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"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_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"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
59 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "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)" };
61 cvar_t cl_autodemo_delete = {0, "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" };
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
79 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
86 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
88 cvar_t cl_prydoncursor = {0, "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"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
93 cvar_t cl_locs_enable = {CVAR_SAVE, "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)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
100 =====================
103 =====================
105 void CL_ClearState(void)
112 // wipe the entire cl structure
113 Mem_EmptyPool(cls.levelmempool);
114 memset (&cl, 0, sizeof(cl));
118 // reset the view zoom interpolation
119 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120 cl.sensitivityscale = 1.0f;
122 // enable rendering of the world and such
123 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124 cl.csqc_vidvars.drawenginesbar = true;
125 cl.csqc_vidvars.drawcrosshair = true;
127 // set up the float version of the stats array for easier access to float stats
128 cl.statsf = (float *)cl.stats;
131 cl.num_static_entities = 0;
132 cl.num_brushmodel_entities = 0;
134 // tweak these if the game runs out
135 cl.max_csqcrenderentities = 0;
136 cl.max_entities = MAX_ENITIES_INITIAL;
137 cl.max_static_entities = MAX_STATICENTITIES;
138 cl.max_effects = MAX_EFFECTS;
139 cl.max_beams = MAX_BEAMS;
140 cl.max_dlights = MAX_DLIGHTS;
141 cl.max_lightstyle = MAX_LIGHTSTYLES;
142 cl.max_brushmodel_entities = MAX_EDICTS;
143 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
144 cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
151 cl.csqcrenderentities = NULL;
152 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
153 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
154 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
155 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164 // LadyHavoc: have to set up the baseline info for alpha and other stuff
165 for (i = 0;i < cl.max_entities;i++)
167 cl.entities[i].state_baseline = defaultstate;
168 cl.entities[i].state_previous = defaultstate;
169 cl.entities[i].state_current = defaultstate;
172 if (IS_NEXUIZ_DERIVED(gamemode))
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181 VectorSet(cl.playerstandmins, -16, -16, -24);
182 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183 VectorSet(cl.playercrouchmins, -16, -16, -24);
184 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187 // disable until we get textures for it
190 ent = &cl.entities[0];
191 // entire entity array was cleared, so just fill in a few fields
192 ent->state_current.active = true;
193 ent->render.model = cl.worldmodel = NULL; // no world model yet
194 ent->render.alpha = 1;
195 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197 ent->render.allowdecals = true;
198 CL_UpdateRenderEntity(&ent->render);
200 // noclip is turned off at start
201 noclip_anglehack = false;
203 // mark all frames invalid for delta
204 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206 // set bestweapon data back to Quake data
207 IN_BestWeapon_ResetData();
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 qboolean fail = false;
217 if (!allowstarkey && key[0] == '*')
219 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221 for (i = 0;key[i];i++)
222 if (ISWHITESPACE(key[i]) || key[i] == '\"')
224 for (i = 0;value[i];i++)
225 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
230 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234 if (cls.state == ca_connected && cls.netcon)
236 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
241 else if (!strcasecmp(key, "name"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
246 else if (!strcasecmp(key, "playermodel"))
248 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
251 else if (!strcasecmp(key, "playerskin"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
256 else if (!strcasecmp(key, "topcolor"))
258 // don't send anything, the combined color code will be updated manually
260 else if (!strcasecmp(key, "bottomcolor"))
262 // don't send anything, the combined color code will be updated manually
264 else if (!strcasecmp(key, "rate"))
266 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
269 else if (!strcasecmp(key, "rate_burstsize"))
271 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
277 void CL_ExpandEntities(int num)
