frame == 36) f = f + 10;
1026                         else if (frame == 37) f = f + 10;
1027                         else if (frame == 38) f = f + 8;
1028                         else if (frame == 39) f = f + 4;
1029                         else if (frame == 40) f = f + 2;
1030                 }
1031         }
1032         else if (frame >= 103 && frame <= 118)
1033         {
1034                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
1035                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
1036                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
1037                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
1038         }
1039         // end of code taken from QuakeWorld
1040
1041         flagrender = CL_NewTempEntity(player->render.shadertime);
1042         if (!flagrender)
1043                 return;
1044
1045         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1046         flagrender->skinnum = skin;
1047         flagrender->alpha = 1;
1048         VectorSet(flagrender->colormod, 1, 1, 1);
1049         VectorSet(flagrender->glowmod, 1, 1, 1);
1050         // attach the flag to the player matrix
1051         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1052         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1053         CL_UpdateRenderEntity(flagrender);
1054 }
1055
1056 matrix4x4_t viewmodelmatrix_withbob;
1057 matrix4x4_t viewmodelmatrix_nobob;
1058
1059 static const vec3_t muzzleflashorigin = {18, 0, 0};
1060
1061 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1062 {
1063         const unsigned char *cbcolor;
1064         if (colormap >= 0)
1065         {
1066                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1067                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1068                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1069                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1070         }
1071         else
1072         {
1073                 VectorClear(ent->colormap_pantscolor);
1074                 VectorClear(ent->colormap_shirtcolor);
1075         }
1076 }
1077
1078 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1079 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1080 {
1081         const matrix4x4_t *matrix;
1082         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1083         int frame;
1084         vec_t origin[3], angles[3], lerp;
1085         entity_t *t;
1086         entity_render_t *r;
1087         //entity_persistent_t *p = &e->persistent;
1088         //entity_render_t *r = &e->render;
1089         // skip inactive entities and world
1090         if (!e->state_current.active || e == cl.entities)
1091                 return;
1092         if (recursionlimit < 1)
1093                 return;
1094         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1095         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1096         e->render.flags = e->state_current.flags;
1097         e->render.effects = e->state_current.effects;
1098         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1099         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1100         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1101                 e->render.entitynumber = e - cl.entities;
1102         else
1103                 e->render.entitynumber = 0;
1104         if (e->state_current.flags & RENDER_COLORMAPPED)
1105                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1106         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1107                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1108         else
1109                 CL_SetEntityColormapColors(&e->render, -1);
1110         e->render.skinnum = e->state_current.skin;
1111         if (e->state_current.tagentity)
1112         {
1113                 // attached entity (gun held in player model's hand, etc)
1114                 // if the tag entity is currently impossible, skip it
1115                 if (e->state_current.tagentity >= cl.num_entities)
1116                         return;
1117                 t = cl.entities + e->state_current.tagentity;
1118                 // if the tag entity is inactive, skip it
1119                 if (t->state_current.active)
1120                 {
1121                         // update the parent first
1122                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1123                         r = &t->render;
1124                 }
1125                 else
1126                 {
1127                         // it may still be a CSQC entity... trying to use its
1128                         // info from last render frame (better than nothing)
1129                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1130                                 return;
1131                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1132                         if(!r->entitynumber)
1133                                 return; // neither CSQC nor legacy entity... can't attach
1134                 }
1135                 // make relative to the entity
1136                 matrix = &r->matrix;
1137                 // some properties of the tag entity carry over
1138                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1139                 // if a valid tagindex is used, make it relative to that tag instead
1140                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1141                 {
1142                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1143                         {
1144                                 // concat the tag matrices onto the entity matrix
1145                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1146                                 // use the constructed tag matrix
1147                                 matrix = &tempmatrix;
1148                         }
1149                 }
1150         }
1151         else if (e->render.flags & RENDER_VIEWMODEL)
1152         {
1153                 // view-relative entity (guns and such)
1154                 if (e->render.effects & EF_NOGUNBOB)
1155                         matrix = &viewmodelmatrix_nobob; // really attached to view
1156                 else
1157                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1158         }
1159         else
1160         {
1161                 // world-relative entity (the normal kind)
1162                 matrix = &identitymatrix;
1163         }
1164
1165         // movement lerp
1166         // if it's the predicted player entity, update according to client movement
1167         // but don't lerp if going through a teleporter as it causes a bad lerp
1168         // also don't use the predicted location if fixangle was set on both of
1169         // the most recent server messages, as that cause means you are spectating
1170         // someone or watching a cutscene of some sort
1171         if (cl_nolerp.integer || cls.timedemo)
1172                 interpolate = false;
1173         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1174         {
1175                 VectorCopy(cl.movement_origin, origin);
1176                 VectorSet(angles, 0, cl.viewangles[1], 0);
1177         }
1178         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1179         {
1180                 // interpolate the origin and angles
1181                 lerp = max(0, lerp);
1182                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1183 #if 0
1184                 // this fails at the singularity of euler angles
1185                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1186                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1187                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1188                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1189                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1190 #else
1191                 {
1192                         vec3_t f0, u0, f1, u1;
1193                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1194                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1195                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1196                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1197                         AnglesFromVectors(angles, f0, u0, false);
1198                 }
1199 #endif
1200         }
1201         else
1202         {
1203                 // no interpolation
1204                 VectorCopy(e->persistent.neworigin, origin);
1205                 VectorCopy(e->persistent.newangles, angles);
1206         }
1207
1208         // model setup and some modelflags
1209         frame = e->state_current.frame;
1210         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1211         if (e->render.model)
1212         {
1213                 if (e->render.skinnum >= e->render.model->numskins)
1214                         e->render.skinnum = 0;
1215                 if (frame >= e->render.model->numframes)
1216                         frame = 0;
1217                 // models can set flags such as EF_ROCKET
1218                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1219                 if (!(e->render.effects & 0xFF800000))
1220                         e->render.effects |= e->render.model->effects;
1221                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1222                 if (e->render.model->type == mod_alias)
1223                         angles[0] = -angles[0];
1224                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1225                 {
1226                         VectorScale(e->render.colormod, 2, e->render.colormod);
1227                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1228                 }
1229         }
1230         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1231         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1232                 angles[0] = -angles[0];
1233                 // NOTE: this must be synced to SV_GetPitchSign!
