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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 static 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 static qbool CL_Intermission(void)
576 {
577         return cl.intermission;
578 }
579
580 /*
581 ==============
582 CL_PrintEntities_f
583 ==============
584 */
585 static void CL_PrintEntities_f(cmd_state_t *cmd)
586 {
587         entity_t *ent;
588         int i;
589
590         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
591         {
592                 const char* modelname;
593
594                 if (!ent->state_current.active)
595                         continue;
596
597                 if (ent->render.model)
598                         modelname = ent->render.model->name;
599                 else
600                         modelname = "--no model--";
601                 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);
602         }
603 }
604
605 /*
606 ===============
607 CL_ModelIndexList_f
608
609 List information on all models in the client modelindex
610 ===============
611 */
612 static void CL_ModelIndexList_f(cmd_state_t *cmd)
613 {
614         int i;
615         dp_model_t *model;
616
617         // Print Header
618         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
619
620         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
621         {
622                 model = CL_GetModelByIndex(i);
623                 if (!model)
624                         continue;
625                 if(model->loaded || i == 1)
626                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
627                 else
628                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
629                 i++;
630         }
631 }
632
633 /*
634 ===============
635 CL_SoundIndexList_f
636
637 List all sounds in the client soundindex
638 ===============
639 */
640 static void CL_SoundIndexList_f(cmd_state_t *cmd)
641 {
642         int i = 1;
643
644         while(cl.sound_precache[i] && i != MAX_SOUNDS)
645         { // Valid Sound
646                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
647                 i++;
648         }
649 }
650
651 /*
652 ===============
653 CL_UpdateRenderEntity
654
655 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
656 ===============
657 */
658 void CL_UpdateRenderEntity(entity_render_t *ent)
659 {
660         vec3_t org;
661         vec_t scale;
662         dp_model_t *model = ent->model;
663         // update the inverse matrix for the renderer
664         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
665         // update the animation blend state
666         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
667         // we need the matrix origin to center the box
668         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
669         // update entity->render.scale because the renderer needs it
670         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
671         if (model)
672         {
673                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
674 #ifdef MATRIX4x4_OPENGLORIENTATION
675                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
676 #else
677                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
678 #endif
679                 {
680                         // pitch or roll
681                         VectorMA(org, scale, model->rotatedmins, ent->mins);
682                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
683                 }
684 #ifdef MATRIX4x4_OPENGLORIENTATION
685                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
686 #else
687                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
688 #endif
689                 {
690                         // yaw
691                         VectorMA(org, scale, model->yawmins, ent->mins);
692                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
693                 }
694                 else
695                 {
696                         VectorMA(org, scale, model->normalmins, ent->mins);
697                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
698                 }
699         }
700         else
701         {
702                 ent->mins[0] = org[0] - 16;
703                 ent->mins[1] = org[1] - 16;
704                 ent->mins[2] = org[2] - 16;
705                 ent->maxs[0] = org[0] + 16;
706                 ent->maxs[1] = org[1] + 16;
707                 ent->maxs[2] = org[2] + 16;
708         }
709 }
710
711 /*
712 ===============
713 CL_LerpPoint
714
715 Determines the fraction between the last two messages that the objects
716 should be put at.
717 ===============
718 */
719 static float CL_LerpPoint(void)
720 {
721         float f;
722
723         if (cl_nettimesyncboundmode.integer == 1)
724                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
725
726         // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
727         if (cl.mtime[0] <= cl.mtime[1])
728         {
729                 cl.time = cl.mtime[0];
730                 return 1;
731         }
732
733         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
734         return bound(0, f, 1 + cl_lerpexcess.value);
735 }
736
737 void CL_ClearTempEntities (void)
738 {
739         r_refdef.scene.numtempentities = 0;
740         // grow tempentities buffer on request
741         if (r_refdef.scene.expandtempentities)
742         {
743                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
744                 r_refdef.scene.maxtempentities *= 2;
745                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
746                 r_refdef.scene.expandtempentities = false;
747         }
748 }
749
750 entity_render_t *CL_NewTempEntity(double shadertime)
751 {
752         entity_render_t *render;
753
754         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
755                 return NULL;
756         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
757         {
758                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
759                 return NULL;
760         }
761         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
762         memset (render, 0, sizeof(*render));
763         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
764
765         render->shadertime = shadertime;
766         render->alpha = 1;
767         VectorSet(render->colormod, 1, 1, 1);
768         VectorSet(render->glowmod, 1, 1, 1);
769         return render;
770 }
771
772 void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
773 {
774         int i;
775         cl_effect_t *e;
776         if (!model) // sanity check
777                 return;
778         if (framerate < 1)
779         {
780                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
781                 return;
782         }
783         if (framecount < 1)
784         {
785                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
786                 return;
787         }
788         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
789         {
790                 if (e->active)
791                         continue;
792                 e->active = true;
793                 VectorCopy(org, e->origin);
794                 e->model = model;
795                 e->starttime = cl.time;
796                 e->startframe = startframe;
797                 e->endframe = startframe + framecount;
798                 e->framerate = framerate;
799
800                 e->frame = 0;
801                 e->frame1time = cl.time;
802                 e->frame2time = cl.time;
803                 cl.num_effects = max(cl.num_effects, i + 1);
804                 break;
805         }
806 }
807
808 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)
809 {
810         int i;
811         dlight_t *dl;
812
813 // then look for anything else
814         dl = cl.dlights;
815         for (i = 0;i < cl.max_dlights;i++, dl++)
816                 if (!dl->radius)
817                         break;
818
819         // unable to find one
820         if (i == cl.max_dlights)
821                 return;
822
823         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
824         memset (dl, 0, sizeof(*dl));
825         cl.num_dlights = max(cl.num_dlights, i + 1);
826         Matrix4x4_Normalize(&dl->matrix, matrix);
827         dl->ent = ent;
828         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
829         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
830         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
831         dl->radius = radius;
832         dl->color[0] = red;
833         dl->color[1] = green;
834         dl->color[2] = blue;
835         dl->initialradius = radius;
836         dl->initialcolor[0] = red;
837         dl->initialcolor[1] = green;
838         dl->initialcolor[2] = blue;
839         dl->decay = decay / radius; // changed decay to be a percentage decrease
840         dl->intensity = 1; // this is what gets decayed
841         if (lifetime)
842                 dl->die = cl.time + lifetime;
843         else
844                 dl->die = 0;
845         dl->cubemapname[0] = 0;
846         if (cubemapname && cubemapname[0])
847                 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
848         dl->style = style;
849         dl->shadow = shadowenable;
850         dl->corona = corona;
851         dl->flags = flags;
852         dl->coronasizescale = coronasizescale;
853         dl->ambientscale = ambientscale;
854         dl->diffusescale = diffusescale;
855         dl->specularscale = specularscale;
856 }
857
858 static void CL_DecayLightFlashes(void)
859 {
860         int i, oldmax;
861         dlight_t *dl;
862         float time;
863
864         time = bound(0, cl.time - cl.oldtime, 0.1);
865         oldmax = cl.num_dlights;
866         cl.num_dlights = 0;
867         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
868         {
869                 if (dl->radius)
870                 {
871                         dl->intensity -= time * dl->decay;
872                         if (cl.time < dl->die && dl->intensity > 0)
873                         {
874                                 if (cl_dlights_decayradius.integer)
875                                         dl->radius = dl->initialradius * dl->intensity;
876                                 else
877                                         dl->radius = dl->initialradius;
878                                 if (cl_dlights_decaybrightness.integer)
879                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
880                                 else
881                                         VectorCopy(dl->initialcolor, dl->color);
882                                 cl.num_dlights = i + 1;
883                         }
884                         else
885                                 dl->radius = 0;
886                 }
887         }
888 }
889
890 // called before entity relinking
891 void CL_RelinkLightFlashes(void)
892 {
893         int i, j, k, l;
894         dlight_t *dl;
895         float frac, f;
896         matrix4x4_t tempmatrix;
897
898         if (r_dynamic.integer)
899         {
900                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
901                 {
902                         if (dl->radius)
903                         {
904                                 tempmatrix = dl->matrix;
905                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
906                                 // we need the corona fading to be persistent
907                                 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);
908                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
909                         }
910                 }
911         }
912
913         if (!cl.lightstyle)
914         {
915                 for (j = 0;j < cl.max_lightstyle;j++)
916                 {
917                         r_refdef.scene.rtlightstylevalue[j] = 1;
918                         r_refdef.scene.lightstylevalue[j] = 256;
919                 }
920                 return;
921         }
922
923 // light animations
924 // 'm' is normal light, 'a' is no light, 'z' is double bright
925         f = cl.time * 10;
926         i = (int)floor(f);
927         frac = f - i;
928         for (j = 0;j < cl.max_lightstyle;j++)
929         {
930                 if (!cl.lightstyle[j].length)
931                 {
