2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 mempool_t *cl_refdef_mempool;
67 mempool_t *cl_entities_mempool;
73 int cl_max_static_entities;
74 int cl_max_temp_entities;
78 int cl_max_lightstyle;
79 int cl_max_brushmodel_entities;
81 entity_t *cl_entities;
82 qbyte *cl_entities_active;
83 entity_t *cl_static_entities;
84 entity_t *cl_temp_entities;
85 cl_effect_t *cl_effects;
88 lightstyle_t *cl_lightstyle;
89 entity_render_t **cl_brushmodel_entities;
92 int cl_num_static_entities;
93 int cl_num_temp_entities;
94 int cl_num_brushmodel_entities;
100 =====================
102 void CL_ClearState(void)
109 // note: this also gets rid of the entity database
110 Mem_EmptyPool(cl_entities_mempool);
112 // wipe the entire cl structure
113 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
117 SZ_Clear (&cls.message);
120 cl_num_static_entities = 0;
121 cl_num_temp_entities = 0;
122 cl_num_brushmodel_entities = 0;
124 // tweak these if the game runs out
125 cl_max_entities = 256;
126 cl_max_static_entities = 256;
127 cl_max_temp_entities = 512;
128 cl_max_effects = 256;
130 cl_max_dlights = MAX_DLIGHTS;
131 cl_max_lightstyle = MAX_LIGHTSTYLES;
132 cl_max_brushmodel_entities = MAX_EDICTS;
134 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
135 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
136 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
137 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
138 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
139 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
140 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
141 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
142 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
144 // LordHavoc: have to set up the baseline info for alpha and other stuff
145 for (i = 0;i < cl_max_entities;i++)
147 cl_entities[i].state_baseline = defaultstate;
148 cl_entities[i].state_previous = defaultstate;
149 cl_entities[i].state_current = defaultstate;
153 CL_Particles_Clear();
157 void CL_ExpandEntities(int num)
159 int i, oldmaxentities;
160 entity_t *oldentities;
161 if (num >= cl_max_entities)
163 if (num >= MAX_EDICTS)
164 Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
165 oldmaxentities = cl_max_entities;
166 oldentities = cl_entities;
167 cl_max_entities = (num & ~255) + 256;
168 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
169 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
170 Mem_Free(oldentities);
171 for (i = oldmaxentities;i < cl_max_entities;i++)
173 cl_entities[i].state_baseline = defaultstate;
174 cl_entities[i].state_previous = defaultstate;
175 cl_entities[i].state_current = defaultstate;
181 =====================
184 Sends a disconnect message to the server
185 This is also called on Host_Error, so it shouldn't cause any errors
186 =====================
188 void CL_Disconnect(void)
190 if (cls.state == ca_dedicated)
193 Con_DPrintf("CL_Disconnect\n");
195 // stop sounds (especially looping!)