1234
1235         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1236         {
1237                 angles[1] = ANGLEMOD(100*cl.time);
1238                 if (cl_itembobheight.value)
1239                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1240         }
1241
1242         // animation lerp
1243         e->render.skeleton = NULL;
1244         if (e->render.flags & RENDER_COMPLEXANIMATION)
1245         {
1246                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1247                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1248                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1249                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1250                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1251                         e->render.skeleton = &e->state_current.skeletonobject;
1252         }
1253         else if (e->render.framegroupblend[0].frame == frame)
1254         {
1255                 // update frame lerp fraction
1256                 e->render.framegroupblend[0].lerp = 1;
1257                 e->render.framegroupblend[1].lerp = 0;
1258                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1259                 {
1260                         // make sure frame lerp won't last longer than 100ms
1261                         // (this mainly helps with models that use framegroups and
1262                         // switch between them infrequently)
1263                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1264                         if(e->render.model)
1265                         if(e->render.model->animscenes)
1266                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1267                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1268                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1269                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1270                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1271                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1272                 }
1273         }
1274         else
1275         {
1276                 // begin a new frame lerp
1277                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1278                 e->render.framegroupblend[1].lerp = 1;
1279                 e->render.framegroupblend[0].frame = frame;
1280                 e->render.framegroupblend[0].start = cl.time;
1281                 e->render.framegroupblend[0].lerp = 0;
1282         }
1283
1284         // set up the render matrix
1285         if (matrix)
1286         {
1287                 // attached entity, this requires a matrix multiply (concat)
1288                 // FIXME: e->render.scale should go away
1289                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1290                 // concat the matrices to make the entity relative to its tag
1291                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1292                 // get the origin from the new matrix
1293                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1294         }
1295         else
1296         {
1297                 // unattached entities are faster to process
1298                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1299         }
1300
1301         // tenebrae's sprites are all additive mode (weird)
1302         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1303                 e->render.flags |= RENDER_ADDITIVE;
1304         // player model is only shown with chase_active on
1305         if (e->state_current.number == cl.viewentity)
1306                 e->render.flags |= RENDER_EXTERIORMODEL;
1307         // either fullbright or lit
1308         if(!r_fullbright.integer)
1309         {
1310                 if (!(e->render.effects & EF_FULLBRIGHT))
1311                         e->render.flags |= RENDER_LIGHT;
1312         }
1313         // hide player shadow during intermission or nehahra movie
1314         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1315          && (e->render.alpha >= 1)
1316          && !(e->render.flags & RENDER_VIEWMODEL)
1317          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1318                 e->render.flags |= RENDER_SHADOW;
1319         if (e->render.flags & RENDER_VIEWMODEL)
1320                 e->render.flags |= RENDER_NOSELFSHADOW;
1321         if (e->render.effects & EF_NOSELFSHADOW)
1322                 e->render.flags |= RENDER_NOSELFSHADOW;
1323         if (e->render.effects & EF_NODEPTHTEST)
1324                 e->render.flags |= RENDER_NODEPTHTEST;
1325         if (e->render.effects & EF_ADDITIVE)
1326                 e->render.flags |= RENDER_ADDITIVE;
1327         if (e->render.effects & EF_DOUBLESIDED)
1328                 e->render.flags |= RENDER_DOUBLESIDED;
1329         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1330                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1331
1332         // make the other useful stuff
1333         e->render.allowdecals = true;
1334         CL_UpdateRenderEntity(&e->render);
1335 }
1336
1337 // creates light and trails from an entity
1338 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1339 {
1340         effectnameindex_t trailtype;
1341         vec3_t origin;
1342
1343         // bmodels are treated specially since their origin is usually '0 0 0' and
1344         // their actual geometry is far from '0 0 0'
1345         if (e->render.model && e->render.model->soundfromcenter)
1346         {
1347                 vec3_t o;
1348                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1349                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1350         }
1351         else
1352                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1353
1354         // handle particle trails and such effects now that we know where this
1355         // entity is in the world...
1356         trailtype = EFFECT_NONE;
1357         // LadyHavoc: if the entity has no effects, don't check each
1358         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1359         {
1360                 if (e->render.effects & EF_BRIGHTFIELD)
1361                 {
1362                         if (IS_NEXUIZ_DERIVED(gamemode))
1363                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1364                         else
1365                                 CL_EntityParticles(e);
1366                 }
1367                 if (e->render.effects & EF_FLAME)
1368                         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);
1369                 if (e->render.effects & EF_STARDUST)
1370                         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);
1371         }
1372         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1373         {
1374                 // these are only set on player entities
1375                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1376         }
1377         // muzzleflash fades over time
1378         if (e->persistent.muzzleflash > 0)
1379                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1380         // LadyHavoc: if the entity has no effects, don't check each
1381         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1382         {
1383                 if (e->render.effects & EF_GIB)
1384                         trailtype = EFFECT_TR_BLOOD;
1385                 else if (e->render.effects & EF_ZOMGIB)
1386                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1387                 else if (e->render.effects & EF_TRACER)
1388                         trailtype = EFFECT_TR_WIZSPIKE;
1389                 else if (e->render.effects & EF_TRACER2)
1390                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1391                 else if (e->render.effects & EF_ROCKET)
1392                         trailtype = EFFECT_TR_ROCKET;
1393                 else if (e->render.effects & EF_GRENADE)
1394                 {
1395                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1396                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1397                 }
1398                 else if (e->render.effects & EF_TRACER3)
1399                         trailtype = EFFECT_TR_VORESPIKE;
1400         }
1401         // do trails
1402         if (e->render.flags & RENDER_GLOWTRAIL)
1403                 trailtype = EFFECT_TR_GLOWTRAIL;
1404         if (e->state_current.traileffectnum)
1405                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1406         // check if a trail is allowed (it is not after a teleport for example)
1407         if (trailtype && e->persistent.trail_allowed)
1408         {
1409                 float len;
1410                 vec3_t vel;
1411                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1412                 len = e->state_current.time - e->state_previous.time;
1413                 if (len > 0)
1414                         len = 1.0f / len;
1415                 VectorScale(vel, len, vel);
1416                 // 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
1417                 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);
1418         }
1419         // now that the entity has survived one trail update it is allowed to
1420         // leave a real trail on later frames
1421         e->persistent.trail_allowed = true;
1422         VectorCopy(origin, e->persistent.trail_origin);
1423 }
1424
1425
1426 /*
1427 ===============
1428 CL_UpdateViewEntities
1429 ===============
1430 */
1431 void CL_UpdateViewEntities(void)
1432 {
1433         int i;
1434         // update any RENDER_VIEWMODEL entities to use the new view matrix
1435         for (i = 1;i < cl.num_entities;i++)
1436         {
1437                 if (cl.entities_active[i])
1438                 {
1439                         entity_t *ent = cl.entities + i;
1440                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1441                                 CL_UpdateNetworkEntity(ent, 32, true);
1442                 }
1443         }
1444         // and of course the engine viewmodel needs updating as well
1445         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1446 }
1447
1448 /*
1449 ===============
1450 CL_UpdateNetworkCollisionEntities
1451 ===============
1452 */
1453 static void CL_UpdateNetworkCollisionEntities(void)
1454 {
1455         entity_t *ent;
1456         int i;
1457
1458         // start on the entity after the world
1459         cl.num_brushmodel_entities = 0;
1460         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1461         {
1462                 if (cl.entities_active[i])
1463                 {
1464                         ent = cl.entities + i;
1465                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1466                         {
1467                                 // do not interpolate the bmodels for this
1468                                 CL_UpdateNetworkEntity(ent, 32, false);
1469                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1470                         }
1471                 }
1472         }
1473 }
1474
1475 /*
1476 ===============
1477 CL_UpdateNetworkEntities
1478 ===============
1479 */
1480 static void CL_UpdateNetworkEntities(void)
1481 {
1482         entity_t *ent;
1483         int i;
1484
1485         // start on the entity after the world
1486         for (i = 1;i < cl.num_entities;i++)
1487         {
1488                 if (cl.entities_active[i])
1489                 {
1490                         ent = cl.entities + i;
1491                         if (ent->state_current.active)
1492                         {
1493                                 CL_UpdateNetworkEntity(ent, 32, true);
1494                                 // view models should never create light/trails
1495                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1496                                         CL_UpdateNetworkEntityTrail(ent);
1497                         }
1498                         else
1499                         {