279 int i, oldmaxentities;
280 entity_t *oldentities;
281 if (num >= cl.max_entities)
284 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285 if (num >= MAX_EDICTS)
286 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287 oldmaxentities = cl.max_entities;
288 oldentities = cl.entities;
289 cl.max_entities = (num & ~255) + 256;
290 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292 Mem_Free(oldentities);
293 for (i = oldmaxentities;i < cl.max_entities;i++)
295 cl.entities[i].state_baseline = defaultstate;
296 cl.entities[i].state_previous = defaultstate;
297 cl.entities[i].state_current = defaultstate;
302 void CL_ExpandCSQCRenderEntities(int num)
305 int oldmaxcsqcrenderentities;
306 entity_render_t *oldcsqcrenderentities;
307 if (num >= cl.max_csqcrenderentities)
309 if (num >= MAX_EDICTS)
310 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312 oldcsqcrenderentities = cl.csqcrenderentities;
313 cl.max_csqcrenderentities = (num & ~255) + 256;
314 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315 if (oldcsqcrenderentities)
317 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318 for (i = 0;i < r_refdef.scene.numentities;i++)
319 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321 Mem_Free(oldcsqcrenderentities);
327 =====================
330 Sends a disconnect message to the server
331 This is also called on Host_Error, so it shouldn't cause any errors
332 =====================
334 void CL_Disconnect(void)
336 if (cls.state == ca_dedicated)
339 if (COM_CheckParm("-profilegameonly"))
340 Sys_AllowProfiling(false);
342 Curl_Clear_forthismap();
344 Con_DPrintf("CL_Disconnect\n");
346 Cvar_SetValueQuick(&csqc_progcrc, -1);
347 Cvar_SetValueQuick(&csqc_progsize, -1);
349 // stop sounds (especially looping!)
352 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
354 // clear contents blends
355 cl.cshifts[0].percent = 0;
356 cl.cshifts[1].percent = 0;
357 cl.cshifts[2].percent = 0;
358 cl.cshifts[3].percent = 0;
360 cl.worldmodel = NULL;
362 CL_Parse_ErrorCleanUp();
364 if (cls.demoplayback)
369 unsigned char bufdata[8];
370 if (cls.demorecording)
373 // send disconnect message 3 times to improve chances of server
374 // receiving it (but it still fails sometimes)
375 memset(&buf, 0, sizeof(buf));
377 buf.maxsize = sizeof(bufdata);
378 if (cls.protocol == PROTOCOL_QUAKEWORLD)
380 Con_DPrint("Sending drop command\n");
381 MSG_WriteByte(&buf, qw_clc_stringcmd);
382 MSG_WriteString(&buf, "drop");
386 Con_DPrint("Sending clc_disconnect\n");
387 MSG_WriteByte(&buf, clc_disconnect);
389 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
391 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392 NetConn_Close(cls.netcon);
395 cls.state = ca_disconnected;
396 cl.islocalgame = false;
398 cls.demoplayback = cls.timedemo = false;
402 void CL_Disconnect_f(void)
406 Host_ShutdownServer ();
413 =====================
414 CL_EstablishConnection
416 Host should be either "local" or a net address
417 =====================
419 void CL_EstablishConnection(const char *host, int firstarg)
421 if (cls.state == ca_dedicated)
424 // don't connect to a server if we're benchmarking a demo
425 if (COM_CheckParm("-benchmark"))
428 // clear menu's connect error message
430 M_Update_Return_Reason("");
434 // stop demo loop in case this fails
435 if (cls.demoplayback)
438 // if downloads are running, cancel their finishing action
439 Curl_Clear_forthismap();
441 // make sure the client ports are open before attempting to connect
442 NetConn_UpdateSockets();
444 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
446 cls.connect_trying = true;
447 cls.connect_remainingtries = 3;
448 cls.connect_nextsendtime = 0;
450 // only NOW, set connect_userinfo
454 *cls.connect_userinfo = 0;
455 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
456 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
458 else if(firstarg < -1)
460 // -1: keep as is (reconnect)
462 *cls.connect_userinfo = 0;
466 M_Update_Return_Reason("Trying to connect...");
471 Con_Print("Unable to find a suitable network socket to connect to server.\n");
473 M_Update_Return_Reason("No network");
483 static void CL_PrintEntities_f(void)
488 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
490 const char* modelname;
492 if (!ent->state_current.active)
495 if (ent->render.model)
496 modelname = ent->render.model->name;
498 modelname = "--no model--";
499 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);
507 List information on all models in the client modelindex
510 static void CL_ModelIndexList_f(void)
516 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
518 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
520 model = CL_GetModelByIndex(i);
523 if(model->loaded || i == 1)
524 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