198 // clear contents blends
199 cl.cshifts[0].percent = 0;
200 cl.cshifts[1].percent = 0;
201 cl.cshifts[2].percent = 0;
202 cl.cshifts[3].percent = 0;
204 cl.worldmodel = NULL;
206 if (cls.demoplayback)
210 if (cls.demorecording)
213 Con_DPrint("Sending clc_disconnect\n");
214 SZ_Clear(&cls.message);
215 MSG_WriteByte(&cls.message, clc_disconnect);
216 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
217 SZ_Clear(&cls.message);
218 NetConn_Close(cls.netcon);
221 cls.state = ca_disconnected;
223 cls.demoplayback = cls.timedemo = false;
227 void CL_Disconnect_f(void)
231 Host_ShutdownServer (false);
238 =====================
239 CL_EstablishConnection
241 Host should be either "local" or a net address
242 =====================
244 void CL_EstablishConnection(const char *host)
246 if (cls.state == ca_dedicated)
249 // clear menu's connect error message
250 M_Update_Return_Reason("");
253 // stop demo loop in case this fails
255 NetConn_ClientFrame();
256 NetConn_ServerFrame();
258 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
260 cls.connect_trying = true;
261 cls.connect_remainingtries = 3;
262 cls.connect_nextsendtime = 0;
263 M_Update_Return_Reason("Trying to connect...");
266 NetConn_ClientFrame();
267 NetConn_ServerFrame();
268 NetConn_ClientFrame();
269 NetConn_ServerFrame();
270 NetConn_ClientFrame();
271 NetConn_ServerFrame();
272 NetConn_ClientFrame();
273 NetConn_ServerFrame();
278 Con_Print("Unable to find a suitable network socket to connect to server.\n");
279 M_Update_Return_Reason("No network");
288 static void CL_PrintEntities_f(void)
294 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
296 if (!ent->state_current.active)
299 if (ent->render.model)
300 strlcpy (name, ent->render.model->name, 25);
302 strcpy(name, "--no model--");
303 for (j = strlen(name);j < 25;j++)
305 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
309 //static const vec3_t nomodelmins = {-16, -16, -16};
310 //static const vec3_t nomodelmaxs = {16, 16, 16};
311 void CL_BoundingBoxForEntity(entity_render_t *ent)
315 //if (ent->angles[0] || ent->angles[2])
316 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
319 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
320 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
321 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
322 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
323 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
324 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
325 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
326 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
328 //else if (ent->angles[1])
329 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
332 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
333 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
334 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
335 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
336 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
337 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
338 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
339 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
343 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
344 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
345 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
346 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
347 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
348 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
349 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
350 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
355 ent->mins[0] = ent->matrix.m[0][3] - 16;
356 ent->mins[1] = ent->matrix.m[1][3] - 16;
357 ent->mins[2] = ent->matrix.m[2][3] - 16;
358 ent->maxs[0] = ent->matrix.m[0][3] + 16;
359 ent->maxs[1] = ent->matrix.m[1][3] + 16;
360 ent->maxs[2] = ent->matrix.m[2][3] + 16;
361 //VectorAdd(ent->origin, nomodelmins, ent->mins);
362 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
370 Determines the fraction between the last two messages that the objects