932                         r_refdef.scene.rtlightstylevalue[j] = 1;
933                         r_refdef.scene.lightstylevalue[j] = 256;
934                         continue;
935                 }
936                 // static lightstyle "=value"
937                 if (cl.lightstyle[j].map[0] == '=')
938                 {
939                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
940                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
941                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
942                         continue;
943                 }
944                 k = i % cl.lightstyle[j].length;
945                 l = (i-1) % cl.lightstyle[j].length;
946                 k = cl.lightstyle[j].map[k] - 'a';
947                 l = cl.lightstyle[j].map[l] - 'a';
948                 // rtlightstylevalue is always interpolated because it has no bad
949                 // consequences for performance
950                 // lightstylevalue is subject to a cvar for performance reasons;
951                 // skipping lightmap updates on most rendered frames substantially
952                 // improves framerates (but makes light fades look bad)
953                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
954                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
955         }
956 }
957
958 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
959 {
960         int frame = player->render.framegroupblend[0].frame;
961         float f;
962         entity_render_t *flagrender;
963         matrix4x4_t flagmatrix;
964
965         // this code taken from QuakeWorld
966         f = 14;
967         if (frame >= 29 && frame <= 40)
968         {
969                 if (frame >= 29 && frame <= 34)
970                 { //axpain
971                         if      (frame == 29) f = f + 2;
972                         else if (frame == 30) f = f + 8;
973                         else if (frame == 31) f = f + 12;
974                         else if (frame == 32) f = f + 11;
975                         else if (frame == 33) f = f + 10;
976                         else if (frame == 34) f = f + 4;
977                 }
978                 else if (frame >= 35 && frame <= 40)
979                 { // pain
980                         if      (frame == 35) f = f + 2;
981                         else if (frame == 36) f = f + 10;
982                         else if (frame == 37) f = f + 10;
983                         else if (frame == 38) f = f + 8;
984                         else if (frame == 39) f = f + 4;
985                         else if (frame == 40) f = f + 2;
986                 }
987         }
988         else if (frame >= 103 && frame <= 118)
989         {
990                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
991                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
992                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
993                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
994         }
995         // end of code taken from QuakeWorld
996
997         flagrender = CL_NewTempEntity(player->render.shadertime);
998         if (!flagrender)
999                 return;
1000
1001         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
1002         flagrender->skinnum = skin;
1003         flagrender->alpha = 1;
1004         VectorSet(flagrender->colormod, 1, 1, 1);
1005         VectorSet(flagrender->glowmod, 1, 1, 1);
1006         // attach the flag to the player matrix
1007         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
1008         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
1009         CL_UpdateRenderEntity(flagrender);
1010 }
1011
1012 matrix4x4_t viewmodelmatrix_withbob;
1013 matrix4x4_t viewmodelmatrix_nobob;
1014
1015 static const vec3_t muzzleflashorigin = {18, 0, 0};
1016
1017 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
1018 {
1019         const unsigned char *cbcolor;
1020         if (colormap >= 0)
1021         {
1022                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1023                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1024                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1025                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1026         }
1027         else
1028         {
1029                 VectorClear(ent->colormap_pantscolor);
1030                 VectorClear(ent->colormap_shirtcolor);
1031         }
1032 }
1033
1034 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1035 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
1036 {
1037         const matrix4x4_t *matrix;
1038         matrix4x4_t blendmatrix, tempmatrix, matrix2;
1039         int frame;
1040         vec_t origin[3], angles[3], lerp;
1041         entity_t *t;
1042         entity_render_t *r;
1043         //entity_persistent_t *p = &e->persistent;
1044         //entity_render_t *r = &e->render;
1045         // skip inactive entities and world
1046         if (!e->state_current.active || e == cl.entities)
1047                 return;
1048         if (recursionlimit < 1)
1049                 return;
1050         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1051         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1052         e->render.flags = e->state_current.flags;
1053         e->render.effects = e->state_current.effects;
1054         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1055         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1056         if(e >= cl.entities && e < cl.entities + cl.num_entities)
1057                 e->render.entitynumber = e - cl.entities;
1058         else
1059                 e->render.entitynumber = 0;
1060         if (e->state_current.flags & RENDER_COLORMAPPED)
1061                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1062         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1063                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1064         else
1065                 CL_SetEntityColormapColors(&e->render, -1);
1066         e->render.skinnum = e->state_current.skin;
1067         if (e->state_current.tagentity)
1068         {
1069                 // attached entity (gun held in player model's hand, etc)
1070                 // if the tag entity is currently impossible, skip it
1071                 if (e->state_current.tagentity >= cl.num_entities)
1072                         return;
1073                 t = cl.entities + e->state_current.tagentity;
1074                 // if the tag entity is inactive, skip it
1075                 if (t->state_current.active)
1076                 {
1077                         // update the parent first
1078                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1079                         r = &t->render;
1080                 }
1081                 else
1082                 {
1083                         // it may still be a CSQC entity... trying to use its
1084                         // info from last render frame (better than nothing)
1085                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1086                                 return;
1087                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1088                         if(!r->entitynumber)
1089                                 return; // neither CSQC nor legacy entity... can't attach
1090                 }
1091                 // make relative to the entity
1092                 matrix = &r->matrix;
1093                 // some properties of the tag entity carry over
1094                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1095                 // if a valid tagindex is used, make it relative to that tag instead
1096                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1097                 {
1098                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1099                         {
1100                                 // concat the tag matrices onto the entity matrix
1101                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1102                                 // use the constructed tag matrix
1103                                 matrix = &tempmatrix;
1104                         }
1105                 }
1106         }
1107         else if (e->render.flags & RENDER_VIEWMODEL)
1108         {
1109                 // view-relative entity (guns and such)
1110                 if (e->render.effects & EF_NOGUNBOB)
1111                         matrix = &viewmodelmatrix_nobob; // really attached to view
1112                 else
1113                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1114         }
1115         else
1116         {
1117                 // world-relative entity (the normal kind)
1118                 matrix = &identitymatrix;
1119         }
1120
1121         // movement lerp
1122         // if it's the predicted player entity, update according to client movement
1123         // but don't lerp if going through a teleporter as it causes a bad lerp
1124         // also don't use the predicted location if fixangle was set on both of
1125         // the most recent server messages, as that cause means you are spectating
1126         // someone or watching a cutscene of some sort
1127         if (cl_nolerp.integer || cls.timedemo)
1128                 interpolate = false;
1129         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1130         {
1131                 VectorCopy(cl.movement_origin, origin);
1132                 VectorSet(angles, 0, cl.viewangles[1], 0);
1133         }
1134         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1135         {
1136                 // interpolate the origin and angles
1137                 lerp = max(0, lerp);
1138                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1139 #if 0
1140                 // this fails at the singularity of euler angles
1141                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1142                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1143                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1144                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1145                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1146 #else
1147                 {
1148                         vec3_t f0, u0, f1, u1;
1149                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1150                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1151                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1152                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1153                         AnglesFromVectors(angles, f0, u0, false);
1154                 }
1155 #endif
1156         }
1157         else
1158         {
1159                 // no interpolation
1160                 VectorCopy(e->persistent.neworigin, origin);
1161                 VectorCopy(e->persistent.newangles, angles);
1162         }
1163
1164         // model setup and some modelflags
1165         frame = e->state_current.frame;
1166         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1167         if (e->render.model)
1168         {
1169                 if (e->render.skinnum >= e->render.model->numskins)
1170                         e->render.skinnum = 0;
1171                 if (frame >= e->render.model->numframes)
1172                         frame = 0;
1173                 // models can set flags such as EF_ROCKET
1174                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1175                 if (!(e->render.effects & 0xFF800000))
1176                         e->render.effects |= e->render.model->effects;
1177                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1178                 if (e->render.model->type == mod_alias)
1179                         angles[0] = -angles[0];
1180                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1181                 {
1182                         VectorScale(e->render.colormod, 2, e->render.colormod);
1183                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1184                 }
1185         }
1186         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1187         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1188                 angles[0] = -angles[0];
1189                 // NOTE: this must be synced to SV_GetPitchSign!