526 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
535 List all sounds in the client soundindex
538 static void CL_SoundIndexList_f(void)
542 while(cl.sound_precache[i] && i != MAX_SOUNDS)
544 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
551 CL_UpdateRenderEntity
553 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
556 void CL_UpdateRenderEntity(entity_render_t *ent)
560 dp_model_t *model = ent->model;
561 // update the inverse matrix for the renderer
562 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
563 // update the animation blend state
564 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
565 // we need the matrix origin to center the box
566 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
567 // update entity->render.scale because the renderer needs it
568 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
571 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
572 #ifdef MATRIX4x4_OPENGLORIENTATION
573 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
575 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
579 VectorMA(org, scale, model->rotatedmins, ent->mins);
580 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
582 #ifdef MATRIX4x4_OPENGLORIENTATION
583 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
585 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
589 VectorMA(org, scale, model->yawmins, ent->mins);
590 VectorMA(org, scale, model->yawmaxs, ent->maxs);
594 VectorMA(org, scale, model->normalmins, ent->mins);
595 VectorMA(org, scale, model->normalmaxs, ent->maxs);
600 ent->mins[0] = org[0] - 16;
601 ent->mins[1] = org[1] - 16;
602 ent->mins[2] = org[2] - 16;
603 ent->maxs[0] = org[0] + 16;
604 ent->maxs[1] = org[1] + 16;
605 ent->maxs[2] = org[2] + 16;
613 Determines the fraction between the last two messages that the objects
617 static float CL_LerpPoint(void)
621 if (cl_nettimesyncboundmode.integer == 1)
622 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
624 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
625 if (cl.mtime[0] <= cl.mtime[1])
627 cl.time = cl.mtime[0];
631 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
632 return bound(0, f, 1 + cl_lerpexcess.value);
635 void CL_ClearTempEntities (void)
637 r_refdef.scene.numtempentities = 0;
638 // grow tempentities buffer on request
639 if (r_refdef.scene.expandtempentities)
641 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
642 r_refdef.scene.maxtempentities *= 2;
643 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
644 r_refdef.scene.expandtempentities = false;
648 entity_render_t *CL_NewTempEntity(double shadertime)
650 entity_render_t *render;
652 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
654 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
656 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
659 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
660 memset (render, 0, sizeof(*render));
661 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
663 render->shadertime = shadertime;
665 VectorSet(render->colormod, 1, 1, 1);
666 VectorSet(render->glowmod, 1, 1, 1);
670 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
674 if (!modelindex) // sanity check
678 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
683 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
686 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
691 VectorCopy(org, e->origin);
692 e->modelindex = modelindex;
693 e->starttime = cl.time;
694 e->startframe = startframe;
695 e->endframe = startframe + framecount;
696 e->framerate = framerate;
699 e->frame1time = cl.time;
700 e->frame2time = cl.time;
701 cl.num_effects = max(cl.num_effects, i + 1);
706 void CL_AllocLightFlash(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)
711 // then look for anything else
713 for (i = 0;i < cl.max_dlights;i++, dl++)
717 // unable to find one
718 if (i == cl.max_dlights)
721 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
722 memset (dl, 0, sizeof(*dl));
723 cl.num_dlights = max(cl.num_dlights, i + 1);
724 Matrix4x4_Normalize(&dl->matrix, matrix);
726 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
727 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
728 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
731 dl->color[1] = green;
733 dl->initialradius = radius;
734 dl->initialcolor[0] = red;
735 dl->initialcolor[1] = green;
736 dl->initialcolor[2] = blue;
737 dl->decay = decay / radius; // changed decay to be a percentage decrease
738 dl->intensity = 1; // this is what gets decayed
740 dl->die = cl.time + lifetime;
744 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
746 dl->cubemapname[0] = 0;
748 dl->shadow = shadowenable;
751 dl->coronasizescale = coronasizescale;
752 dl->ambientscale = ambientscale;
753 dl->diffusescale = diffusescale;
754 dl->specularscale = specularscale;