374 static float CL_LerpPoint(void)
378 // dropped packet, or start of demo
379 if (cl.mtime[1] < cl.mtime[0] - 0.1)
380 cl.mtime[1] = cl.mtime[0] - 0.1;
382 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
384 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
385 f = cl.mtime[0] - cl.mtime[1];
386 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
388 cl.time = cl.mtime[0];
392 f = (cl.time - cl.mtime[1]) / f;
393 return bound(0, f, 1);
396 void CL_ClearTempEntities (void)
398 cl_num_temp_entities = 0;
401 entity_t *CL_NewTempEntity(void)
405 if (r_refdef.numentities >= r_refdef.maxentities)
407 if (cl_num_temp_entities >= cl_max_temp_entities)
409 ent = &cl_temp_entities[cl_num_temp_entities++];
410 memset (ent, 0, sizeof(*ent));
411 r_refdef.entities[r_refdef.numentities++] = &ent->render;
413 ent->render.colormap = -1; // no special coloring
414 ent->render.scale = 1;
415 ent->render.alpha = 1;
416 VectorSet(ent->render.colormod, 1, 1, 1);
420 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
424 if (!modelindex) // sanity check
426 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
431 VectorCopy(org, e->origin);
432 e->modelindex = modelindex;
433 e->starttime = cl.time;
434 e->startframe = startframe;
435 e->endframe = startframe + framecount;
436 e->framerate = framerate;
439 e->frame1time = cl.time;
440 e->frame2time = cl.time;
445 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
451 // first look for an exact key match
455 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
461 // then look for anything else
463 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
467 // unable to find one
471 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
472 memset (dl, 0, sizeof(*dl));
473 dl->matrix = *matrix;
475 dl->origin[0] = dl->matrix.m[0][3];
476 dl->origin[1] = dl->matrix.m[1][3];
477 dl->origin[2] = dl->matrix.m[2][3];
478 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
479 dl->matrix.m[0][3] = dl->origin[0];
480 dl->matrix.m[1][3] = dl->origin[1];
481 dl->matrix.m[2][3] = dl->origin[2];
484 dl->color[1] = green;
488 dl->die = cl.time + lifetime;
491 dl->cubemapnum = cubemapnum;
493 dl->shadow = shadowenable;
496 dl->coronasizescale = coronasizescale;
497 dl->ambientscale = ambientscale;
498 dl->diffusescale = diffusescale;
499 dl->specularscale = specularscale;
502 void CL_DecayLights(void)
508 time = cl.time - cl.oldtime;
509 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
511 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
514 #define MAXVIEWMODELS 32
515 entity_t *viewmodels[MAXVIEWMODELS];
518 matrix4x4_t viewmodelmatrix;
520 static int entitylinkframenumber;
522 static const vec3_t muzzleflashorigin = {18, 0, 0};
524 extern void V_DriftPitch(void);
525 extern void V_FadeViewFlashs(void);
526 extern void V_CalcViewBlend(void);
528 extern void V_CalcRefdef(void);
529 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
530 void CL_LinkNetworkEntity(entity_t *e)
532 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
533 //matrix4x4_t dlightmatrix;
534 int j, k, l, trailtype, temp;
535 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
538 //entity_persistent_t *p = &e->persistent;
539 //entity_render_t *r = &e->render;
540 if (e->persistent.linkframe != entitylinkframenumber)
542 e->persistent.linkframe = entitylinkframenumber;
543 // skip inactive entities and world
544 if (!e->state_current.active || e == cl_entities)
546 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
547 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
548 e->render.flags = e->state_current.flags;
549 e->render.effects = e->state_current.effects;
550 if (e->state_current.flags & RENDER_COLORMAPPED)
551 e->render.colormap = e->state_current.colormap;
552 else if (cl.scores != NULL && e->state_current.colormap)
553 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
555 e->render.colormap = -1; // no special coloring
556 e->render.skinnum = e->state_current.skin;
557 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