1190
1191         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1192         {
1193                 angles[1] = ANGLEMOD(100*cl.time);
1194                 if (cl_itembobheight.value)
1195                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1196         }
1197
1198         // animation lerp
1199         e->render.skeleton = NULL;
1200         if (e->render.flags & RENDER_COMPLEXANIMATION)
1201         {
1202                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1203                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1204                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1205                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1206                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1207                         e->render.skeleton = &e->state_current.skeletonobject;
1208         }
1209         else if (e->render.framegroupblend[0].frame == frame)
1210         {
1211                 // update frame lerp fraction
1212                 e->render.framegroupblend[0].lerp = 1;
1213                 e->render.framegroupblend[1].lerp = 0;
1214                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1215                 {
1216                         // make sure frame lerp won't last longer than 100ms
1217                         // (this mainly helps with models that use framegroups and
1218                         // switch between them infrequently)
1219                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1220                         if(e->render.model)
1221                         if(e->render.model->animscenes)
1222                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1223                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1224                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1225                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1226                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1227                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1228                 }
1229         }
1230         else
1231         {
1232                 // begin a new frame lerp
1233                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1234                 e->render.framegroupblend[1].lerp = 1;
1235                 e->render.framegroupblend[0].frame = frame;
1236                 e->render.framegroupblend[0].start = cl.time;
1237                 e->render.framegroupblend[0].lerp = 0;
1238         }
1239
1240         // set up the render matrix
1241         if (matrix)
1242         {
1243                 // attached entity, this requires a matrix multiply (concat)
1244                 // FIXME: e->render.scale should go away
1245                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1246                 // concat the matrices to make the entity relative to its tag
1247                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1248                 // get the origin from the new matrix
1249                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1250         }
1251         else
1252         {
1253                 // unattached entities are faster to process
1254                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1255         }
1256
1257         // tenebrae's sprites are all additive mode (weird)
1258         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1259                 e->render.flags |= RENDER_ADDITIVE;
1260         // player model is only shown with chase_active on
1261         if (e->state_current.number == cl.viewentity)
1262                 e->render.flags |= RENDER_EXTERIORMODEL;
1263         // either fullbright or lit
1264         if(!r_fullbright.integer)
1265         {
1266                 if (!(e->render.effects & EF_FULLBRIGHT))
1267                         e->render.flags |= RENDER_LIGHT;
1268         }
1269         // hide player shadow during intermission or nehahra movie
1270         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1271          && (e->render.alpha >= 1)
1272          && !(e->render.flags & RENDER_VIEWMODEL)
1273          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1274                 e->render.flags |= RENDER_SHADOW;
1275         if (e->render.flags & RENDER_VIEWMODEL)
1276                 e->render.flags |= RENDER_NOSELFSHADOW;
1277         if (e->render.effects & EF_NOSELFSHADOW)
1278                 e->render.flags |= RENDER_NOSELFSHADOW;
1279         if (e->render.effects & EF_NODEPTHTEST)
1280                 e->render.flags |= RENDER_NODEPTHTEST;
1281         if (e->render.effects & EF_ADDITIVE)
1282                 e->render.flags |= RENDER_ADDITIVE;
1283         if (e->render.effects & EF_DOUBLESIDED)
1284                 e->render.flags |= RENDER_DOUBLESIDED;
1285         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1286                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1287
1288         // make the other useful stuff
1289         e->render.allowdecals = true;
1290         CL_UpdateRenderEntity(&e->render);
1291 }
1292
1293 // creates light and trails from an entity
1294 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1295 {
1296         effectnameindex_t trailtype;
1297         vec3_t origin;
1298
1299         // bmodels are treated specially since their origin is usually '0 0 0' and
1300         // their actual geometry is far from '0 0 0'
1301         if (e->render.model && e->render.model->soundfromcenter)
1302         {
1303                 vec3_t o;
1304                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1305                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1306         }
1307         else
1308                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1309
1310         // handle particle trails and such effects now that we know where this
1311         // entity is in the world...
1312         trailtype = EFFECT_NONE;
1313         // LadyHavoc: if the entity has no effects, don't check each
1314         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1315         {
1316                 if (e->render.effects & EF_BRIGHTFIELD)
1317                 {
1318                         if (IS_NEXUIZ_DERIVED(gamemode))
1319                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1320                         else
1321                                 CL_EntityParticles(e);
1322                 }
1323                 if (e->render.effects & EF_FLAME)
1324                         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);
1325                 if (e->render.effects & EF_STARDUST)
1326                         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);
1327         }
1328         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1329         {
1330                 // these are only set on player entities
1331                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1332         }
1333         // muzzleflash fades over time
1334         if (e->persistent.muzzleflash > 0)
1335                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1336         // LadyHavoc: if the entity has no effects, don't check each
1337         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1338         {
1339                 if (e->render.effects & EF_GIB)
1340                         trailtype = EFFECT_TR_BLOOD;
1341                 else if (e->render.effects & EF_ZOMGIB)
1342                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1343                 else if (e->render.effects & EF_TRACER)
1344                         trailtype = EFFECT_TR_WIZSPIKE;
1345                 else if (e->render.effects & EF_TRACER2)
1346                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1347                 else if (e->render.effects & EF_ROCKET)
1348                         trailtype = EFFECT_TR_ROCKET;
1349                 else if (e->render.effects & EF_GRENADE)
1350                 {
1351                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1352                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1353                 }
1354                 else if (e->render.effects & EF_TRACER3)
1355                         trailtype = EFFECT_TR_VORESPIKE;
1356         }
1357         // do trails
1358         if (e->render.flags & RENDER_GLOWTRAIL)
1359                 trailtype = EFFECT_TR_GLOWTRAIL;
1360         if (e->state_current.traileffectnum)
1361                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1362         // check if a trail is allowed (it is not after a teleport for example)
1363         if (trailtype && e->persistent.trail_allowed)
1364         {
1365                 float len;
1366                 vec3_t vel;
1367                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1368                 len = e->state_current.time - e->state_previous.time;
1369                 if (len > 0)
1370                         len = 1.0f / len;
1371                 VectorScale(vel, len, vel);
1372                 // 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
1373                 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);
1374         }
1375         // now that the entity has survived one trail update it is allowed to
1376         // leave a real trail on later frames
1377         e->persistent.trail_allowed = true;
1378         VectorCopy(origin, e->persistent.trail_origin);
1379 }
1380
1381
1382 /*
1383 ===============
1384 CL_UpdateViewEntities
1385 ===============
1386 */
1387 void CL_UpdateViewEntities(void)
1388 {
1389         int i;
1390         // update any RENDER_VIEWMODEL entities to use the new view matrix
1391         for (i = 1;i < cl.num_entities;i++)
1392         {
1393                 if (cl.entities_active[i])
1394                 {
1395                         entity_t *ent = cl.entities + i;
1396                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1397                                 CL_UpdateNetworkEntity(ent, 32, true);
1398                 }
1399         }
1400         // and of course the engine viewmodel needs updating as well
1401         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1402 }
1403
1404 /*
1405 ===============
1406 CL_UpdateNetworkCollisionEntities
1407 ===============
1408 */
1409 static void CL_UpdateNetworkCollisionEntities(void)
1410 {
1411         entity_t *ent;
1412         int i;
1413
1414         // start on the entity after the world
1415         cl.num_brushmodel_entities = 0;
1416         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1417         {
1418                 if (cl.entities_active[i])
1419                 {
1420                         ent = cl.entities + i;
1421                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1422                         {
1423                                 // do not interpolate the bmodels for this
1424                                 CL_UpdateNetworkEntity(ent, 32, false);
1425                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1426                         }
1427                 }
1428         }
1429 }
1430
1431 /*
1432 ===============
1433 CL_UpdateNetworkEntities
1434 ===============
1435 */
1436 static void CL_UpdateNetworkEntities(void)
1437 {
1438         entity_t *ent;
1439         int i;
1440
1441         // start on the entity after the world
1442         for (i = 1;i < cl.num_entities;i++)
1443         {
1444                 if (cl.entities_active[i])
1445                 {
1446                         ent = cl.entities + i;
1447                         if (ent->state_current.active)
1448                         {
1449                                 CL_UpdateNetworkEntity(ent, 32, true);
1450                                 // view models should never create light/trails
1451                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1452                                         CL_UpdateNetworkEntityTrail(ent);
1453                         }
1454                         else
1455                         {
1456                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1457                                 cl.entities_active[i] = false;
1458                         }
1459                 }
1460         }
1461 }
1462
1463 static void CL_UpdateViewModel(void)
1464 {
1465         entity_t *ent;
1466         ent = &cl.viewent;
1467         ent->state_previous = ent->state_current;
1468         ent->state_current = defaultstate;
1469         ent->state_current.time = cl.time;
1470         ent->state_current.number = (unsigned short)-1;
1471         ent->state_current.active = true;
1472         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1473         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1474         ent->state_current.flags = RENDER_VIEWMODEL;
1475         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1476                 ent->state_current.modelindex = 0;
1477         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1478         {
1479                 if (gamemode == GAME_TRANSFUSION)
1480                         ent->state_current.alpha = 128;
1481                 else
1482                         ent->state_current.modelindex = 0;
1483         }
1484         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1485         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1486
1487         // reset animation interpolation on weaponmodel if model changed
1488         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1489         {
1490                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1491                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1492                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1493         }
1494         CL_UpdateNetworkEntity(ent, 32, true);
1495 }
1496
1497 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1498 static void CL_LinkNetworkEntity(entity_t *e)
1499 {
1500         effectnameindex_t trailtype;
1501         vec3_t origin;
1502         vec3_t dlightcolor;
1503         vec_t dlightradius;
1504         char vabuf[1024];
1505
1506         // skip inactive entities and world
1507         if (!e->state_current.active || e == cl.entities)
1508                 return;
1509         if (e->state_current.tagentity)
1510         {
1511                 // if the tag entity is currently impossible, skip it
1512                 if (e->state_current.tagentity >= cl.num_entities)
1513                         return;
1514                 // if the tag entity is inactive, skip it
1515                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1516                 {
1517                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1518                                 return;
1519                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1520                                 return;
1521                         // if we get here, it's properly csqc networked and attached
1522                 }