757 static void CL_DecayLightFlashes(void)
763 time = bound(0, cl.time - cl.oldtime, 0.1);
764 oldmax = cl.num_dlights;
766 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
770 dl->intensity -= time * dl->decay;
771 if (cl.time < dl->die && dl->intensity > 0)
773 if (cl_dlights_decayradius.integer)
774 dl->radius = dl->initialradius * dl->intensity;
776 dl->radius = dl->initialradius;
777 if (cl_dlights_decaybrightness.integer)
778 VectorScale(dl->initialcolor, dl->intensity, dl->color);
780 VectorCopy(dl->initialcolor, dl->color);
781 cl.num_dlights = i + 1;
789 // called before entity relinking
790 void CL_RelinkLightFlashes(void)
795 matrix4x4_t tempmatrix;
797 if (r_dynamic.integer)
799 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
803 tempmatrix = dl->matrix;
804 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
805 // we need the corona fading to be persistent
806 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);
807 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
814 for (j = 0;j < cl.max_lightstyle;j++)
816 r_refdef.scene.rtlightstylevalue[j] = 1;
817 r_refdef.scene.lightstylevalue[j] = 256;
823 // 'm' is normal light, 'a' is no light, 'z' is double bright
827 for (j = 0;j < cl.max_lightstyle;j++)
829 if (!cl.lightstyle[j].length)
831 r_refdef.scene.rtlightstylevalue[j] = 1;
832 r_refdef.scene.lightstylevalue[j] = 256;
835 // static lightstyle "=value"
836 if (cl.lightstyle[j].map[0] == '=')
838 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
839 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
840 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
843 k = i % cl.lightstyle[j].length;
844 l = (i-1) % cl.lightstyle[j].length;
845 k = cl.lightstyle[j].map[k] - 'a';
846 l = cl.lightstyle[j].map[l] - 'a';
847 // rtlightstylevalue is always interpolated because it has no bad
848 // consequences for performance
849 // lightstylevalue is subject to a cvar for performance reasons;
850 // skipping lightmap updates on most rendered frames substantially
851 // improves framerates (but makes light fades look bad)
852 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
853 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
857 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
859 int frame = player->render.framegroupblend[0].frame;
861 entity_render_t *flagrender;
862 matrix4x4_t flagmatrix;
864 // this code taken from QuakeWorld
866 if (frame >= 29 && frame <= 40)
868 if (frame >= 29 && frame <= 34)
870 if (frame == 29) f = f + 2;
871 else if (frame == 30) f = f + 8;
872 else if (frame == 31) f = f + 12;
873 else if (frame == 32) f = f + 11;
874 else if (frame == 33) f = f + 10;
875 else if (frame == 34) f = f + 4;
877 else if (frame >= 35 && frame <= 40)
879 if (frame == 35) f = f + 2;
880 else if (frame == 36) f = f + 10;
881 else if (frame == 37) f = f + 10;
882 else if (frame == 38) f = f + 8;
883 else if (frame == 39) f = f + 4;
884 else if (frame == 40) f = f + 2;
887 else if (frame >= 103 && frame <= 118)
889 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
890 else if (frame >= 105 && frame <= 106) f = f + 6; //light
891 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
892 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
894 // end of code taken from QuakeWorld
896 flagrender = CL_NewTempEntity(player->render.shadertime);
900 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
901 flagrender->skinnum = skin;
902 flagrender->alpha = 1;
903 VectorSet(flagrender->colormod, 1, 1, 1);
904 VectorSet(flagrender->glowmod, 1, 1, 1);
905 // attach the flag to the player matrix
906 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
907 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
908 CL_UpdateRenderEntity(flagrender);
911 matrix4x4_t viewmodelmatrix_withbob;
912 matrix4x4_t viewmodelmatrix_nobob;
914 static const vec3_t muzzleflashorigin = {18, 0, 0};
916 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
918 const unsigned char *cbcolor;
921 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
922 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
923 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
924 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
928 VectorClear(ent->colormap_pantscolor);
929 VectorClear(ent->colormap_shirtcolor);
933 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
934 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
936 const matrix4x4_t *matrix;
937 matrix4x4_t blendmatrix, tempmatrix, matrix2;
939 vec_t origin[3], angles[3], lerp;
942 //entity_persistent_t *p = &e->persistent;
943 //entity_render_t *r = &e->render;
944 // skip inactive entities and world
945 if (!e->state_current.active || e == cl.entities)
947 if (recursionlimit < 1)
949 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