558 if (e->render.flags & RENDER_VIEWMODEL)
560 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
563 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
564 matrix = &viewmodelmatrix;
565 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
567 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
568 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
573 // if the tag entity is currently impossible, skip it
574 if (e->state_current.tagentity >= cl_num_entities)
576 t = cl_entities + e->state_current.tagentity;
577 // if the tag entity is inactive, skip it
578 if (!t->state_current.active)
580 // note: this can link to world
581 CL_LinkNetworkEntity(t);
582 // make relative to the entity
583 matrix = &t->render.matrix;
584 // some properties of the tag entity carry over
585 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
586 // if a valid tagindex is used, make it relative to that tag instead
587 // FIXME: use a model function to get tag info (need to handle skeletal)
588 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
590 // blend the matrices
591 memset(&blendmatrix, 0, sizeof(blendmatrix));
592 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
594 matrix4x4_t tagmatrix;
595 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
596 d = t->render.frameblend[j].lerp;
597 for (l = 0;l < 4;l++)
598 for (k = 0;k < 4;k++)
599 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
601 // concat the tag matrices onto the entity matrix
602 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
603 // use the constructed tag matrix
604 matrix = &tempmatrix;
609 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
611 // interpolate the origin and angles
612 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
613 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
614 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
615 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
616 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
617 VectorMA(e->persistent.oldangles, lerp, delta, angles);
622 VectorCopy(e->persistent.neworigin, origin);
623 VectorCopy(e->persistent.newangles, angles);
626 // model setup and some modelflags
627 e->render.model = cl.model_precache[e->state_current.modelindex];
630 Mod_CheckLoaded(e->render.model);
631 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
632 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
633 angles[0] = -angles[0];
634 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
636 angles[1] = ANGLEMOD(100*cl.time);
637 if (cl_itembobheight.value)
638 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
640 // transfer certain model flags to effects
641 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
642 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
643 VectorScale(e->render.colormod, 2, e->render.colormod);
647 if (e->render.frame2 == e->state_current.frame)
649 // update frame lerp fraction
650 e->render.framelerp = 1;
651 if (e->render.frame2time > e->render.frame1time)
653 // make sure frame lerp won't last longer than 100ms
654 // (this mainly helps with models that use framegroups and
655 // switch between them infrequently)
656 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
657 e->render.framelerp = bound(0, e->render.framelerp, 1);
662 // begin a new frame lerp
663 e->render.frame1 = e->render.frame2;
664 e->render.frame1time = e->render.frame2time;
665 e->render.frame = e->render.frame2 = e->state_current.frame;
666 e->render.frame2time = cl.time;
667 e->render.framelerp = 0;
669 R_LerpAnimation(&e->render);
671 // set up the render matrix
672 // FIXME: e->render.scale should go away
673 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
674 // concat the matrices to make the entity relative to its tag
675 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
676 // make the other useful stuff
677 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
678 CL_BoundingBoxForEntity(&e->render);
680 // handle effects now that we know where this entity is in the world...