1500                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1501                                 cl.entities_active[i] = false;
1502                         }
1503                 }
1504         }
1505 }
1506
1507 static void CL_UpdateViewModel(void)
1508 {
1509         entity_t *ent;
1510         ent = &cl.viewent;
1511         ent->state_previous = ent->state_current;
1512         ent->state_current = defaultstate;
1513         ent->state_current.time = cl.time;
1514         ent->state_current.number = (unsigned short)-1;
1515         ent->state_current.active = true;
1516         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1517         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1518         ent->state_current.flags = RENDER_VIEWMODEL;
1519         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1520                 ent->state_current.modelindex = 0;
1521         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1522         {
1523                 if (gamemode == GAME_TRANSFUSION)
1524                         ent->state_current.alpha = 128;
1525                 else
1526                         ent->state_current.modelindex = 0;
1527         }
1528         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1529         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1530
1531         // reset animation interpolation on weaponmodel if model changed
1532         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1533         {
1534                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1535                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1536                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1537         }
1538         CL_UpdateNetworkEntity(ent, 32, true);
1539 }
1540
1541 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1542 static void CL_LinkNetworkEntity(entity_t *e)
1543 {
1544         effectnameindex_t trailtype;
1545         vec3_t origin;
1546         vec3_t dlightcolor;
1547         vec_t dlightradius;
1548         char vabuf[1024];
1549
1550         // skip inactive entities and world
1551         if (!e->state_current.active || e == cl.entities)
1552                 return;
1553         if (e->state_current.tagentity)
1554         {
1555                 // if the tag entity is currently impossible, skip it
1556                 if (e->state_current.tagentity >= cl.num_entities)
1557                         return;
1558                 // if the tag entity is inactive, skip it
1559                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1560                 {
1561                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1562                                 return;
1563                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1564                                 return;
1565                         // if we get here, it's properly csqc networked and attached
1566                 }
1567         }
1568
1569         // create entity dlights associated with this entity
1570         if (e->render.model && e->render.model->soundfromcenter)
1571         {
1572                 // bmodels are treated specially since their origin is usually '0 0 0'
1573                 vec3_t o;
1574                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1575                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1576         }
1577         else
1578                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1579         trailtype = EFFECT_NONE;
1580         dlightradius = 0;
1581         dlightcolor[0] = 0;
1582         dlightcolor[1] = 0;
1583         dlightcolor[2] = 0;
1584         // LadyHavoc: if the entity has no effects, don't check each
1585         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1586         {
1587                 if (e->render.effects & EF_BRIGHTFIELD)
1588                 {
1589                         if (IS_NEXUIZ_DERIVED(gamemode))
1590                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1591                 }
1592                 if (e->render.effects & EF_DIMLIGHT)
1593                 {
1594                         dlightradius = max(dlightradius, 200);
1595                         dlightcolor[0] += 1.50f;
1596                         dlightcolor[1] += 1.50f;
1597                         dlightcolor[2] += 1.50f;
1598                 }
1599                 if (e->render.effects & EF_BRIGHTLIGHT)
1600                 {
1601                         dlightradius = max(dlightradius, 400);
1602                         dlightcolor[0] += 3.00f;
1603                         dlightcolor[1] += 3.00f;
1604                         dlightcolor[2] += 3.00f;
1605                 }
1606                 // LadyHavoc: more effects
1607                 if (e->render.effects & EF_RED) // red
1608                 {
1609                         dlightradius = max(dlightradius, 200);
1610                         dlightcolor[0] += 1.50f;
1611                         dlightcolor[1] += 0.15f;
1612                         dlightcolor[2] += 0.15f;
1613                 }
1614                 if (e->render.effects & EF_BLUE) // blue
1615                 {
1616                         dlightradius = max(dlightradius, 200);
1617                         dlightcolor[0] += 0.15f;
1618                         dlightcolor[1] += 0.15f;
1619                         dlightcolor[2] += 1.50f;
1620                 }
1621                 if (e->render.effects & EF_FLAME)
1622                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1623                 if (e->render.effects & EF_STARDUST)
1624                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1625         }
1626         // muzzleflash fades over time, and is offset a bit
1627         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1628         {
1629                 vec3_t v2;
1630                 vec3_t color;
1631                 trace_t trace;
1632                 matrix4x4_t tempmatrix;
1633                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1634                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1635                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1636                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1637                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1638                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1639                 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);
1640                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1641         }
1642         // LadyHavoc: if the model has no flags, don't check each
1643         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1644         {
1645                 if (e->render.effects & EF_GIB)
1646                         trailtype = EFFECT_TR_BLOOD;
1647                 else if (e->render.effects & EF_ZOMGIB)
1648                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1649                 else if (e->render.effects & EF_TRACER)
1650                         trailtype = EFFECT_TR_WIZSPIKE;
1651                 else if (e->render.effects & EF_TRACER2)
1652                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1653                 else if (e->render.effects & EF_ROCKET)
1654                         trailtype = EFFECT_TR_ROCKET;
1655                 else if (e->render.effects & EF_GRENADE)
1656                 {
1657                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1658                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1659                 }
1660                 else if (e->render.effects & EF_TRACER3)
1661                         trailtype = EFFECT_TR_VORESPIKE;
1662         }
1663         // LadyHavoc: customizable glow
1664         if (e->state_current.glowsize)
1665         {
1666                 // * 4 for the expansion from 0-255 to 0-1023 range,
1667                 // / 255 to scale down byte colors
1668                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1669                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1670         }
1671         // custom rtlight
1672         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1673         {
1674                 matrix4x4_t dlightmatrix;
1675                 vec4_t light;
1676                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1677                 light[3] = e->state_current.light[3];
1678                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1679                         VectorSet(light, 1, 1, 1);
1680                 if (light[3] == 0)
1681                         light[3] = 350;
1682                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1683                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1684                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1685                 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);
1686                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1687         }
1688         // make the glow dlight
1689         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1690         {
1691                 matrix4x4_t dlightmatrix;
1692                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1693                 // hack to make glowing player light shine on their gun
1694                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1695                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1696                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1697                 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);
1698                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1699         }
1700         // do trail light
1701         if (e->render.flags & RENDER_GLOWTRAIL)
1702                 trailtype = EFFECT_TR_GLOWTRAIL;
1703         if (e->state_current.traileffectnum)
1704                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1705         if (trailtype)
1706                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1707
1708         // don't show entities with no modelindex (note: this still shows
1709         // entities which have a modelindex that resolved to a NULL model)
1710         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1711                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1712         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1713         //      Matrix4x4_Print(&e->render.matrix);
1714 }
1715
1716 static void CL_RelinkWorld(void)
1717 {
1718         entity_t *ent = &cl.entities[0];
1719         // FIXME: this should be done at load
1720         ent->render.matrix = identitymatrix;
1721         ent->render.flags = RENDER_SHADOW;
1722         if (!r_fullbright.integer)
1723                 ent->render.flags |= RENDER_LIGHT;
1724         VectorSet(ent->render.colormod, 1, 1, 1);
1725         VectorSet(ent->render.glowmod, 1, 1, 1);
1726         ent->render.allowdecals = true;
1727         CL_UpdateRenderEntity(&ent->render);
1728         r_refdef.scene.worldentity = &ent->render;
1729         r_refdef.scene.worldmodel = cl.worldmodel;
1730
1731         // if the world is q2bsp, animate the textures
1732         if (ent->render.model && ent->render.model->brush.isq2bsp)
1733                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1734 }
1735
1736 static void CL_RelinkStaticEntities(void)
1737 {
1738         int i;
1739         entity_t *e;
1740         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1741         {
1742                 e->render.flags = 0;
1743                 // if the model was not loaded when the static entity was created we
1744                 // need to re-fetch the model pointer
1745                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1746                 // either fullbright or lit
1747                 if(!r_fullbright.integer)
1748                 {
1749                         if (!(e->render.effects & EF_FULLBRIGHT))
1750                                 e->render.flags |= RENDER_LIGHT;
1751                 }
1752                 // hide player shadow during intermission or nehahra movie