1523         }
1524
1525         // create entity dlights associated with this entity
1526         if (e->render.model && e->render.model->soundfromcenter)
1527         {
1528                 // bmodels are treated specially since their origin is usually '0 0 0'
1529                 vec3_t o;
1530                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1531                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1532         }
1533         else
1534                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1535         trailtype = EFFECT_NONE;
1536         dlightradius = 0;
1537         dlightcolor[0] = 0;
1538         dlightcolor[1] = 0;
1539         dlightcolor[2] = 0;
1540         // LadyHavoc: if the entity has no effects, don't check each
1541         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1542         {
1543                 if (e->render.effects & EF_BRIGHTFIELD)
1544                 {
1545                         if (IS_NEXUIZ_DERIVED(gamemode))
1546                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1547                 }
1548                 if (e->render.effects & EF_DIMLIGHT)
1549                 {
1550                         dlightradius = max(dlightradius, 200);
1551                         dlightcolor[0] += 1.50f;
1552                         dlightcolor[1] += 1.50f;
1553                         dlightcolor[2] += 1.50f;
1554                 }
1555                 if (e->render.effects & EF_BRIGHTLIGHT)
1556                 {
1557                         dlightradius = max(dlightradius, 400);
1558                         dlightcolor[0] += 3.00f;
1559                         dlightcolor[1] += 3.00f;
1560                         dlightcolor[2] += 3.00f;
1561                 }
1562                 // LadyHavoc: more effects
1563                 if (e->render.effects & EF_RED) // red
1564                 {
1565                         dlightradius = max(dlightradius, 200);
1566                         dlightcolor[0] += 1.50f;
1567                         dlightcolor[1] += 0.15f;
1568                         dlightcolor[2] += 0.15f;
1569                 }
1570                 if (e->render.effects & EF_BLUE) // blue
1571                 {
1572                         dlightradius = max(dlightradius, 200);
1573                         dlightcolor[0] += 0.15f;
1574                         dlightcolor[1] += 0.15f;
1575                         dlightcolor[2] += 1.50f;
1576                 }
1577                 if (e->render.effects & EF_FLAME)
1578                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1579                 if (e->render.effects & EF_STARDUST)
1580                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1581         }
1582         // muzzleflash fades over time, and is offset a bit
1583         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1584         {
1585                 vec3_t v2;
1586                 vec3_t color;
1587                 trace_t trace;
1588                 matrix4x4_t tempmatrix;
1589                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1590                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1591                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1592                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1593                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1594                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1595                 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);
1596                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1597         }
1598         // LadyHavoc: if the model has no flags, don't check each
1599         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1600         {
1601                 if (e->render.effects & EF_GIB)
1602                         trailtype = EFFECT_TR_BLOOD;
1603                 else if (e->render.effects & EF_ZOMGIB)
1604                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1605                 else if (e->render.effects & EF_TRACER)
1606                         trailtype = EFFECT_TR_WIZSPIKE;
1607                 else if (e->render.effects & EF_TRACER2)
1608                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1609                 else if (e->render.effects & EF_ROCKET)
1610                         trailtype = EFFECT_TR_ROCKET;
1611                 else if (e->render.effects & EF_GRENADE)
1612                 {
1613                         // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1614                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1615                 }
1616                 else if (e->render.effects & EF_TRACER3)
1617                         trailtype = EFFECT_TR_VORESPIKE;
1618         }
1619         // LadyHavoc: customizable glow
1620         if (e->state_current.glowsize)
1621         {
1622                 // * 4 for the expansion from 0-255 to 0-1023 range,
1623                 // / 255 to scale down byte colors
1624                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1625                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1626         }
1627         // custom rtlight
1628         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1629         {
1630                 matrix4x4_t dlightmatrix;
1631                 vec4_t light;
1632                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1633                 light[3] = e->state_current.light[3];
1634                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1635                         VectorSet(light, 1, 1, 1);
1636                 if (light[3] == 0)
1637                         light[3] = 350;
1638                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1639                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1640                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1641                 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);
1642                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1643         }
1644         // make the glow dlight
1645         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1646         {
1647                 matrix4x4_t dlightmatrix;
1648                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1649                 // hack to make glowing player light shine on their gun
1650                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1651                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1652                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1653                 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);
1654                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1655         }
1656         // do trail light
1657         if (e->render.flags & RENDER_GLOWTRAIL)
1658                 trailtype = EFFECT_TR_GLOWTRAIL;
1659         if (e->state_current.traileffectnum)
1660                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1661         if (trailtype)
1662                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1663
1664         // don't show entities with no modelindex (note: this still shows
1665         // entities which have a modelindex that resolved to a NULL model)
1666         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1667                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1668         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1669         //      Matrix4x4_Print(&e->render.matrix);
1670 }
1671
1672 static void CL_RelinkWorld(void)
1673 {
1674         entity_t *ent = &cl.entities[0];
1675         // FIXME: this should be done at load
1676         ent->render.matrix = identitymatrix;
1677         ent->render.flags = RENDER_SHADOW;
1678         if (!r_fullbright.integer)
1679                 ent->render.flags |= RENDER_LIGHT;
1680         VectorSet(ent->render.colormod, 1, 1, 1);
1681         VectorSet(ent->render.glowmod, 1, 1, 1);
1682         ent->render.allowdecals = true;
1683         CL_UpdateRenderEntity(&ent->render);
1684         r_refdef.scene.worldentity = &ent->render;
1685         r_refdef.scene.worldmodel = cl.worldmodel;
1686
1687         // if the world is q2bsp, animate the textures
1688         if (ent->render.model && ent->render.model->brush.isq2bsp)
1689                 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1690 }
1691
1692 static void CL_RelinkStaticEntities(void)
1693 {
1694         int i;
1695         entity_t *e;
1696         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1697         {
1698                 e->render.flags = 0;
1699                 // if the model was not loaded when the static entity was created we
1700                 // need to re-fetch the model pointer
1701                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1702                 // either fullbright or lit
1703                 if(!r_fullbright.integer)
1704                 {
1705                         if (!(e->render.effects & EF_FULLBRIGHT))
1706                                 e->render.flags |= RENDER_LIGHT;
1707                 }
1708                 // hide player shadow during intermission or nehahra movie
1709                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1710                         e->render.flags |= RENDER_SHADOW;
1711                 VectorSet(e->render.colormod, 1, 1, 1);
1712                 VectorSet(e->render.glowmod, 1, 1, 1);
1713                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1714                 e->render.allowdecals = true;
1715                 CL_UpdateRenderEntity(&e->render);
1716                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1717         }
1718 }
1719
1720 /*
1721 ===============
1722 CL_RelinkEntities
1723 ===============
1724 */
1725 static void CL_RelinkNetworkEntities(void)
1726 {
1727         entity_t *ent;
1728         int i;
1729
1730         // start on the entity after the world
1731         for (i = 1;i < cl.num_entities;i++)
1732         {
1733                 if (cl.entities_active[i])
1734                 {
1735                         ent = cl.entities + i;
1736                         if (ent->state_current.active)
1737                                 CL_LinkNetworkEntity(ent);
1738                         else
1739                                 cl.entities_active[i] = false;
1740                 }
1741         }
1742 }
1743
1744 static void CL_RelinkEffects(void)
1745 {
1746         int i, intframe;
1747         cl_effect_t *e;
1748         entity_render_t *entrender;
1749         float frame;
1750
1751         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1752         {
1753                 if (e->active)
1754                 {
1755                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1756                         intframe = (int)frame;
1757                         if (intframe < 0 || intframe >= e->endframe)
1758                         {
1759                                 memset(e, 0, sizeof(*e));
1760                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1761                                         cl.num_effects--;
1762                                 continue;
1763                         }
1764
1765                         if (intframe != e->frame)
1766                         {
1767                                 e->frame = intframe;
1768                                 e->frame1time = e->frame2time;
1769                                 e->frame2time = cl.time;
1770                         }
1771
1772                         // if we're drawing effects, get a new temp entity
1773                         // (NewTempEntity adds it to the render entities list for us)
1774                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1775                         {
1776                                 // interpolation stuff
1777                                 entrender->framegroupblend[0].frame = intframe;
1778                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1779                                 entrender->framegroupblend[0].start = e->frame1time;
1780                                 if (intframe + 1 >= e->endframe)
1781                                 {
1782                                         entrender->framegroupblend[1].frame = 0; // disappear
1783                                         entrender->framegroupblend[1].lerp = 0;
1784                                         entrender->framegroupblend[1].start = 0;
1785                                 }
1786                                 else
1787                                 {
1788                                         entrender->framegroupblend[1].frame = intframe + 1;
1789                                         entrender->framegroupblend[1].lerp = frame - intframe;
1790                                         entrender->framegroupblend[1].start = e->frame2time;
1791                                 }
1792
1793                                 // normal stuff
1794                                 entrender->model = e->model;
1795                                 entrender->alpha = 1;
1796                                 VectorSet(entrender->colormod, 1, 1, 1);
1797                                 VectorSet(entrender->glowmod, 1, 1, 1);
1798
1799                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1800                                 CL_UpdateRenderEntity(entrender);
1801                         }
1802                 }
1803         }
1804 }
1805
1806 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1807 {
1808         VectorCopy(b->start, start);
1809         VectorCopy(b->end, end);
1810
1811         // if coming from the player, update the start position
1812         if (b->entity == cl.viewentity)
1813         {
1814                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1815                 {
1816                         // LadyHavoc: this is a stupid hack from Quake that makes your
1817                         // lightning appear to come from your waist and cover less of your
1818                         // view
1819                         // in Quake this hack was applied to all players (causing the
1820                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1821                         // only applies to your own lightning, and only in first person
1822                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1823                 }
1824                 if (cl_beams_instantaimhack.integer)
1825                 {
1826                         vec3_t dir, localend;
1827                         vec_t len;
1828                         // LadyHavoc: this updates the beam direction to match your
1829                         // viewangles
1830                         VectorSubtract(end, start, dir);
1831                         len = VectorLength(dir);
1832                         VectorNormalize(dir);
1833                         VectorSet(localend, len, 0, 0);