681 origin[0] = e->render.matrix.m[0][3];
682 origin[1] = e->render.matrix.m[1][3];
683 origin[2] = e->render.matrix.m[2][3];
689 // LordHavoc: if the entity has no effects, don't check each
690 if (e->render.effects)
692 if (e->render.effects & EF_BRIGHTFIELD)
694 if (gamemode == GAME_NEXUIZ)
696 dlightradius = max(dlightradius, 200);
697 dlightcolor[0] += 0.75f;
698 dlightcolor[1] += 1.50f;
699 dlightcolor[2] += 3.00f;
703 CL_EntityParticles(e);
705 if (e->render.effects & EF_MUZZLEFLASH)
706 e->persistent.muzzleflash = 1.0f;
707 if (e->render.effects & EF_DIMLIGHT)
709 dlightradius = max(dlightradius, 200);
710 dlightcolor[0] += 1.50f;
711 dlightcolor[1] += 1.50f;
712 dlightcolor[2] += 1.50f;
714 if (e->render.effects & EF_BRIGHTLIGHT)
716 dlightradius = max(dlightradius, 400);
717 dlightcolor[0] += 3.00f;
718 dlightcolor[1] += 3.00f;
719 dlightcolor[2] += 3.00f;
721 // LordHavoc: more effects
722 if (e->render.effects & EF_RED) // red
724 dlightradius = max(dlightradius, 200);
725 dlightcolor[0] += 1.50f;
726 dlightcolor[1] += 0.15f;
727 dlightcolor[2] += 0.15f;
729 if (e->render.effects & EF_BLUE) // blue
731 dlightradius = max(dlightradius, 200);
732 dlightcolor[0] += 0.15f;
733 dlightcolor[1] += 0.15f;
734 dlightcolor[2] += 1.50f;
736 if (e->render.effects & EF_FLAME)
738 mins[0] = origin[0] - 16.0f;
739 mins[1] = origin[1] - 16.0f;
740 mins[2] = origin[2] - 16.0f;
741 maxs[0] = origin[0] + 16.0f;
742 maxs[1] = origin[1] + 16.0f;
743 maxs[2] = origin[2] + 16.0f;
744 // how many flames to make
745 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
746 CL_FlameCube(mins, maxs, temp);
747 d = lhrandom(0.75f, 1);
748 dlightradius = max(dlightradius, 200);
749 dlightcolor[0] += d * 2.0f;
750 dlightcolor[1] += d * 1.5f;
751 dlightcolor[2] += d * 0.5f;
753 if (e->render.effects & EF_STARDUST)
755 mins[0] = origin[0] - 16.0f;
756 mins[1] = origin[1] - 16.0f;
757 mins[2] = origin[2] - 16.0f;
758 maxs[0] = origin[0] + 16.0f;
759 maxs[1] = origin[1] + 16.0f;
760 maxs[2] = origin[2] + 16.0f;
761 // how many particles to make
762 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
763 CL_Stardust(mins, maxs, temp);
764 dlightradius = max(dlightradius, 200);
765 dlightcolor[0] += 1.0f;
766 dlightcolor[1] += 0.7f;
767 dlightcolor[2] += 0.3f;
770 // muzzleflash fades over time, and is offset a bit
771 if (e->persistent.muzzleflash > 0)
773 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
774 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
775 tempmatrix = e->render.matrix;
776 tempmatrix.m[0][3] = v[0];
777 tempmatrix.m[1][3] = v[1];
778 tempmatrix.m[2][3] = v[2];
779 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
780 e->persistent.muzzleflash -= cl.frametime * 10;
782 // LordHavoc: if the model has no flags, don't check each
783 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
785 if (e->render.model->flags & EF_GIB)
787 else if (e->render.model->flags & EF_ZOMGIB)
789 else if (e->render.model->flags & EF_TRACER)
792 dlightradius = max(dlightradius, 100);
793 dlightcolor[0] += 0.25f;
794 dlightcolor[1] += 1.00f;
795 dlightcolor[2] += 0.25f;
797 else if (e->render.model->flags & EF_TRACER2)
800 dlightradius = max(dlightradius, 100);
801 dlightcolor[0] += 1.00f;
802 dlightcolor[1] += 0.60f;
803 dlightcolor[2] += 0.20f;
805 else if (e->render.model->flags & EF_ROCKET)
808 dlightradius = max(dlightradius, 200);
809 dlightcolor[0] += 3.00f;
810 dlightcolor[1] += 1.50f;
811 dlightcolor[2] += 0.50f;
813 else if (e->render.model->flags & EF_GRENADE)
815 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
816 trailtype = e->render.alpha == -1 ? 7 : 1;
818 else if (e->render.model->flags & EF_TRACER3)
821 if (gamemode == GAME_PRYDON)
823 dlightradius = max(dlightradius, 100);
824 dlightcolor[0] += 0.30f;
825 dlightcolor[1] += 0.60f;
826 dlightcolor[2] += 1.20f;
830 dlightradius = max(dlightradius, 200);
831 dlightcolor[0] += 1.20f;
832 dlightcolor[1] += 0.50f;
833 dlightcolor[2] += 1.00f;
837 // LordHavoc: customizable glow
838 if (e->state_current.glowsize)
840 // * 4 for the expansion from 0-255 to 0-1023 range,
841 // / 255 to scale down byte colors
842 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
843 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
845 // make the glow dlight
846 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
848 //dlightmatrix = e->render.matrix;
849 // hack to make glowing player light shine on their gun
850 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
851 // dlightmatrix.m[2][3] += 30;
852 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
855 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
858 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
859 light[3] = e->state_current.light[3];