1753                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1754                         e->render.flags |= RENDER_SHADOW;
1755                 VectorSet(e->render.colormod, 1, 1, 1);
1756                 VectorSet(e->render.glowmod, 1, 1, 1);
1757                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1758                 e->render.allowdecals = true;
1759                 CL_UpdateRenderEntity(&e->render);
1760                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1761         }
1762 }
1763
1764 /*
1765 ===============
1766 CL_RelinkEntities
1767 ===============
1768 */
1769 static void CL_RelinkNetworkEntities(void)
1770 {
1771         entity_t *ent;
1772         int i;
1773
1774         // start on the entity after the world
1775         for (i = 1;i < cl.num_entities;i++)
1776         {
1777                 if (cl.entities_active[i])
1778                 {
1779                         ent = cl.entities + i;
1780                         if (ent->state_current.active)
1781                                 CL_LinkNetworkEntity(ent);
1782                         else
1783                                 cl.entities_active[i] = false;
1784                 }
1785         }
1786 }
1787
1788 static void CL_RelinkEffects(void)
1789 {
1790         int i, intframe;
1791         cl_effect_t *e;
1792         entity_render_t *entrender;
1793         float frame;
1794
1795         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1796         {
1797                 if (e->active)
1798                 {
1799                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1800                         intframe = (int)frame;
1801                         if (intframe < 0 || intframe >= e->endframe)
1802                         {
1803                                 memset(e, 0, sizeof(*e));
1804                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1805                                         cl.num_effects--;
1806                                 continue;
1807                         }
1808
1809                         if (intframe != e->frame)
1810                         {
1811                                 e->frame = intframe;
1812                                 e->frame1time = e->frame2time;
1813                                 e->frame2time = cl.time;
1814                         }
1815
1816                         // if we're drawing effects, get a new temp entity
1817                         // (NewTempEntity adds it to the render entities list for us)
1818                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1819                         {
1820                                 // interpolation stuff
1821                                 entrender->framegroupblend[0].frame = intframe;
1822                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1823                                 entrender->framegroupblend[0].start = e->frame1time;
1824                                 if (intframe + 1 >= e->endframe)
1825                                 {
1826                                         entrender->framegroupblend[1].frame = 0; // disappear
1827                                         entrender->framegroupblend[1].lerp = 0;
1828                                         entrender->framegroupblend[1].start = 0;
1829                                 }
1830                                 else
1831                                 {
1832                                         entrender->framegroupblend[1].frame = intframe + 1;
1833                                         entrender->framegroupblend[1].lerp = frame - intframe;
1834                                         entrender->framegroupblend[1].start = e->frame2time;
1835                                 }
1836
1837                                 // normal stuff
1838                                 entrender->model = e->model;
1839                                 entrender->alpha = 1;
1840                                 VectorSet(entrender->colormod, 1, 1, 1);
1841                                 VectorSet(entrender->glowmod, 1, 1, 1);
1842
1843                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1844                                 CL_UpdateRenderEntity(entrender);
1845                         }
1846                 }
1847         }
1848 }
1849
1850 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1851 {
1852         VectorCopy(b->start, start);
1853         VectorCopy(b->end, end);
1854
1855         // if coming from the player, update the start position
1856         if (b->entity == cl.viewentity)
1857         {
1858                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1859                 {
1860                         // LadyHavoc: this is a stupid hack from Quake that makes your
1861                         // lightning appear to come from your waist and cover less of your
1862                         // view
1863                         // in Quake this hack was applied to all players (causing the
1864                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1865                         // only applies to your own lightning, and only in first person
1866                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1867                 }
1868                 if (cl_beams_instantaimhack.integer)
1869                 {
1870                         vec3_t dir, localend;
1871                         vec_t len;
1872                         // LadyHavoc: this updates the beam direction to match your
1873                         // viewangles
1874                         VectorSubtract(end, start, dir);
1875                         len = VectorLength(dir);
1876                         VectorNormalize(dir);
1877                         VectorSet(localend, len, 0, 0);
1878                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1879                 }
1880         }
1881 }
1882
1883 void CL_RelinkBeams(void)
1884 {
1885         int i;
1886         beam_t *b;
1887         vec3_t dist, org, start, end;
1888         float d;
1889         entity_render_t *entrender;
1890         double yaw, pitch;
1891         float forward;
1892         matrix4x4_t tempmatrix;
1893
1894         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1895         {
1896                 if (!b->model)
1897                         continue;
1898                 if (b->endtime < cl.time)
1899                 {
1900                         b->model = NULL;
1901                         continue;
1902                 }
1903
1904                 CL_Beam_CalculatePositions(b, start, end);
1905
1906                 if (b->lightning)
1907                 {
1908                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1909                         {
1910                                 // FIXME: create a matrix from the beam start/end orientation
1911                                 vec3_t dlightcolor;
1912                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1913                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1914                                 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);
1915                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1916                         }
1917                         if (cl_beams_polygons.integer)
1918                         {
1919                                 CL_Beam_AddPolygons(b);
1920                                 continue;
1921                         }
1922                 }
1923
1924                 // calculate pitch and yaw
1925                 // (this is similar to the QuakeC builtin function vectoangles)
1926                 VectorSubtract(end, start, dist);
1927                 if (dist[1] == 0 && dist[0] == 0)
1928                 {
1929                         yaw = 0;
1930                         if (dist[2] > 0)
1931                                 pitch = 90;
1932                         else
1933                                 pitch = 270;
1934                 }
1935                 else
1936                 {
1937                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1938                         if (yaw < 0)
1939                                 yaw += 360;
1940
1941                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1942                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1943                         if (pitch < 0)
1944                                 pitch += 360;
1945                 }
1946
1947                 // add new entities for the lightning
1948                 VectorCopy (start, org);
1949                 d = VectorNormalizeLength(dist);
1950                 while (d > 0)
1951                 {
1952                         entrender = CL_NewTempEntity (0);
1953                         if (!entrender)
1954                                 return;
1955                         entrender->model = b->model;
1956                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1957                         CL_UpdateRenderEntity(entrender);
1958                         VectorMA(org, 30, dist, org);
1959                         d -= 30;
1960                 }
1961         }
1962
1963         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1964                 cl.num_beams--;
1965 }
1966
1967 static void CL_RelinkQWNails(void)
1968 {
1969         int i;
1970         vec_t *v;
1971         entity_render_t *entrender;
1972
1973         for (i = 0;i < cl.qw_num_nails;i++)
1974         {
1975                 v = cl.qw_nails[i];
1976
1977                 // if we're drawing effects, get a new temp entity
1978                 // (NewTempEntity adds it to the render entities list for us)
1979                 if (!(entrender = CL_NewTempEntity(0)))
1980                         continue;
1981
1982                 // normal stuff
1983                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1984                 entrender->alpha = 1;
1985                 VectorSet(entrender->colormod, 1, 1, 1);
1986                 VectorSet(entrender->glowmod, 1, 1, 1);
1987
1988                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1989                 CL_UpdateRenderEntity(entrender);
1990         }
1991 }
1992
1993 static void CL_LerpPlayer(float frac)
1994 {
1995         int i;
1996
1997         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1998         for (i = 0;i < 3;i++)
1999         {
2000                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
2001                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
2002                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
2003         }
2004
2005         // interpolate the angles if playing a demo or spectating someone
2006         if (cls.demoplayback || cl.fixangle[0])
2007         {
2008                 for (i = 0;i < 3;i++)
2009                 {
2010                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
2011                         if (d > 180)
2012                                 d -= 360;
2013                         else if (d < -180)
2014                                 d += 360;
2015                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
2016                 }
2017         }
2018 }
2019
2020 void CSQC_RelinkAllEntities (int drawmask)
2021 {
2022         // link stuff
2023         CL_RelinkWorld();
2024         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
2025         CL_MeshEntities_Scene_AddRenderEntity();
2026         CL_RelinkStaticEntities();
2027         CL_RelinkBeams();
2028         CL_RelinkEffects();
2029         CL_RelinkLightFlashes();
2030
2031         // link stuff
2032         if (drawmask & ENTMASK_ENGINE)
2033         {
2034                 CL_RelinkNetworkEntities();
2035                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
2036                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
2037                 CL_RelinkQWNails();
2038         }
2039
2040         // update view blend
2041         V_CalcViewBlend();
2042 }
2043
2044 /*
2045 ===============
2046 CL_UpdateWorld
2047