1834                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1835                 }
1836         }
1837 }
1838
1839 void CL_RelinkBeams(void)
1840 {
1841         int i;
1842         beam_t *b;
1843         vec3_t dist, org, start, end;
1844         float d;
1845         entity_render_t *entrender;
1846         double yaw, pitch;
1847         float forward;
1848         matrix4x4_t tempmatrix;
1849
1850         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1851         {
1852                 if (!b->model)
1853                         continue;
1854                 if (b->endtime < cl.time)
1855                 {
1856                         b->model = NULL;
1857                         continue;
1858                 }
1859
1860                 CL_Beam_CalculatePositions(b, start, end);
1861
1862                 if (b->lightning)
1863                 {
1864                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1865                         {
1866                                 // FIXME: create a matrix from the beam start/end orientation
1867                                 vec3_t dlightcolor;
1868                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1869                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1870                                 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);
1871                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1872                         }
1873                         if (cl_beams_polygons.integer)
1874                         {
1875                                 CL_Beam_AddPolygons(b);
1876                                 continue;
1877                         }
1878                 }
1879
1880                 // calculate pitch and yaw
1881                 // (this is similar to the QuakeC builtin function vectoangles)
1882                 VectorSubtract(end, start, dist);
1883                 if (dist[1] == 0 && dist[0] == 0)
1884                 {
1885                         yaw = 0;
1886                         if (dist[2] > 0)
1887                                 pitch = 90;
1888                         else
1889                                 pitch = 270;
1890                 }
1891                 else
1892                 {
1893                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1894                         if (yaw < 0)
1895                                 yaw += 360;
1896
1897                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1898                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1899                         if (pitch < 0)
1900                                 pitch += 360;
1901                 }
1902
1903                 // add new entities for the lightning
1904                 VectorCopy (start, org);
1905                 d = VectorNormalizeLength(dist);
1906                 while (d > 0)
1907                 {
1908                         entrender = CL_NewTempEntity (0);
1909                         if (!entrender)
1910                                 return;
1911                         entrender->model = b->model;
1912                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1913                         CL_UpdateRenderEntity(entrender);
1914                         VectorMA(org, 30, dist, org);
1915                         d -= 30;
1916                 }
1917         }
1918
1919         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1920                 cl.num_beams--;
1921 }
1922
1923 static void CL_RelinkQWNails(void)
1924 {
1925         int i;
1926         vec_t *v;
1927         entity_render_t *entrender;
1928
1929         for (i = 0;i < cl.qw_num_nails;i++)
1930         {
1931                 v = cl.qw_nails[i];
1932
1933                 // if we're drawing effects, get a new temp entity
1934                 // (NewTempEntity adds it to the render entities list for us)
1935                 if (!(entrender = CL_NewTempEntity(0)))
1936                         continue;
1937
1938                 // normal stuff
1939                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1940                 entrender->alpha = 1;
1941                 VectorSet(entrender->colormod, 1, 1, 1);
1942                 VectorSet(entrender->glowmod, 1, 1, 1);
1943
1944                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1945                 CL_UpdateRenderEntity(entrender);
1946         }
1947 }
1948
1949 static void CL_LerpPlayer(float frac)
1950 {
1951         int i;
1952
1953         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1954         for (i = 0;i < 3;i++)
1955         {
1956                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1957                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1958                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1959         }
1960
1961         // interpolate the angles if playing a demo or spectating someone
1962         if (cls.demoplayback || cl.fixangle[0])
1963         {
1964                 for (i = 0;i < 3;i++)
1965                 {
1966                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1967                         if (d > 180)
1968                                 d -= 360;
1969                         else if (d < -180)
1970                                 d += 360;
1971                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1972                 }
1973         }
1974 }
1975
1976 void CSQC_RelinkAllEntities (int drawmask)
1977 {
1978         // link stuff
1979         CL_RelinkWorld();
1980         // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1981         CL_MeshEntities_Scene_AddRenderEntity();
1982         CL_RelinkStaticEntities();
1983         CL_RelinkBeams();
1984         CL_RelinkEffects();
1985         CL_RelinkLightFlashes();
1986
1987         // link stuff
1988         if (drawmask & ENTMASK_ENGINE)
1989         {
1990                 CL_RelinkNetworkEntities();
1991                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1992                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1993                 CL_RelinkQWNails();
1994         }
1995
1996         // update view blend
1997         V_CalcViewBlend();
1998 }
1999
2000 /*
2001 ===============
2002 CL_UpdateWorld
2003
2004 Update client game world for a new frame
2005 ===============
2006 */
2007 void CL_UpdateWorld(void)
2008 {
2009         r_refdef.scene.extraupdate = !r_speeds.integer;
2010         r_refdef.scene.numentities = 0;
2011         r_refdef.scene.numlights = 0;
2012         r_refdef.view.matrix = identitymatrix;
2013         r_refdef.view.quality = 1;
2014                 
2015         cl.num_brushmodel_entities = 0;
2016
2017         if (cls.state == ca_connected && cls.signon == SIGNONS)
2018         {
2019                 // prepare for a new frame
2020                 CL_LerpPlayer(CL_LerpPoint());
2021                 CL_DecayLightFlashes();
2022                 CL_ClearTempEntities();
2023                 V_DriftPitch();
2024                 V_FadeViewFlashs();
2025
2026                 // if prediction is enabled we have to update all the collidable
2027                 // network entities before the prediction code can be run
2028                 CL_UpdateNetworkCollisionEntities();
2029
2030                 // now update the player prediction
2031                 CL_ClientMovement_Replay();
2032
2033                 // update the player entity (which may be predicted)
2034                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2035
2036                 // now update the view (which depends on that player entity)
2037                 V_CalcRefdef();
2038
2039                 // now update all the network entities and create particle trails
2040                 // (some entities may depend on the view)
2041                 CL_UpdateNetworkEntities();
2042
2043                 // update the engine-based viewmodel
2044                 CL_UpdateViewModel();
2045
2046                 // when csqc is loaded, it will call this in CSQC_UpdateView
2047                 if (!cl.csqc_loaded)
2048                 {
2049                         // clear the CL_Mesh_Scene() used for some engine effects
2050                         CL_MeshEntities_Scene_Clear();
2051                         // add engine entities and effects
2052                         CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2053                 }
2054
2055                 // decals, particles, and explosions will be updated during rneder
2056         }
2057
2058         r_refdef.scene.time = cl.time;
2059 }
2060
2061 /*
2062 ======================
2063 CL_Fog_f
2064 ======================
2065 */
2066 static void CL_Fog_f(cmd_state_t *cmd)
2067 {
2068         if (Cmd_Argc (cmd) == 1)
2069         {
2070                 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);
2071                 return;
2072         }
2073         FOG_clear(); // so missing values get good defaults
2074         if(Cmd_Argc(cmd) > 1)
2075                 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2076         if(Cmd_Argc(cmd) > 2)
2077                 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2078         if(Cmd_Argc(cmd) > 3)
2079                 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2080         if(Cmd_Argc(cmd) > 4)
2081                 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2082         if(Cmd_Argc(cmd) > 5)
2083                 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2084         if(Cmd_Argc(cmd) > 6)
2085                 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2086         if(Cmd_Argc(cmd) > 7)
2087                 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2088         if(Cmd_Argc(cmd) > 8)
2089                 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2090         if(Cmd_Argc(cmd) > 9)
2091                 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2092 }
2093
2094 /*
2095 ======================
2096 CL_FogHeightTexture_f
2097 ======================
2098 */
2099 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2100 {
2101         if (Cmd_Argc (cmd) < 11)
2102         {
2103                 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);
2104                 return;
2105         }
2106         FOG_clear(); // so missing values get good defaults
2107         r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2108         r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2109         r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2110         r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2111         r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2112         r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2113         r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2114         r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2115         r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2116         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2117 }
2118
2119
2120 /*
2121 ====================
2122 CL_TimeRefresh_f
2123
2124 For program optimization
2125 ====================
2126 */
2127 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2128 {
2129         int i;
2130         double timestart, timedelta;
2131
2132         r_refdef.scene.extraupdate = false;
2133
2134         timestart = Sys_DirtyTime();
2135         for (i = 0;i < 128;i++)
2136         {
2137                 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);
2138                 r_refdef.view.quality = 1;
2139                 CL_UpdateScreen();
2140         }
2141         timedelta = Sys_DirtyTime() - timestart;
2142
2143         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2144 }
2145
2146 static void CL_AreaStats_f(cmd_state_t *cmd)
2147 {
2148         World_PrintAreaStats(&cl.world, "client");
2149 }
2150
2151 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2152 {
2153         int i;
2154         cl_locnode_t *loc;
2155         cl_locnode_t *best;
2156         vec3_t nearestpoint;
2157         vec_t dist, bestdist;
2158         best = NULL;
2159         bestdist = 0;
2160         for (loc = cl.locnodes;loc;loc = loc->next)
2161         {
2162                 for (i = 0;i < 3;i++)
2163                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2164                 dist = VectorDistance2(nearestpoint, point);
2165                 if (bestdist > dist || !best)
2166                 {
2167                         bestdist = dist;
2168                         best = loc;
2169                         if (bestdist < 1)
2170                                 break;
2171                 }
2172         }
2173         return best;
2174 }
2175
2176 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2177 {
2178         cl_locnode_t *loc;
2179         loc = CL_Locs_FindNearest(point);
2180         if (loc)
2181                 strlcpy(buffer, loc->name, buffersize);
2182         else
2183                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2184 }
2185
2186 static void CL_Locs_FreeNode(cl_locnode_t *node)
2187 {
2188         cl_locnode_t **pointer, **next;
2189         for (pointer = &cl.locnodes;*pointer;pointer = next)
2190         {
2191                 next = &(*pointer)->next;
2192                 if (*pointer == node)
2193                 {
2194                         *pointer = node->next;
2195                         Mem_Free(node);
2196                         return;
2197                 }
2198         }
2199         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2200 }
2201
2202 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2203 {
2204         cl_locnode_t *node, **pointer;
2205         int namelen;
2206         if (!name)
2207                 name = "";
2208         namelen = (int)strlen(name);
2209         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2210         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2211         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2212         node->name = (char *)(node + 1);
2213         memcpy(node->name, name, namelen);
2214         node->name[namelen] = 0;
2215         // link it into the tail of the list to preserve the order
2216         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2217                 ;
2218         *pointer = node;
2219 }
2220
2221 static void CL_Locs_Add_f(cmd_state_t *cmd)
2222 {
2223         vec3_t mins, maxs;
2224         if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2225         {
2226                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2227                 return;
2228         }
2229         mins[0] = atof(Cmd_Argv(cmd, 1));
2230         mins[1] = atof(Cmd_Argv(cmd, 2));
2231         mins[2] = atof(Cmd_Argv(cmd, 3));
2232         if (Cmd_Argc(cmd) == 8)
2233         {
2234                 maxs[0] = atof(Cmd_Argv(cmd, 4));
2235                 maxs[1] = atof(Cmd_Argv(cmd, 5));
2236                 maxs[2] = atof(Cmd_Argv(cmd, 6));