860 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
861 VectorSet(light, 1, 1, 1);
864 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
865 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
868 if (e->render.flags & RENDER_GLOWTRAIL)
871 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
872 VectorCopy(origin, e->persistent.trail_origin);
873 // tenebrae's sprites are all additive mode (weird)
874 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
875 e->render.effects |= EF_ADDITIVE;
876 // player model is only shown with chase_active on
877 if (e - cl_entities == cl.viewentity)
878 e->render.flags |= RENDER_EXTERIORMODEL;
879 // transparent stuff can't be lit during the opaque stage
880 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
881 e->render.flags |= RENDER_TRANSPARENT;
882 // either fullbright or lit
883 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
884 e->render.flags |= RENDER_LIGHT;
885 // hide player shadow during intermission or nehahra movie
886 if (!(e->render.effects & EF_NOSHADOW)
887 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
888 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
889 e->render.flags |= RENDER_SHADOW;
890 // as soon as player is known we can call V_CalcRefDef
891 if ((e - cl_entities) == cl.viewentity)
893 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
894 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
895 // don't show entities with no modelindex (note: this still shows
896 // entities which have a modelindex that resolved to a NULL model)
897 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
898 r_refdef.entities[r_refdef.numentities++] = &e->render;
899 //if (cl.viewentity && e - cl_entities == cl.viewentity)
900 // Matrix4x4_Print(&e->render.matrix);
904 void CL_RelinkWorld(void)
906 entity_t *ent = &cl_entities[0];
907 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
908 // FIXME: this should be done at load
909 Matrix4x4_CreateIdentity(&ent->render.matrix);
910 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
911 R_LerpAnimation(&ent->render);
912 CL_BoundingBoxForEntity(&ent->render);
913 ent->render.flags = RENDER_SHADOW;
914 if (!r_fullbright.integer)
915 ent->render.flags |= RENDER_LIGHT;
916 VectorSet(ent->render.colormod, 1, 1, 1);
917 r_refdef.worldentity = &ent->render;
918 r_refdef.worldmodel = cl.worldmodel;
921 static void CL_RelinkStaticEntities(void)
925 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
927 Mod_CheckLoaded(e->render.model);
929 // transparent stuff can't be lit during the opaque stage
930 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
931 e->render.flags |= RENDER_TRANSPARENT;
932 // either fullbright or lit
933 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
934 e->render.flags |= RENDER_LIGHT;
935 // hide player shadow during intermission or nehahra movie
936 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
937 e->render.flags |= RENDER_SHADOW;
938 VectorSet(e->render.colormod, 1, 1, 1);
939 R_LerpAnimation(&e->render);
940 r_refdef.entities[r_refdef.numentities++] = &e->render;
949 static void CL_RelinkNetworkEntities(void)
955 ent->state_previous = ent->state_current;
956 ent->state_current = defaultstate;
957 ent->state_current.time = cl.time;
958 ent->state_current.number = -1;
959 ent->state_current.active = true;
960 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
961 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
962 ent->state_current.flags = RENDER_VIEWMODEL;
963 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
964 ent->state_current.modelindex = 0;
965 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
967 if (gamemode == GAME_TRANSFUSION)
968 ent->state_current.alpha = 128;
970 ent->state_current.modelindex = 0;
973 // reset animation interpolation on weaponmodel if model changed
974 if (ent->state_previous.modelindex != ent->state_current.modelindex)
976 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
977 ent->render.frame1time = ent->render.frame2time = cl.time;
978 ent->render.framelerp = 1;
981 // start on the entity after the world
982 entitylinkframenumber++;
983 for (i = 1;i < cl_num_entities;i++)
985 if (cl_entities_active[i])
987 ent = cl_entities + i;
988 if (ent->state_current.active)
989 CL_LinkNetworkEntity(ent);
991 cl_entities_active[i] = false;
994 CL_LinkNetworkEntity(&cl.viewent);
997 static void CL_RelinkEffects(void)
1004 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1008 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1010 if (intframe < 0 || intframe >= e->endframe)
1012 memset(e, 0, sizeof(*e));
1016 if (intframe != e->frame)
1018 e->frame = intframe;
1019 e->frame1time = e->frame2time;
1020 e->frame2time = cl.time;