950 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
951 e->render.flags = e->state_current.flags;
952 e->render.effects = e->state_current.effects;
953 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
954 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
955 if(e >= cl.entities && e < cl.entities + cl.num_entities)
956 e->render.entitynumber = e - cl.entities;
958 e->render.entitynumber = 0;
959 if (e->state_current.flags & RENDER_COLORMAPPED)
960 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
961 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
962 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
964 CL_SetEntityColormapColors(&e->render, -1);
965 e->render.skinnum = e->state_current.skin;
966 if (e->state_current.tagentity)
968 // attached entity (gun held in player model's hand, etc)
969 // if the tag entity is currently impossible, skip it
970 if (e->state_current.tagentity >= cl.num_entities)
972 t = cl.entities + e->state_current.tagentity;
973 // if the tag entity is inactive, skip it
974 if (t->state_current.active)
976 // update the parent first
977 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
982 // it may still be a CSQC entity... trying to use its
983 // info from last render frame (better than nothing)
984 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
986 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
988 return; // neither CSQC nor legacy entity... can't attach
990 // make relative to the entity
992 // some properties of the tag entity carry over
993 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
994 // if a valid tagindex is used, make it relative to that tag instead
995 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
997 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
999 // concat the tag matrices onto the entity matrix
1000 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1001 // use the constructed tag matrix
1002 matrix = &tempmatrix;
1006 else if (e->render.flags & RENDER_VIEWMODEL)
1008 // view-relative entity (guns and such)
1009 if (e->render.effects & EF_NOGUNBOB)
1010 matrix = &viewmodelmatrix_nobob; // really attached to view
1012 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1016 // world-relative entity (the normal kind)
1017 matrix = &identitymatrix;
1021 // if it's the predicted player entity, update according to client movement
1022 // but don't lerp if going through a teleporter as it causes a bad lerp
1023 // also don't use the predicted location if fixangle was set on both of
1024 // the most recent server messages, as that cause means you are spectating
1025 // someone or watching a cutscene of some sort
1026 if (cl_nolerp.integer || cls.timedemo)
1027 interpolate = false;
1028 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1030 VectorCopy(cl.movement_origin, origin);
1031 VectorSet(angles, 0, cl.viewangles[1], 0);
1033 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1035 // interpolate the origin and angles
1036 lerp = max(0, lerp);
1037 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1039 // this fails at the singularity of euler angles
1040 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1041 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1042 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1043 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1044 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1047 vec3_t f0, u0, f1, u1;
1048 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1049 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1050 VectorMAM(1-lerp, f0, lerp, f1, f0);
1051 VectorMAM(1-lerp, u0, lerp, u1, u0);
1052 AnglesFromVectors(angles, f0, u0, false);
1059 VectorCopy(e->persistent.neworigin, origin);
1060 VectorCopy(e->persistent.newangles, angles);
1063 // model setup and some modelflags
1064 frame = e->state_current.frame;
1065 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1066 if (e->render.model)
1068 if (e->render.skinnum >= e->render.model->numskins)
1069 e->render.skinnum = 0;
1070 if (frame >= e->render.model->numframes)
1072 // models can set flags such as EF_ROCKET
1073 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1074 if (!(e->render.effects & 0xFF800000))
1075 e->render.effects |= e->render.model->effects;
1076 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1077 if (e->render.model->type == mod_alias)
1078 angles[0] = -angles[0];
1079 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1081 VectorScale(e->render.colormod, 2, e->render.colormod);
1082 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1085 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1086 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1087 angles[0] = -angles[0];
1088 // NOTE: this must be synced to SV_GetPitchSign!