2237                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2238         }
2239         else
2240                 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2241 }
2242
2243 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2244 {
2245         cl_locnode_t *loc;
2246         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2247         if (loc)
2248                 CL_Locs_FreeNode(loc);
2249         else
2250                 Con_Printf("no loc point or box found for your location\n");
2251 }
2252
2253 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2254 {
2255         while (cl.locnodes)
2256                 CL_Locs_FreeNode(cl.locnodes);
2257 }
2258
2259 static void CL_Locs_Save_f(cmd_state_t *cmd)
2260 {
2261         cl_locnode_t *loc;
2262         qfile_t *outfile;
2263         char locfilename[MAX_QPATH];
2264         if (!cl.locnodes)
2265         {
2266                 Con_Printf("No loc points/boxes exist!\n");
2267                 return;
2268         }
2269         if (cls.state != ca_connected || !cl.worldmodel)
2270         {
2271                 Con_Printf("No level loaded!\n");
2272                 return;
2273         }
2274         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2275
2276         outfile = FS_OpenRealFile(locfilename, "w", false);
2277         if (!outfile)
2278                 return;
2279         // if any boxes are used then this is a proquake-format loc file, which
2280         // allows comments, so add some relevant information at the start
2281         for (loc = cl.locnodes;loc;loc = loc->next)
2282                 if (!VectorCompare(loc->mins, loc->maxs))
2283                         break;
2284         if (loc)
2285         {
2286                 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);
2287                 for (loc = cl.locnodes;loc;loc = loc->next)
2288                         if (VectorCompare(loc->mins, loc->maxs))
2289                                 break;
2290                 if (loc)
2291                         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");
2292         }
2293         for (loc = cl.locnodes;loc;loc = loc->next)
2294         {
2295                 if (VectorCompare(loc->mins, loc->maxs))
2296                 {
2297                         int len;
2298                         const char *s;
2299                         const char *in = loc->name;
2300                         char name[MAX_INPUTLINE];
2301                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2302                         {
2303                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2304                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2305                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2306                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2307                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2308                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2309                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2310                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2311                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2312                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2313                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2314                                 else s = NULL;
2315                                 if (s)
2316                                 {
2317                                         while (len < (int)sizeof(name) - 1 && *s)
2318                                                 name[len++] = *s++;
2319                                         continue;
2320                                 }
2321                                 name[len++] = *in++;
2322                         }
2323                         name[len] = 0;
2324                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2325                 }
2326                 else
2327                         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);
2328         }
2329         FS_Close(outfile);
2330 }
2331
2332 void CL_Locs_Reload_f(cmd_state_t *cmd)
2333 {
2334         int i, linenumber, limit, len;
2335         const char *s;
2336         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2337         fs_offset_t filesize;
2338         vec3_t mins, maxs;
2339         char locfilename[MAX_QPATH];
2340         char name[MAX_INPUTLINE];
2341
2342         if (cls.state != ca_connected || !cl.worldmodel)
2343         {
2344                 Con_Printf("No level loaded!\n");
2345                 return;
2346         }
2347
2348         CL_Locs_Clear_f(cmd);
2349
2350         // try maps/something.loc first (LadyHavoc: where I think they should be)
2351         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2352         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2353         if (!filedata)
2354         {
2355                 // try proquake name as well (LadyHavoc: I hate path mangling)
2356                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2357                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2358                 if (!filedata)
2359                         return;
2360         }
2361         text = filedata;
2362         textend = filedata + filesize;
2363         for (linenumber = 1;text < textend;linenumber++)
2364         {
2365                 linestart = text;
2366                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2367                         ;
2368                 lineend = text;
2369                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2370                         text++;
2371                 if (text < textend)
2372                         text++;
2373                 // trim trailing whitespace
2374                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2375                         lineend--;
2376                 // trim leading whitespace
2377                 while (linestart < lineend && ISWHITESPACE(*linestart))
2378                         linestart++;
2379                 // check if this is a comment
2380                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2381                         continue;
2382                 linetext = linestart;
2383                 limit = 3;
2384                 for (i = 0;i < limit;i++)
2385                 {
2386                         if (linetext >= lineend)
2387                                 break;
2388                         // note: a missing number is interpreted as 0
2389                         if (i < 3)
2390                                 mins[i] = atof(linetext);
2391                         else
2392                                 maxs[i - 3] = atof(linetext);
2393                         // now advance past the number
2394                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2395                                 linetext++;
2396                         // advance through whitespace
2397                         if (linetext < lineend)
2398                         {
2399                                 if (*linetext == ',')
2400                                 {
2401                                         linetext++;
2402                                         limit = 6;
2403                                         // note: comma can be followed by whitespace
2404                                 }
2405                                 if (ISWHITESPACE(*linetext))
2406                                 {
2407                                         // skip whitespace
2408                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2409                                                 linetext++;
2410                                 }
2411                         }
2412                 }
2413                 // if this is a quoted name, remove the quotes
2414                 if (i == 6)
2415                 {
2416                         if (linetext >= lineend || *linetext != '"')
2417                                 continue; // proquake location names are always quoted
2418                         lineend--;
2419                         linetext++;
2420                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2421                         memcpy(name, linetext, len);
2422                         name[len] = 0;
2423                         // add the box to the list
2424                         CL_Locs_AddNode(mins, maxs, name);
2425                 }
2426                 // if a point was parsed, it needs to be scaled down by 8 (since
2427                 // point-based loc files were invented by a proxy which dealt
2428                 // directly with quake protocol coordinates, which are *8), turn
2429                 // it into a box
2430                 else if (i == 3)
2431                 {
2432                         // interpret silly fuhquake macros
2433                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2434                         {
2435                                 if (*linetext == '$')
2436                                 {
2437                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2438                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2439                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2440                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2441                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2442                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2443                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2444                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2445                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2446                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2447                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2448                                         else s = NULL;
2449                                         if (s)
2450                                         {
2451                                                 while (len < (int)sizeof(name) - 1 && *s)
2452                                                         name[len++] = *s++;
2453                                                 continue;
2454                                         }
2455                                 }
2456                                 name[len++] = *linetext++;
2457                         }
2458                         name[len] = 0;
2459                         // add the point to the list
2460                         VectorScale(mins, (1.0 / 8.0), mins);
2461                         CL_Locs_AddNode(mins, mins, name);
2462                 }
2463                 else
2464                         continue;
2465         }
2466 }
2467
2468 entity_t cl_meshentities[NUM_MESHENTITIES];
2469 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2470 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2471 {
2472         "MESH_SCENE",
2473         "MESH_UI",
2474 };
2475
2476 static void CL_MeshEntities_Restart(void)
2477 {
2478         int i;
2479         entity_t *ent;
2480         for (i = 0; i < NUM_MESHENTITIES; i++)
2481         {
2482                 ent = cl_meshentities + i;
2483                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2484         }
2485 }
2486
2487 static void CL_MeshEntities_Init(void)
2488 {
2489         int i;
2490         entity_t *ent;
2491         for (i = 0; i < NUM_MESHENTITIES; i++)
2492         {
2493                 ent = cl_meshentities + i;
2494                 ent->state_current.active = true;
2495                 ent->render.model = cl_meshentitymodels + i;
2496                 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);      
2497                 ent->render.alpha = 1;
2498                 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2499                 ent->render.framegroupblend[0].lerp = 1;
2500                 ent->render.frameblend[0].lerp = 1;
2501                 VectorSet(ent->render.colormod, 1, 1, 1);
2502                 VectorSet(ent->render.glowmod, 1, 1, 1);
2503                 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2504                 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2505                 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2506                 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2507                 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2508                 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2509                 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2510                 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2511                 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2512                 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2513                 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2514                 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2515                 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2516                 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2517                 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2518
2519                 Matrix4x4_CreateIdentity(&ent->render.matrix);
2520                 CL_UpdateRenderEntity(&ent->render);
2521         }
2522         cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2523         R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2524 }
2525
2526 void CL_MeshEntities_Scene_Clear(void)
2527 {
2528         Mod_Mesh_Reset(CL_Mesh_Scene());
2529 }
2530
2531 void CL_MeshEntities_Scene_AddRenderEntity(void)
2532 {
2533         entity_t* ent = &cl_meshentities[MESH_SCENE];
2534         r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2535 }
2536
2537 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2538 {
2539         entity_t *ent = &cl_meshentities[MESH_SCENE];
2540         Mod_Mesh_Finalize(ent->render.model);
2541         VectorCopy(ent->render.model->normalmins, ent->render.mins);
2542         VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2543 }
2544
2545 static void CL_MeshEntities_Shutdown(void)
2546 {
2547 }
2548
2549 extern cvar_t r_overheadsprites_pushback;
2550 extern cvar_t r_fullbright_directed_pitch_relative;
2551 extern cvar_t r_fullbright_directed_pitch;
2552 extern cvar_t r_fullbright_directed_ambient;
2553 extern cvar_t r_fullbright_directed_diffuse;
2554 extern cvar_t r_fullbright_directed;
2555 extern cvar_t r_hdr_glowintensity;
2556
2557 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2558 {
2559         vec3_t angles;
2560
2561         VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2562         VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2563
2564         // Use cl.viewangles and not r_refdef.view.forward here so it is the
2565         // same for all stereo views, and to better handle pitches outside
2566         // [-90, 90] (in_pitch_* cvars allow that).