2048 Update client game world for a new frame
2049 ===============
2050 */
2051 void CL_UpdateWorld(void)
2052 {
2053         r_refdef.scene.extraupdate = !r_speeds.integer;
2054         r_refdef.scene.numentities = 0;
2055         r_refdef.scene.numlights = 0;
2056         r_refdef.view.matrix = identitymatrix;
2057         r_refdef.view.quality = 1;
2058                 
2059         cl.num_brushmodel_entities = 0;
2060
2061         if (cls.state == ca_connected && cls.signon == SIGNONS)
2062         {
2063                 // prepare for a new frame
2064                 CL_LerpPlayer(CL_LerpPoint());
2065                 CL_DecayLightFlashes();
2066                 CL_ClearTempEntities();
2067                 V_DriftPitch();
2068                 V_FadeViewFlashs();
2069
2070                 // if prediction is enabled we have to update all the collidable
2071                 // network entities before the prediction code can be run
2072                 CL_UpdateNetworkCollisionEntities();
2073
2074                 // now update the player prediction
2075                 CL_ClientMovement_Replay();
2076
2077                 // update the player entity (which may be predicted)
2078                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2079
2080                 // now update the view (which depends on that player entity)
2081                 V_CalcRefdef();
2082
2083                 // now update all the network entities and create particle trails
2084                 // (some entities may depend on the view)
2085                 CL_UpdateNetworkEntities();
2086
2087                 // update the engine-based viewmodel
2088                 CL_UpdateViewModel();
2089
2090                 // when csqc is loaded, it will call this in CSQC_UpdateView
2091                 if (!cl.csqc_loaded)
2092                 {
2093                         // clear the CL_Mesh_Scene() used for some engine effects
2094                         CL_MeshEntities_Scene_Clear();
2095                         // add engine entities and effects
2096                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2097                 }
2098
2099                 // decals, particles, and explosions will be updated during rneder
2100         }
2101
2102         r_refdef.scene.time = cl.time;
2103 }
2104
2105 /*
2106 ======================
2107 CL_Fog_f
2108 ======================
2109 */
2110 static void CL_Fog_f(cmd_state_t *cmd)
2111 {
2112         if (Cmd_Argc (cmd) == 1)
2113         {
2114                 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);
2115                 return;
2116         }
2117         FOG_clear(); // so missing values get good defaults
2118         if(Cmd_Argc(cmd) > 1)
2119                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2120         if(Cmd_Argc(cmd) > 2)
2121                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2122         if(Cmd_Argc(cmd) > 3)
2123                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2124         if(Cmd_Argc(cmd) > 4)
2125                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2126         if(Cmd_Argc(cmd) > 5)
2127                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2128         if(Cmd_Argc(cmd) > 6)
2129                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2130         if(Cmd_Argc(cmd) > 7)
2131                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2132         if(Cmd_Argc(cmd) > 8)
2133                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2134         if(Cmd_Argc(cmd) > 9)
2135                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2136 }
2137
2138 /*
2139 ======================
2140 CL_FogHeightTexture_f
2141 ======================
2142 */
2143 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2144 {
2145         if (Cmd_Argc (cmd) < 11)
2146         {
2147                 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);
2148                 return;
2149         }
2150         FOG_clear(); // so missing values get good defaults
2151         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2152         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2153         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2154         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2155         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2156         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2157         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2158         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2159         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2160         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2161 }
2162
2163
2164 /*
2165 ====================
2166 CL_TimeRefresh_f
2167
2168 For program optimization
2169 ====================
2170 */
2171 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2172 {
2173         int i;
2174         double timestart, timedelta;
2175
2176         r_refdef.scene.extraupdate = false;
2177
2178         timestart = Sys_DirtyTime();
2179         for (i = 0;i < 128;i++)
2180         {
2181                 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);
2182                 r_refdef.view.quality = 1;
2183                 CL_UpdateScreen();
2184         }
2185         timedelta = Sys_DirtyTime() - timestart;
2186
2187         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2188 }
2189
2190 static void CL_AreaStats_f(cmd_state_t *cmd)
2191 {
2192         World_PrintAreaStats(&cl.world, "client");
2193 }
2194
2195 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2196 {
2197         int i;
2198         cl_locnode_t *loc;
2199         cl_locnode_t *best;
2200         vec3_t nearestpoint;
2201         vec_t dist, bestdist;
2202         best = NULL;
2203         bestdist = 0;
2204         for (loc = cl.locnodes;loc;loc = loc->next)
2205         {
2206                 for (i = 0;i < 3;i++)
2207                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2208                 dist = VectorDistance2(nearestpoint, point);
2209                 if (bestdist > dist || !best)
2210                 {
2211                         bestdist = dist;
2212                         best = loc;
2213                         if (bestdist < 1)
2214                                 break;
2215                 }
2216         }
2217         return best;
2218 }
2219
2220 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2221 {
2222         cl_locnode_t *loc;
2223         loc = CL_Locs_FindNearest(point);
2224         if (loc)
2225                 strlcpy(buffer, loc->name, buffersize);
2226         else
2227                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2228 }
2229
2230 static void CL_Locs_FreeNode(cl_locnode_t *node)
2231 {
2232         cl_locnode_t **pointer, **next;
2233         for (pointer = &cl.locnodes;*pointer;pointer = next)
2234         {
2235                 next = &(*pointer)->next;
2236                 if (*pointer == node)
2237                 {
2238                         *pointer = node->next;
2239                         Mem_Free(node);
2240                         return;
2241                 }
2242         }
2243         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2244 }
2245
2246 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2247 {
2248         cl_locnode_t *node, **pointer;
2249         int namelen;
2250         if (!name)
2251                 name = "";
2252         namelen = (int)strlen(name);
2253         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2254         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2255         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2256         node->name = (char *)(node + 1);
2257         memcpy(node->name, name, namelen);
2258         node->name[namelen] = 0;
2259         // link it into the tail of the list to preserve the order
2260         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2261                 ;
2262         *pointer = node;
2263 }
2264
2265 static void CL_Locs_Add_f(cmd_state_t *cmd)
2266 {
2267         vec3_t mins, maxs;
2268         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2269         {
2270                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2271                 return;
2272         }
2273         mins[0] = atof(Cmd_Argv(cmd, 1));
2274         mins[1] = atof(Cmd_Argv(cmd, 2));
2275         mins[2] = atof(Cmd_Argv(cmd, 3));
2276         if (Cmd_Argc(cmd) == 8)
2277         {
2278                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2279                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2280                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2281                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2282         }
2283         else
2284                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2285 }
2286
2287 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2288 {
2289         cl_locnode_t *loc;
2290         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2291         if (loc)
2292                 CL_Locs_FreeNode(loc);
2293         else
2294                 Con_Printf("no loc point or box found for your location\n");
2295 }
2296
2297 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2298 {
2299         while (cl.locnodes)
2300                 CL_Locs_FreeNode(cl.locnodes);
2301 }
2302
2303 static void CL_Locs_Save_f(cmd_state_t *cmd)
2304 {
2305         cl_locnode_t *loc;
2306         qfile_t *outfile;
2307         char locfilename[MAX_QPATH];
2308         if (!cl.locnodes)
2309         {
2310                 Con_Printf("No loc points/boxes exist!\n");
2311                 return;
2312         }
2313         if (cls.state != ca_connected || !cl.worldmodel)
2314         {
2315                 Con_Printf("No level loaded!\n");
2316                 return;
2317         }
2318         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2319
2320         outfile = FS_OpenRealFile(locfilename, "w", false);
2321         if (!outfile)
2322                 return;
2323         // if any boxes are used then this is a proquake-format loc file, which
2324         // allows comments, so add some relevant information at the start
2325         for (loc = cl.locnodes;loc;loc = loc->next)
2326                 if (!VectorCompare(loc->mins, loc->maxs))
2327                         break;
2328         if (loc)
2329         {
2330                 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);
2331                 for (loc = cl.locnodes;loc;loc = loc->next)
2332                         if (VectorCompare(loc->mins, loc->maxs))
2333                                 break;
2334                 if (loc)
2335                         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");
2336         }
2337         for (loc = cl.locnodes;loc;loc = loc->next)
2338         {
2339                 if (VectorCompare(loc->mins, loc->maxs))
2340                 {
2341                         int len;
2342                         const char *s;
2343                         const char *in = loc->name;
2344                         char name[MAX_INPUTLINE];
2345                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2346                         {
2347                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2348                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2349                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2350                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2351                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2352                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2353                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2354                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2355                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2356                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2357                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2358                                 else s = NULL;
2359                                 if (s)
