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