2567         VectorCopy(cl.viewangles, angles);
2568         if (r_fullbright_directed_pitch_relative.integer) {
2569                 angles[PITCH] += r_fullbright_directed_pitch.value;
2570         }
2571         else {
2572                 angles[PITCH] = r_fullbright_directed_pitch.value;
2573         }
2574         AngleVectors(angles, worldspacenormal, NULL, NULL);
2575         VectorNegate(worldspacenormal, worldspacenormal);
2576 }
2577
2578 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2579 {
2580         float shadingorigin[3], a[3], c[3], dir[3];
2581         int q;
2582
2583         for (q = 0; q < 3; q++)
2584                 a[q] = c[q] = dir[q] = 0;
2585
2586         ent->render_lightgrid = false;
2587         ent->render_modellight_forced = false;
2588         ent->render_rtlight_disabled = false;
2589
2590         // pick an appropriate value for render_modellight_origin - if this is an
2591         // attachment we want to use the parent's render_modellight_origin so that
2592         // shading is the same (also important for r_shadows to cast shadows in the
2593         // same direction)
2594         if (VectorLength2(ent->custommodellight_origin))
2595         {
2596                 // CSQC entities always provide this (via CL_GetTagMatrix)
2597                 for (q = 0; q < 3; q++)
2598                         shadingorigin[q] = ent->custommodellight_origin[q];
2599         }
2600         else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2601         {
2602                 // network entity - follow attachment chain back to a root entity,
2603                 int entnum = ent->entitynumber, recursion;
2604                 for (recursion = 32; recursion > 0; --recursion)
2605                 {
2606                         int parentnum = cl.entities[entnum].state_current.tagentity;
2607                         if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2608                                 break;
2609                         entnum = parentnum;
2610                 }
2611                 // grab the root entity's origin
2612                 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2613         }
2614         else
2615         {
2616                 // not a CSQC entity (which sets custommodellight_origin), not a network
2617                 // entity - so it's probably not attached to anything
2618                 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2619         }
2620
2621         if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2622         {
2623                 // intentionally EF_FULLBRIGHT entity
2624                 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2625                 // CSQC can still provide its own customized modellight values
2626                 ent->render_rtlight_disabled = true;
2627                 ent->render_modellight_forced = true;
2628                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2629                 {
2630                         // custom colors provided by CSQC
2631                         for (q = 0; q < 3; q++)
2632                         {
2633                                 a[q] = ent->custommodellight_ambient[q];
2634                                 c[q] = ent->custommodellight_diffuse[q];
2635                                 dir[q] = ent->custommodellight_lightdir[q];
2636                         }
2637                 }
2638                 else if (r_fullbright_directed.integer)
2639                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2640                 else
2641                         for (q = 0; q < 3; q++)
2642                                 a[q] = 1;
2643         }
2644         else
2645         {
2646                 // fetch the lighting from the worldmodel data
2647
2648                 // CSQC can provide its own customized modellight values
2649                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2650                 {
2651                         ent->render_modellight_forced = true;
2652                         for (q = 0; q < 3; q++)
2653                         {
2654                                 a[q] = ent->custommodellight_ambient[q];
2655                                 c[q] = ent->custommodellight_diffuse[q];
2656                                 dir[q] = ent->custommodellight_lightdir[q];
2657                         }
2658                 }
2659                 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2660                 {
2661                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2662                                 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2663                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2664                         ent->render_modellight_forced = true;
2665                         ent->render_rtlight_disabled = true;
2666                 }
2667                 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))
2668                         && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2669                 {
2670                         ent->render_lightgrid = true;
2671                         // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2672                 }
2673                 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2674                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2675                 else if (r_fullbright_directed.integer)
2676                         CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2677                 else
2678                         R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2679         }
2680
2681         for (q = 0; q < 3; q++)
2682         {
2683                 ent->render_fullbright[q] = ent->colormod[q];
2684                 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2685                 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2686                 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2687                 ent->render_modellight_specular[q] = c[q];
2688                 ent->render_modellight_lightdir_world[q] = dir[q];
2689                 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2690                 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2691                 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2692                 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2693                 ent->render_rtlight_specular[q] = 1;
2694         }
2695
2696         // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2697         if (ent->render_modellight_forced)
2698                 for (q = 0; q < 3; q++)
2699                         ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2700         if (ent->render_rtlight_disabled)
2701                 for (q = 0; q < 3; q++)
2702                         ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2703
2704         if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2705                 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2706         VectorNormalize(ent->render_modellight_lightdir_world);
2707         // transform into local space for the entity as well
2708         Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2709         VectorNormalize(ent->render_modellight_lightdir_local);
2710 }
2711
2712
2713 void CL_UpdateEntityShading(void)
2714 {
2715         int i;
2716         CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2717         for (i = 0; i < r_refdef.scene.numentities; i++)
2718                 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2719 }
2720
2721 extern cvar_t host_framerate;
2722 extern cvar_t host_speeds;
2723
2724 double CL_Frame (double time)
2725 {
2726         static double clframetime;
2727         static double cl_timer = 0;
2728         static double time1 = 0, time2 = 0, time3 = 0;
2729         static double wait;
2730         int pass1, pass2, pass3;
2731
2732         CL_VM_PreventInformationLeaks();
2733
2734         // get new key events
2735         Key_EventQueue_Unblock();
2736         SndSys_SendKeyEvents();
2737         Sys_SendKeyEvents();
2738
2739         if((cl_timer += time) < 0)
2740                 return cl_timer;
2741
2742         // limit the frametime steps to no more than 100ms each
2743         if (cl_timer > 0.1)
2744                 cl_timer = 0.1;
2745
2746         if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
2747         {
2748                 R_TimeReport("---");
2749                 Collision_Cache_NewFrame();
2750                 R_TimeReport("photoncache");
2751 #ifdef CONFIG_VIDEO_CAPTURE
2752                 // decide the simulation time
2753                 if (cls.capturevideo.active)
2754                 {
2755                         //***
2756                         if (cls.capturevideo.realtime)
2757                                 clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
2758                         else
2759                         {
2760                                 clframetime = 1.0 / cls.capturevideo.framerate;
2761                                 cl.realframetime = max(time, clframetime);
2762                         }
2763                 }
2764                 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2765
2766 #else
2767                 if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
2768 #endif
2769                 {
2770                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
2771                         // when running slow, we need to sleep to keep input responsive
2772                         wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
2773                         if (wait > 0)
2774                                 Sys_Sleep((int)wait);
2775                 }
2776                 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
2777                         clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
2778                 else
2779                         clframetime = cl.realframetime = cl_timer;
2780
2781                 // apply slowmo scaling
2782                 clframetime *= cl.movevars_timescale;
2783                 // scale playback speed of demos by slowmo cvar
2784                 if (cls.demoplayback)
2785                 {
2786                         clframetime *= host_timescale.value;
2787                         // if demo playback is paused, don't advance time at all
2788                         if (cls.demopaused)
2789                                 clframetime = 0;
2790                 }
2791                 else
2792                 {
2793                         // host_framerate overrides all else
2794                         if (host_framerate.value)
2795                                 clframetime = host_framerate.value;
2796
2797                         if (cl.paused || host.paused)