2360                                 {
2361                                         while (len < (int)sizeof(name) - 1 && *s)
2362                                                 name[len++] = *s++;
2363                                         continue;
2364                                 }
2365                                 name[len++] = *in++;
2366                         }
2367                         name[len] = 0;
2368                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2369                 }
2370                 else
2371                         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);
2372         }
2373         FS_Close(outfile);
2374 }
2375
2376 void CL_Locs_Reload_f(cmd_state_t *cmd)
2377 {
2378         int i, linenumber, limit, len;
2379         const char *s;
2380         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2381         fs_offset_t filesize;
2382         vec3_t mins, maxs;
2383         char locfilename[MAX_QPATH];
2384         char name[MAX_INPUTLINE];
2385
2386         if (cls.state != ca_connected || !cl.worldmodel)
2387         {
2388                 Con_Printf("No level loaded!\n");
2389                 return;
2390         }
2391
2392         CL_Locs_Clear_f(cmd);
2393
2394         // try maps/something.loc first (LadyHavoc: where I think they should be)
2395         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2396         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2397         if (!filedata)
2398         {
2399                 // try proquake name as well (LadyHavoc: I hate path mangling)
2400                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2401                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2402                 if (!filedata)
2403                         return;
2404         }
2405         text = filedata;
2406         textend = filedata + filesize;
2407         for (linenumber = 1;text < textend;linenumber++)
2408         {
2409                 linestart = text;
2410                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2411                         ;
2412                 lineend = text;
2413                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2414                         text++;
2415                 if (text < textend)
2416                         text++;
2417                 // trim trailing whitespace
2418                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2419                         lineend--;
2420                 // trim leading whitespace
2421                 while (linestart < lineend && ISWHITESPACE(*linestart))
2422                         linestart++;
2423                 // check if this is a comment
2424                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2425                         continue;
2426                 linetext = linestart;
2427                 limit = 3;
2428                 for (i = 0;i < limit;i++)
2429                 {
2430                         if (linetext >= lineend)
2431                                 break;
2432                         // note: a missing number is interpreted as 0
2433                         if (i < 3)
2434                                 mins[i] = atof(linetext);
2435                         else
2436                                 maxs[i - 3] = atof(linetext);
2437                         // now advance past the number
2438                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2439                                 linetext++;
2440                         // advance through whitespace
2441                         if (linetext < lineend)
2442                         {
2443                                 if (*linetext == ',')
2444                                 {
2445                                         linetext++;
2446                                         limit = 6;
2447                                         // note: comma can be followed by whitespace
2448                                 }
2449                                 if (ISWHITESPACE(*linetext))
2450                                 {
2451                                         // skip whitespace
2452                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2453                                                 linetext++;
2454                                 }
2455                         }
2456                 }
2457                 // if this is a quoted name, remove the quotes
2458                 if (i == 6)
2459                 {
2460                         if (linetext >= lineend || *linetext != '"')
2461                                 continue; // proquake location names are always quoted
2462                         lineend--;
2463                         linetext++;
2464                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2465                         memcpy(name, linetext, len);
2466                         name[len] = 0;
2467                         // add the box to the list
2468                         CL_Locs_AddNode(mins, maxs, name);
2469                 }
2470                 // if a point was parsed, it needs to be scaled down by 8 (since
2471                 // point-based loc files were invented by a proxy which dealt
2472                 // directly with quake protocol coordinates, which are *8), turn
2473                 // it into a box
2474                 else if (i == 3)
2475                 {
2476                         // interpret silly fuhquake macros
2477                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2478                         {
2479                                 if (*linetext == '$')
2480                                 {
2481                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2482                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2483                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2484                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2485                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2486                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2487                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2488                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2489                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2490                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2491                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2492                                         else s = NULL;
2493                                         if (s)
2494                                         {
2495                                                 while (len < (int)sizeof(name) - 1 && *s)
2496                                                         name[len++] = *s++;
2497                                                 continue;
2498                                         }
2499                                 }
2500                                 name[len++] = *linetext++;
2501                         }
2502                         name[len] = 0;
2503                         // add the point to the list
2504                         VectorScale(mins, (1.0 / 8.0), mins);
2505                         CL_Locs_AddNode(mins, mins, name);
2506                 }
2507                 else
2508                         continue;
2509         }
2510 }
2511
2512 entity_t cl_meshentities[NUM_MESHENTITIES];
2513 model_t cl_meshentitymodels[NUM_MESHENTITIES];
2514 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2515 {
2516         "MESH_SCENE",
2517         "MESH_UI",
2518 };
2519
2520 static void CL_MeshEntities_Restart(void)
2521 {
2522         int i;
2523         entity_t *ent;
2524         for (i = 0; i < NUM_MESHENTITIES; i++)
2525         {
2526                 ent = cl_meshentities + i;
2527                 Mod_Mesh_Destroy(ent->render.model);
2528                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2529         }
2530 }
2531
2532 static void CL_MeshEntities_Start(void)
2533 {
2534         int i;
2535         entity_t *ent;
2536         for(i = 0; i < NUM_MESHENTITIES; i++)
2537         {
2538                 ent = cl_meshentities + i;
2539                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2540         }
2541 }
2542
2543 static void CL_MeshEntities_Shutdown(void)
2544 {
2545         int i;
2546         entity_t *ent;
2547         for(i = 0; i < NUM_MESHENTITIES; i++)
2548         {
2549                 ent = cl_meshentities + i;
2550                 Mod_Mesh_Destroy(ent->render.model);
2551         }
2552 }
2553
2554 void CL_MeshEntities_Init(void)
2555 {
2556         int i;
2557         entity_t *ent;
2558         for (i = 0; i < NUM_MESHENTITIES; i++)
2559         {
2560                 ent = cl_meshentities + i;
2561                 ent->state_current.active = true;
2562                 ent->render.model = cl_meshentitymodels + i;
2563                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2564                 ent->render.alpha = 1;
2565                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2566                 ent->render.framegroupblend[0].lerp = 1;
2567                 ent->render.frameblend[0].lerp = 1;
2568                 VectorSet(ent->render.colormod, 1, 1, 1);
2569                 VectorSet(ent->render.glowmod, 1, 1, 1);
2570                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2571                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2572                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2573                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2574                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2575                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2576                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2577                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2578                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2579                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2580                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2581                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2582                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2583                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2584                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2585
2586                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2587                 CL_UpdateRenderEntity(&ent->render);
2588         }
2589         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2590         R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2591 }
2592
2593 void CL_MeshEntities_Scene_Clear(void)
2594 {
2595         Mod_Mesh_Reset(CL_Mesh_Scene());
2596 }
2597
2598 void CL_MeshEntities_Scene_AddRenderEntity(void)
2599 {
2600         entity_t* ent = &cl_meshentities[MESH_SCENE];
2601         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2602 }
2603
2604 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2605 {
2606         entity_t *ent = &cl_meshentities[MESH_SCENE];
2607         Mod_Mesh_Finalize(ent->render.model);
2608         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2609         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2610 }
2611
2612 extern cvar_t r_overheadsprites_pushback;
2613 extern cvar_t r_fullbright_directed_pitch_relative;
2614 extern cvar_t r_fullbright_directed_pitch;
2615 extern cvar_t r_fullbright_directed_ambient;
2616 extern cvar_t r_fullbright_directed_diffuse;
2617 extern cvar_t r_fullbright_directed;
2618 extern cvar_t r_hdr_glowintensity;
2619
2620 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2621 {
2622         vec3_t angles;
2623
2624         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2625         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2626
2627         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2628         // same for all stereo views, and to better handle pitches outside
2629         // [-90, 90] (in_pitch_* cvars allow that).