1090 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1092 angles[1] = ANGLEMOD(100*cl.time);
1093 if (cl_itembobheight.value)
1094 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1098 e->render.skeleton = NULL;
1099 if (e->render.flags & RENDER_COMPLEXANIMATION)
1101 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1102 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1103 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1104 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1105 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1106 e->render.skeleton = &e->state_current.skeletonobject;
1108 else if (e->render.framegroupblend[0].frame == frame)
1110 // update frame lerp fraction
1111 e->render.framegroupblend[0].lerp = 1;
1112 e->render.framegroupblend[1].lerp = 0;
1113 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1115 // make sure frame lerp won't last longer than 100ms
1116 // (this mainly helps with models that use framegroups and
1117 // switch between them infrequently)
1118 float maxdelta = cl_lerpanim_maxdelta_server.value;
1120 if(e->render.model->animscenes)
1121 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1122 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1123 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1124 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1125 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1126 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1131 // begin a new frame lerp
1132 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1133 e->render.framegroupblend[1].lerp = 1;
1134 e->render.framegroupblend[0].frame = frame;
1135 e->render.framegroupblend[0].start = cl.time;
1136 e->render.framegroupblend[0].lerp = 0;
1139 // set up the render matrix
1142 // attached entity, this requires a matrix multiply (concat)
1143 // FIXME: e->render.scale should go away
1144 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1145 // concat the matrices to make the entity relative to its tag
1146 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1147 // get the origin from the new matrix
1148 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1152 // unattached entities are faster to process
1153 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1156 // tenebrae's sprites are all additive mode (weird)
1157 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1158 e->render.flags |= RENDER_ADDITIVE;
1159 // player model is only shown with chase_active on
1160 if (e->state_current.number == cl.viewentity)
1161 e->render.flags |= RENDER_EXTERIORMODEL;
1162 // either fullbright or lit
1163 if(!r_fullbright.integer)
1165 if (!(e->render.effects & EF_FULLBRIGHT))
1166 e->render.flags |= RENDER_LIGHT;
1168 // hide player shadow during intermission or nehahra movie
1169 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1170 && (e->render.alpha >= 1)
1171 && !(e->render.flags & RENDER_VIEWMODEL)
1172 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1173 e->render.flags |= RENDER_SHADOW;
1174 if (e->render.flags & RENDER_VIEWMODEL)
1175 e->render.flags |= RENDER_NOSELFSHADOW;
1176 if (e->render.effects & EF_NOSELFSHADOW)
1177 e->render.flags |= RENDER_NOSELFSHADOW;
1178 if (e->render.effects & EF_NODEPTHTEST)
1179 e->render.flags |= RENDER_NODEPTHTEST;
1180 if (e->render.effects & EF_ADDITIVE)
1181 e->render.flags |= RENDER_ADDITIVE;
1182 if (e->render.effects & EF_DOUBLESIDED)
1183 e->render.flags |= RENDER_DOUBLESIDED;
1184 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1185 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1187 // make the other useful stuff
1188 e->render.allowdecals = true;
1189 CL_UpdateRenderEntity(&e->render);
1192 // creates light and trails from an entity
1193 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1195 effectnameindex_t trailtype;
1198 // bmodels are treated specially since their origin is usually '0 0 0' and
1199 // their actual geometry is far from '0 0 0'
1200 if (e->render.model && e->render.model->soundfromcenter)
1203 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1204 Matrix4x4_Transform(&e->render.matrix, o, origin);
1207 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1209 // handle particle trails and such effects now that we know where this
1210 // entity is in the world...