2798                                 clframetime = 0;
2799                 }
2800
2801                 if (cls.timedemo)
2802                         clframetime = cl.realframetime = cl_timer;
2803
2804                 // deduct the frame time from the accumulator
2805                 cl_timer -= cl.realframetime;
2806
2807                 cl.oldtime = cl.time;
2808                 cl.time += clframetime;
2809
2810                 // update video
2811                 if (host_speeds.integer)
2812                         time1 = Sys_DirtyTime();
2813                 R_TimeReport("pre-input");
2814
2815                 // Collect input into cmd
2816                 CL_Input();
2817
2818                 R_TimeReport("input");
2819
2820                 // check for new packets
2821                 NetConn_ClientFrame();
2822
2823                 // read a new frame from a demo if needed
2824                 CL_ReadDemoMessage();
2825                 R_TimeReport("clientnetwork");
2826
2827                 // now that packets have been read, send input to server
2828                 CL_SendMove();
2829                 R_TimeReport("sendmove");
2830
2831                 // update client world (interpolate entities, create trails, etc)
2832                 CL_UpdateWorld();
2833                 R_TimeReport("lerpworld");
2834
2835                 CL_Video_Frame();
2836
2837                 R_TimeReport("client");
2838
2839                 CL_UpdateScreen();
2840                 R_TimeReport("render");
2841
2842                 if (host_speeds.integer)
2843                         time2 = Sys_DirtyTime();
2844
2845                 // update audio
2846                 if(cl.csqc_usecsqclistener)
2847                 {
2848                         S_Update(&cl.csqc_listenermatrix);
2849                         cl.csqc_usecsqclistener = false;
2850                 }
2851                 else
2852                         S_Update(&r_refdef.view.matrix);
2853
2854                 CDAudio_Update();
2855                 R_TimeReport("audio");
2856
2857                 // reset gathering of mouse input
2858                 in_mouse_x = in_mouse_y = 0;
2859
2860                 if (host_speeds.integer)
2861                 {
2862                         pass1 = (int)((time1 - time3)*1000000);
2863                         time3 = Sys_DirtyTime();
2864                         pass2 = (int)((time2 - time1)*1000000);
2865                         pass3 = (int)((time3 - time2)*1000000);
2866                         Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
2867                                                 pass1+pass2+pass3, pass1, pass2, pass3);
2868                 }
2869         }
2870         // if there is some time remaining from this frame, reset the timer
2871         return cl_timer >= 0 ? 0 : cl_timer;
2872 }
2873
2874 /*
2875 ===========
2876 CL_Shutdown
2877 ===========
2878 */
2879 void CL_Shutdown (void)
2880 {
2881         // be quiet while shutting down
2882         S_StopAllSounds();
2883         
2884         // disconnect client from server if active
2885         CL_Disconnect();
2886         
2887         CL_Video_Shutdown();
2888
2889 #ifdef CONFIG_MENU
2890         // Shutdown menu
2891         if(MR_Shutdown)
2892                 MR_Shutdown();
2893 #endif
2894
2895         CDAudio_Shutdown ();
2896         S_Terminate ();
2897         
2898         R_Modules_Shutdown();
2899         VID_Shutdown();
2900
2901         CL_Screen_Shutdown();
2902         CL_Particles_Shutdown();
2903         CL_Parse_Shutdown();
2904         CL_MeshEntities_Shutdown();
2905
2906         Key_Shutdown();
2907         S_Shutdown();
2908
2909         Mem_FreePool (&cls.permanentmempool);
2910         Mem_FreePool (&cls.levelmempool);
2911 }
2912
2913 /*
2914 =================
2915 CL_Init
2916 =================
2917 */
2918 void CL_Init (void)
2919 {
2920         if (cls.state == ca_dedicated)
2921         {
2922                 Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2923         }
2924         else
2925         {
2926                 Con_Printf("Initializing client\n");
2927
2928                 Cvar_SetValueQuick(&host_isclient, 1);
2929
2930                 R_Modules_Init();
2931                 Palette_Init();
2932 #ifdef CONFIG_MENU
2933                 MR_Init_Commands();
2934 #endif
2935                 VID_Shared_Init();
2936                 VID_Init();
2937                 Render_Init();
2938                 S_Init();
2939                 CDAudio_Init();
2940                 Key_Init();
2941                 V_Init();
2942
2943                 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2944                 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2945
2946                 memset(&r_refdef, 0, sizeof(r_refdef));
2947                 // max entities sent to renderer per frame
2948                 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2949                 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2950
2951                 // max temp entities
2952                 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2953                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2954
2955                 CL_InitInput ();
2956
2957         //
2958         // register our commands
2959         //
2960                 CL_InitCommands();
2961
2962                 Cvar_RegisterVariable (&cl_upspeed);
2963                 Cvar_RegisterVariable (&cl_forwardspeed);
2964                 Cvar_RegisterVariable (&cl_backspeed);
2965                 Cvar_RegisterVariable (&cl_sidespeed);
2966                 Cvar_RegisterVariable (&cl_movespeedkey);
2967                 Cvar_RegisterVariable (&cl_yawspeed);
2968                 Cvar_RegisterVariable (&cl_pitchspeed);
2969                 Cvar_RegisterVariable (&cl_anglespeedkey);
2970                 Cvar_RegisterVariable (&cl_shownet);
2971                 Cvar_RegisterVariable (&cl_nolerp);
2972                 Cvar_RegisterVariable (&cl_lerpexcess);
2973                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2974                 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2975                 Cvar_RegisterVariable (&cl_deathfade);
2976                 Cvar_RegisterVariable (&lookspring);
2977                 Cvar_RegisterVariable (&lookstrafe);
2978                 Cvar_RegisterVariable (&sensitivity);
2979                 Cvar_RegisterVariable (&freelook);
2980
2981                 Cvar_RegisterVariable (&m_pitch);
2982                 Cvar_RegisterVariable (&m_yaw);
2983                 Cvar_RegisterVariable (&m_forward);
2984                 Cvar_RegisterVariable (&m_side);
2985
2986                 Cvar_RegisterVariable (&cl_itembobspeed);
2987                 Cvar_RegisterVariable (&cl_itembobheight);
2988
2989                 CL_Demo_Init();
2990
2991                 Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2992                 Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2993                 Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2994                 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)");
2995
2996                 // Support Client-side Model Index List
2997                 Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2998                 // Support Client-side Sound Index List
2999                 Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
3000
3001                 Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
3002                 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)");
3003
3004                 Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
3005
3006                 Cvar_RegisterVariable(&r_draweffects);
3007                 Cvar_RegisterVariable(&cl_explosions_alpha_start);
3008                 Cvar_RegisterVariable(&cl_explosions_alpha_end);
3009                 Cvar_RegisterVariable(&cl_explosions_size_start);
3010                 Cvar_RegisterVariable(&cl_explosions_size_end);
3011                 Cvar_RegisterVariable(&cl_explosions_lifetime);
3012                 Cvar_RegisterVariable(&cl_stainmaps);
3013                 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
3014                 Cvar_RegisterVariable(&cl_beams_polygons);
3015                 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
3016                 Cvar_RegisterVariable(&cl_beams_instantaimhack);
3017                 Cvar_RegisterVariable(&cl_beams_lightatend);
3018                 Cvar_RegisterVariable(&cl_noplayershadow);
3019                 Cvar_RegisterVariable(&cl_dlights_decayradius);
3020                 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
3021
3022                 Cvar_RegisterVariable(&cl_prydoncursor);
3023                 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
3024
3025                 Cvar_RegisterVariable(&cl_deathnoviewmodel);
3026
3027                 // for QW connections
3028                 Cvar_RegisterVariable(&qport);
3029                 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
3030
3031                 Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
3032
3033                 Cvar_RegisterVariable(&cl_locs_enable);
3034                 Cvar_RegisterVariable(&cl_locs_show);
3035                 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)");
3036                 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)");
3037                 Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
3038                 Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
3039                 Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
3040
3041                 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
3042
3043                 Cvar_RegisterVariable (&cl_minfps);
3044                 Cvar_RegisterVariable (&cl_minfps_fade);
3045                 Cvar_RegisterVariable (&cl_minfps_qualitymax);
3046                 Cvar_RegisterVariable (&cl_minfps_qualitymin);
3047                 Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
3048                 Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
3049                 Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
3050                 Cvar_RegisterVariable (&cl_minfps_force);
3051                 Cvar_RegisterVariable (&cl_maxfps);
3052                 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
3053                 Cvar_RegisterVariable (&cl_maxidlefps);
3054
3055                 CL_Parse_Init();
3056                 CL_Particles_Init();
3057                 CL_Screen_Init();
3058                 CL_MeshEntities_Init();
3059
3060                 CL_Video_Init();
3061
3062                 host.hook.ConnectLocal = CL_EstablishConnection_Local;
3063                 host.hook.CL_Intermission = CL_Intermission;
3064         }
3065 }