1023 // if we're drawing effects, get a new temp entity
1024 // (NewTempEntity adds it to the render entities list for us)
1025 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1027 // interpolation stuff
1028 ent->render.frame1 = intframe;
1029 ent->render.frame2 = intframe + 1;
1030 if (ent->render.frame2 >= e->endframe)
1031 ent->render.frame2 = -1; // disappear
1032 ent->render.framelerp = frame - intframe;
1033 ent->render.frame1time = e->frame1time;
1034 ent->render.frame2time = e->frame2time;
1037 ent->render.model = cl.model_precache[e->modelindex];
1038 ent->render.frame = ent->render.frame2;
1039 ent->render.colormap = -1; // no special coloring
1040 ent->render.alpha = 1;
1041 VectorSet(ent->render.colormod, 1, 1, 1);
1043 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1044 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1045 R_LerpAnimation(&ent->render);
1046 CL_BoundingBoxForEntity(&ent->render);
1052 void CL_RelinkBeams(void)
1061 matrix4x4_t tempmatrix;
1063 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1065 if (!b->model || b->endtime < cl.time)
1068 // if coming from the player, update the start position
1069 //if (b->entity == cl.viewentity)
1070 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1071 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1073 entity_state_t *p = &cl_entities[b->entity].state_previous;
1074 //entity_state_t *c = &cl_entities[b->entity].state_current;
1075 entity_render_t *r = &cl_entities[b->entity].render;
1076 matrix4x4_t matrix, imatrix;
1077 if (b->relativestartvalid == 2)
1079 // not really valid yet, we need to get the orientation now
1080 // (ParseBeam flagged this because it is received before
1081 // entities are received, by now they have been received)
1082 // note: because players create lightning in their think
1083 // function (which occurs before movement), they actually
1084 // have some lag in it's location, so compare to the
1085 // previous player state, not the latest
1086 if (b->entity == cl.viewentity)
1087 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1089 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1090 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1091 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1092 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1093 b->relativestartvalid = 1;
1097 if (b->entity == cl.viewentity)
1098 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1100 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1101 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1102 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1108 if (cl_beams_lightatend.integer)
1110 // FIXME: create a matrix from the beam start/end orientation
1111 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1112 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1114 if (cl_beams_polygons.integer)
1118 // calculate pitch and yaw
1119 VectorSubtract (b->end, b->start, dist);
1121 if (dist[1] == 0 && dist[0] == 0)
1131 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1135 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1136 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1141 // add new entities for the lightning
1142 VectorCopy (b->start, org);
1143 d = VectorNormalizeLength(dist);
1146 ent = CL_NewTempEntity ();
1149 //VectorCopy (org, ent->render.origin);
1150 ent->render.model = b->model;
1151 //ent->render.effects = EF_FULLBRIGHT;
1152 //ent->render.angles[0] = pitch;
1153 //ent->render.angles[1] = yaw;
1154 //ent->render.angles[2] = rand()%360;
1155 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1156 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1157 R_LerpAnimation(&ent->render);
1158 CL_BoundingBoxForEntity(&ent->render);
1159 VectorMA(org, 30, dist, org);
1165 void CL_LerpPlayer(float frac)
1170 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1171 for (i = 0;i < 3;i++)
1173 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1174 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1175 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1178 if (cls.demoplayback)
1180 // interpolate the angles
1181 for (i = 0;i < 3;i++)
1183 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1188 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1197 Read all incoming data from the server
1200 int CL_ReadFromServer(void)
1202 CL_ReadDemoMessage();
1204 r_refdef.time = cl.time;
1205 r_refdef.extraupdate = !r_speeds.integer;
1206 r_refdef.numentities = 0;
1207 cl_num_brushmodel_entities = 0;
1209 if (cls.state == ca_connected && cls.signon == SIGNONS)
1211 // prepare for a new frame
1212 CL_LerpPlayer(CL_LerpPoint());
1214 CL_ClearTempEntities();
1218 // relink network entities (note: this sets up the view!)