2630         VectorCopy(cl.viewangles, angles);
2631         if (r_fullbright_directed_pitch_relative.integer) {
2632                 angles[PITCH] += r_fullbright_directed_pitch.value;
2633         }
2634         else {
2635                 angles[PITCH] = r_fullbright_directed_pitch.value;
2636         }
2637         AngleVectors(angles, worldspacenormal, NULL, NULL);
2638         VectorNegate(worldspacenormal, worldspacenormal);
2639 }
2640
2641 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2642 {
2643         float shadingorigin[3], a[3], c[3], dir[3];
2644         int q;
2645
2646         for (q = 0; q < 3; q++)
2647                 a[q] = c[q] = dir[q] = 0;
2648
2649         ent->render_lightgrid = false;
2650         ent->render_modellight_forced = false;
2651         ent->render_rtlight_disabled = false;
2652
2653         // pick an appropriate value for render_modellight_origin - if this is an
2654         // attachment we want to use the parent's render_modellight_origin so that
2655         // shading is the same (also important for r_shadows to cast shadows in the
2656         // same direction)
2657         if (VectorLength2(ent->custommodellight_origin))
2658         {
2659                 // CSQC entities always provide this (via CL_GetTagMatrix)
2660                 for (q = 0; q < 3; q++)
2661                         shadingorigin[q] = ent->custommodellight_origin[q];
2662         }
2663         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2664         {
2665                 // network entity - follow attachment chain back to a root entity,
2666                 int entnum = ent->entitynumber, recursion;
2667                 for (recursion = 32; recursion > 0; --recursion)
2668                 {
2669                         int parentnum = cl.entities[entnum].state_current.tagentity;
2670                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2671                                 break;
2672                         entnum = parentnum;
2673                 }
2674                 // grab the root entity's origin
2675                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2676         }
2677         else
2678         {
2679                 // not a CSQC entity (which sets custommodellight_origin), not a network
2680                 // entity - so it's probably not attached to anything
2681                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2682         }
2683
2684         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2685         {
2686                 // intentionally EF_FULLBRIGHT entity
2687                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2688                 // CSQC can still provide its own customized modellight values
2689                 ent->render_rtlight_disabled = true;
2690                 ent->render_modellight_forced = true;
2691                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2692                 {
2693                         // custom colors provided by CSQC
2694                         for (q = 0; q < 3; q++)
2695                         {
2696                                 a[q] = ent->custommodellight_ambient[q];
2697                                 c[q] = ent->custommodellight_diffuse[q];
2698                                 dir[q] = ent->custommodellight_lightdir[q];
2699                         }
2700                 }
2701                 else if (r_fullbright_directed.integer)
2702                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2703                 else
2704                         for (q = 0; q < 3; q++)
2705                                 a[q] = 1;
2706         }
2707         else
2708         {
2709                 // fetch the lighting from the worldmodel data
2710
2711                 // CSQC can provide its own customized modellight values
2712                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2713                 {
2714                         ent->render_modellight_forced = true;
2715                         for (q = 0; q < 3; q++)
2716                         {
2717                                 a[q] = ent->custommodellight_ambient[q];
2718                                 c[q] = ent->custommodellight_diffuse[q];
2719                                 dir[q] = ent->custommodellight_lightdir[q];
2720                         }
2721                 }
2722                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2723                 {
2724                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2725                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2726                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2727                         ent->render_modellight_forced = true;
2728                         ent->render_rtlight_disabled = true;
2729                 }
2730                 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))
2731                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2732                 {
2733                         ent->render_lightgrid = true;
2734                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2735                 }
2736                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2737                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2738                 else if (r_fullbright_directed.integer)
2739                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2740                 else
2741                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2742         }
2743
2744         for (q = 0; q < 3; q++)
2745         {
2746                 ent->render_fullbright[q] = ent->colormod[q];
2747                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2748                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2749                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2750                 ent->render_modellight_specular[q] = c[q];
2751                 ent->render_modellight_lightdir_world[q] = dir[q];
2752                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2753                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2754                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2755                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2756                 ent->render_rtlight_specular[q] = 1;
2757         }
2758
2759         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2760         if (ent->render_modellight_forced)
2761                 for (q = 0; q < 3; q++)
2762                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2763         if (ent->render_rtlight_disabled)
2764                 for (q = 0; q < 3; q++)
2765                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2766
2767         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2768                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2769         VectorNormalize(ent->render_modellight_lightdir_world);
2770         // transform into local space for the entity as well
2771         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2772         VectorNormalize(ent->render_modellight_lightdir_local);
2773 }
2774
2775
2776 void CL_UpdateEntityShading(void)
2777 {
2778         int i;
2779         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2780         for (i = 0; i < r_refdef.scene.numentities; i++)
2781                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2782 }
2783
2784 qbool vid_opened = false;
2785 void CL_StartVideo(void)
2786 {
2787         if (!vid_opened && cls.state != ca_dedicated)
2788         {
2789                 vid_opened = true;
2790 #ifdef WIN32
2791                 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
2792                 NetConn_UpdateSockets();
2793 #endif
2794                 VID_Start();
2795                 CDAudio_Startup();
2796         }
2797 }
2798
2799 extern cvar_t host_framerate;
2800 extern cvar_t host_speeds;
2801
2802 double CL_Frame (double time)
2803 {
2804         static double clframetime;
2805         static double cl_timer = 0;
2806         static double time1 = 0, time2 = 0, time3 = 0;
2807         int pass1, pass2, pass3;
2808
2809         CL_VM_PreventInformationLeaks();
2810
2811         // get new key events
2812         Key_EventQueue_Unblock();
2813         SndSys_SendKeyEvents();
2814         Sys_SendKeyEvents();
2815
2816         if((cl_timer += time) < 0)
2817                 return cl_timer;
2818
2819         // limit the frametime steps to no more than 100ms each
2820         if (cl_timer > 0.1)
2821                 cl_timer = 0.1;
2822
2823         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2824         {
2825                 R_TimeReport("---");
2826                 Collision_Cache_NewFrame();
2827                 R_TimeReport("photoncache");
2828 #ifdef CONFIG_VIDEO_CAPTURE
2829                 // decide the simulation time
2830                 if (cls.capturevideo.active)
2831                 {
2832                         //***
2833                         if (cls.capturevideo.realtime)
2834                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2835                         else
2836                         {
2837                                 clframetime = 1.0 / cls.capturevideo.framerate;
2838                                 cl.realframetime = max(time, clframetime);
2839                         }
2840                 }
2841                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2842
2843 #else
2844                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2845 #endif
2846                 {
2847                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2848                         // when running slow, we need to sleep to keep input responsive
2849                         if (cl_maxfps_alwayssleep.value > 0)
2850                                 Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
2851                 }
2852                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2853                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2854                 else
2855                         clframetime = cl.realframetime = cl_timer;
2856
2857                 // apply slowmo scaling
2858                 clframetime *= cl.movevars_timescale;
2859                 // scale playback speed of demos by slowmo cvar
2860                 if (cls.demoplayback)
2861                 {
2862                         clframetime *= host_timescale.value;
2863                         // if demo playback is paused, don't advance time at all
2864                         if (cls.demopaused)
2865                                 clframetime = 0;
2866                 }
2867                 else
2868                 {
2869                         // host_framerate overrides all else
2870                         if (host_framerate.value)
2871                                 clframetime = host_framerate.value;
2872
2873                         if (cl.paused || host.paused)
2874                                 clframetime = 0;
2875                 }
2876
2877                 if (cls.timedemo)
2878                         clframetime = cl.realframetime = cl_timer;
2879
2880                 // deduct the frame time from the accumulator
2881                 cl_timer -= cl.realframetime;
2882
2883                 cl.oldtime = cl.time;
2884                 cl.time += clframetime;
2885
2886                 // update video
2887                 if (host_speeds.integer)
2888                         time1 = Sys_DirtyTime();
2889                 R_TimeReport("pre-input");
2890
2891                 // Collect input into cmd
2892                 CL_Input();
2893
2894                 R_TimeReport("input");
2895
2896                 // check for new packets
2897                 NetConn_ClientFrame();
2898
2899                 // read a new frame from a demo if needed
2900                 CL_ReadDemoMessage();
2901                 R_TimeReport("clientnetwork");
2902
2903                 // now that packets have been read, send input to server
2904                 CL_SendMove();
2905                 R_TimeReport("sendmove");
2906
2907                 // update client world (interpolate entities, create trails, etc)
2908                 CL_UpdateWorld();
2909                 R_TimeReport("lerpworld");
2910
2911                 CL_Video_Frame();
2912
2913                 R_TimeReport("client");
2914
2915                 CL_UpdateScreen();
2916                 R_TimeReport("render");
2917
2918                 if (host_speeds.integer)
2919                         time2 = Sys_DirtyTime();
2920
2921                 // update audio
2922                 if(cl.csqc_usecsqclistener)
2923                 {
2924                         S_Update(&cl.csqc_listenermatrix);
2925                         cl.csqc_usecsqclistener = false;
2926                 }
2927                 else
2928                         S_Update(&r_refdef.view.matrix);
2929
2930                 CDAudio_Update();
2931                 R_TimeReport("audio");
2932
2933                 // reset gathering of mouse input
2934                 in_mouse_x = in_mouse_y = 0;
2935
2936                 if (host_speeds.integer)
2937                 {
2938                         pass1 = (int)((time1 - time3)*1000000);
2939                         time3 = Sys_DirtyTime();
2940                         pass2 = (int)((time2 - time1)*1000000);
2941                         pass3 = (int)((time3 - time2)*1000000);
2942                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2943                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2944                 }
2945         }
2946         // if there is some time remaining from this frame, reset the timer
2947         return cl_timer >= 0 ? 0 : cl_timer;
2948 }
2949
2950 /*
2951 ===========
2952 CL_Shutdown
2953 ===========
2954 */
2955 void CL_Shutdown (void)
2956 {
2957         // be quiet while shutting down
2958         S_StopAllSounds();
2959         
2960         // disconnect client from server if active
2961         CL_Disconnect();
2962         
2963         CL_Video_Shutdown();
2964
2965 #ifdef CONFIG_MENU
2966         // Shutdown menu
2967         if(MR_Shutdown)
2968                 MR_Shutdown();
2969 #endif
2970
2971         CDAudio_Shutdown ();
2972         S_Terminate ();
2973         
2974         R_Modules_Shutdown();
2975         VID_Shutdown();
2976
2977         CL_Screen_Shutdown();
2978         CL_Particles_Shutdown();
2979         CL_Parse_Shutdown();
2980         CL_MeshEntities_Shutdown();
2981
2982         Key_Shutdown();
2983         S_Shutdown();
2984
2985         Mem_FreePool (&cls.permanentmempool);
2986         Mem_FreePool (&cls.levelmempool);
2987 }
2988
2989 /*
2990 =================
2991 CL_Init
2992 =================
2993 */
2994 void CL_Init (void)
2995 {
2996         if (cls.state == ca_dedicated)
2997         {
2998                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2999         }
3000         else
3001         {
3002                 Con_Printf("Initializing client\n");
3003
3004                 Cvar_SetValueQuick(&host_isclient, 1);
3005
3006                 R_Modules_Init();
3007                 Palette_Init();
3008 #ifdef CONFIG_MENU
3009                 MR_Init_Commands();
3010 #endif
3011                 VID_Shared_Init();
3012                 VID_Init();
3013                 Render_Init();
3014                 S_Init();
3015                 CDAudio_Init();
3016                 Key_Init();
3017                 V_Init();
3018
3019                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
3020                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
3021
3022                 memset(&r_refdef, 0, sizeof(r_refdef));
3023                 // max entities sent to renderer per frame
3024                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
3025                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
3026
3027                 // max temp entities
3028                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
3029                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
3030
3031                 CL_InitInput ();
3032
3033         //
3034         // register our commands
3035         //
3036                 CL_InitCommands();
3037
3038                 Cvar_RegisterVariable (&cl_upspeed);
3039                 Cvar_RegisterVariable (&cl_forwardspeed);
3040                 Cvar_RegisterVariable (&cl_backspeed);
3041                 Cvar_RegisterVariable (&cl_sidespeed);
3042                 Cvar_RegisterVariable (&cl_movespeedkey);
3043                 Cvar_RegisterVariable (&cl_yawspeed);
3044                 Cvar_RegisterVariable (&cl_pitchspeed);
3045                 Cvar_RegisterVariable (&cl_anglespeedkey);
3046                 Cvar_RegisterVariable (&cl_shownet);
3047                 Cvar_RegisterVariable (&cl_nolerp);
3048                 Cvar_RegisterVariable (&cl_lerpexcess);
3049                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
3050                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
3051                 Cvar_RegisterVariable (&cl_deathfade);
3052                 Cvar_RegisterVariable (&lookspring);
3053                 Cvar_RegisterVariable (&lookstrafe);
3054                 Cvar_RegisterVariable (&sensitivity);
3055                 Cvar_RegisterVariable (&freelook);
3056
3057                 Cvar_RegisterVariable (&m_pitch);
3058                 Cvar_RegisterVariable (&m_yaw);
3059                 Cvar_RegisterVariable (&m_forward);
3060                 Cvar_RegisterVariable (&m_side);
3061
3062                 Cvar_RegisterVariable (&cl_itembobspeed);
3063                 Cvar_RegisterVariable (&cl_itembobheight);
3064
3065                 CL_Demo_Init();
3066
3067                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
3068                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
3069                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
3070                 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)");
3071
3072                 // Support Client-side Model Index List
3073                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
3074                 // Support Client-side Sound Index List
3075                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3076
3077                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3078                 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)");
3079
3080                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3081
3082                 Cvar_RegisterVariable(&r_draweffects);
3083                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3084                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3085                 Cvar_RegisterVariable(&cl_explosions_size_start);
3086                 Cvar_RegisterVariable(&cl_explosions_size_end);
3087                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3088                 Cvar_RegisterVariable(&cl_stainmaps);
3089                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3090                 Cvar_RegisterVariable(&cl_beams_polygons);
3091                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3092                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3093                 Cvar_RegisterVariable(&cl_beams_lightatend);
3094                 Cvar_RegisterVariable(&cl_noplayershadow);
3095                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3096                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3097
3098                 Cvar_RegisterVariable(&cl_prydoncursor);
3099                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3100
3101                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3102
3103                 // for QW connections
3104                 Cvar_RegisterVariable(&qport);
3105                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3106
3107                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3108
3109                 Cvar_RegisterVariable(&cl_locs_enable);
3110                 Cvar_RegisterVariable(&cl_locs_show);
3111                 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)");
3112                 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)");
3113                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3114                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3115                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3116
3117                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3118
3119                 Cvar_RegisterVariable (&cl_minfps);
3120                 Cvar_RegisterVariable (&cl_minfps_fade);
3121                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3122                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3123                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3124                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3125                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3126                 Cvar_RegisterVariable (&cl_minfps_force);
3127                 Cvar_RegisterVariable (&cl_maxfps);
3128                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3129                 Cvar_RegisterVariable (&cl_maxidlefps);
3130
3131                 CL_Parse_Init();
3132                 CL_Particles_Init();
3133                 CL_Screen_Init();
3134
3135                 CL_Video_Init();
3136
3137                 NetConn_UpdateSockets_Client();
3138
3139                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3140                 host.hook.Disconnect = CL_DisconnectEx;
3141                 host.hook.CL_Intermission = CL_Intermission;
3142                 host.hook.ToggleMenu = CL_ToggleMenu_Hook;
3143         }
3144 }