1219 CL_RelinkNetworkEntities();
1227 CL_RelinkStaticEntities();
1231 // run cgame code (which can add more entities)
1234 // update view blend
1246 void CL_SendCmd(void)
1248 if (cls.signon == SIGNONS)
1251 if (cls.demoplayback)
1253 SZ_Clear(&cls.message);
1257 // send the reliable message (forwarded commands) if there is one
1258 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1260 if (developer.integer)
1262 Con_Print("CL_SendCmd: sending reliable message:\n");
1263 SZ_HexDumpToConsole(&cls.message);
1265 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1266 Host_Error("CL_WriteToServer: lost server connection");
1267 SZ_Clear(&cls.message);
1271 // LordHavoc: pausedemo command
1272 static void CL_PauseDemo_f (void)
1274 cls.demopaused = !cls.demopaused;
1276 Con_Print("Demo paused\n");
1278 Con_Print("Demo unpaused\n");
1282 ======================
1284 ======================
1286 static void CL_Fog_f (void)
1288 if (Cmd_Argc () == 1)
1290 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1293 fog_density = atof(Cmd_Argv(1));
1294 fog_red = atof(Cmd_Argv(2));
1295 fog_green = atof(Cmd_Argv(3));
1296 fog_blue = atof(Cmd_Argv(4));
1300 ====================
1303 For program optimization
1304 ====================
1306 static void CL_TimeRefresh_f (void)
1309 float timestart, timedelta, oldangles[3];
1311 r_refdef.extraupdate = false;
1312 VectorCopy(cl.viewangles, oldangles);
1313 VectorClear(cl.viewangles);
1315 timestart = Sys_DoubleTime();
1316 for (i = 0;i < 128;i++)
1318 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1321 timedelta = Sys_DoubleTime() - timestart;
1323 VectorCopy(oldangles, cl.viewangles);
1324 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1332 void CL_Shutdown (void)
1335 CL_Particles_Shutdown();
1336 CL_Parse_Shutdown();
1338 SZ_Free (&cls.message);
1340 Mem_FreePool (&cl_entities_mempool);
1341 Mem_FreePool (&cl_refdef_mempool);
1351 cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1352 cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1354 memset(&r_refdef, 0, sizeof(r_refdef));
1355 // max entities sent to renderer per frame
1356 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1357 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1358 // 256k drawqueue buffer
1359 r_refdef.maxdrawqueuesize = 256 * 1024;
1360 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1362 SZ_Alloc (&cls.message, 1024, "cls.message");
1367 // register our commands
1369 Cvar_RegisterVariable (&cl_upspeed);
1370 Cvar_RegisterVariable (&cl_forwardspeed);
1371 Cvar_RegisterVariable (&cl_backspeed);
1372 Cvar_RegisterVariable (&cl_sidespeed);
1373 Cvar_RegisterVariable (&cl_movespeedkey);
1374 Cvar_RegisterVariable (&cl_yawspeed);
1375 Cvar_RegisterVariable (&cl_pitchspeed);
1376 Cvar_RegisterVariable (&cl_anglespeedkey);
1377 Cvar_RegisterVariable (&cl_shownet);
1378 Cvar_RegisterVariable (&cl_nolerp);
1379 Cvar_RegisterVariable (&lookspring);
1380 Cvar_RegisterVariable (&lookstrafe);
1381 Cvar_RegisterVariable (&sensitivity);
1382 Cvar_RegisterVariable (&freelook);
1384 Cvar_RegisterVariable (&m_pitch);
1385 Cvar_RegisterVariable (&m_yaw);
1386 Cvar_RegisterVariable (&m_forward);
1387 Cvar_RegisterVariable (&m_side);
1389 Cvar_RegisterVariable (&cl_itembobspeed);
1390 Cvar_RegisterVariable (&cl_itembobheight);
1392 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1393 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1394 Cmd_AddCommand ("record", CL_Record_f);
1395 Cmd_AddCommand ("stop", CL_Stop_f);
1396 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1397 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1399 Cmd_AddCommand ("fog", CL_Fog_f);
1401 // LordHavoc: added pausedemo
1402 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1404 Cvar_RegisterVariable(&r_draweffects);
1405 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1406 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1407 Cvar_RegisterVariable(&cl_explosions_size_start);
1408 Cvar_RegisterVariable(&cl_explosions_size_end);
1409 Cvar_RegisterVariable(&cl_explosions_lifetime);
1410 Cvar_RegisterVariable(&cl_stainmaps);
1411 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1412 Cvar_RegisterVariable(&cl_beams_polygons);
1413 Cvar_RegisterVariable(&cl_beams_relative);
1414 Cvar_RegisterVariable(&cl_beams_lightatend);
1415 Cvar_RegisterVariable(&cl_noplayershadow);
1417 Cvar_RegisterVariable(&cl_prydoncursor);
1419 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1422 CL_Particles_Init();