1211 trailtype = EFFECT_NONE;
1212 // LadyHavoc: if the entity has no effects, don't check each
1213 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1215 if (e->render.effects & EF_BRIGHTFIELD)
1217 if (IS_NEXUIZ_DERIVED(gamemode))
1218 trailtype = EFFECT_TR_NEXUIZPLASMA;
1220 CL_EntityParticles(e);
1222 if (e->render.effects & EF_FLAME)
1223 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);
1224 if (e->render.effects & EF_STARDUST)
1225 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);
1227 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1229 // these are only set on player entities
1230 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1232 // muzzleflash fades over time
1233 if (e->persistent.muzzleflash > 0)
1234 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1235 // LadyHavoc: if the entity has no effects, don't check each
1236 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1238 if (e->render.effects & EF_GIB)
1239 trailtype = EFFECT_TR_BLOOD;
1240 else if (e->render.effects & EF_ZOMGIB)
1241 trailtype = EFFECT_TR_SLIGHTBLOOD;
1242 else if (e->render.effects & EF_TRACER)
1243 trailtype = EFFECT_TR_WIZSPIKE;
1244 else if (e->render.effects & EF_TRACER2)
1245 trailtype = EFFECT_TR_KNIGHTSPIKE;
1246 else if (e->render.effects & EF_ROCKET)
1247 trailtype = EFFECT_TR_ROCKET;
1248 else if (e->render.effects & EF_GRENADE)
1250 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1251 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1253 else if (e->render.effects & EF_TRACER3)
1254 trailtype = EFFECT_TR_VORESPIKE;
1257 if (e->render.flags & RENDER_GLOWTRAIL)
1258 trailtype = EFFECT_TR_GLOWTRAIL;
1259 if (e->state_current.traileffectnum)
1260 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1261 // check if a trail is allowed (it is not after a teleport for example)
1262 if (trailtype && e->persistent.trail_allowed)
1266 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1267 len = e->state_current.time - e->state_previous.time;
1270 VectorScale(vel, len, vel);
1271 // 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
1272 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);
1274 // now that the entity has survived one trail update it is allowed to
1275 // leave a real trail on later frames
1276 e->persistent.trail_allowed = true;
1277 VectorCopy(origin, e->persistent.trail_origin);
1283 CL_UpdateViewEntities
1286 void CL_UpdateViewEntities(void)
1289 // update any RENDER_VIEWMODEL entities to use the new view matrix
1290 for (i = 1;i < cl.num_entities;i++)
1292 if (cl.entities_active[i])
1294 entity_t *ent = cl.entities + i;
1295 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1296 CL_UpdateNetworkEntity(ent, 32, true);
1299 // and of course the engine viewmodel needs updating as well
1300 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1305 CL_UpdateNetworkCollisionEntities
1308 static void CL_UpdateNetworkCollisionEntities(void)
1313 // start on the entity after the world
1314 cl.num_brushmodel_entities = 0;
1315 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1317 if (cl.entities_active[i])
1319 ent = cl.entities + i;
1320 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1322 // do not interpolate the bmodels for this
1323 CL_UpdateNetworkEntity(ent, 32, false);
1324 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1332 CL_UpdateNetworkEntities
1335 static void CL_UpdateNetworkEntities(void)
1340 // start on the entity after the world
1341 for (i = 1;i < cl.num_entities;i++)
1343 if (cl.entities_active[i])
1345 ent = cl.entities + i;
1346 if (ent->state_current.active)
1348 CL_UpdateNetworkEntity(ent, 32, true);
1349 // view models should never create light/trails
1350 if (!(ent->render.flags & RENDER_VIEWMODEL))
1351 CL_UpdateNetworkEntityTrail(ent);
1355 R_DecalSystem_Reset(&ent->render.decalsystem);
1356 cl.entities_active[i] = false;
1362 static void CL_UpdateViewModel(void)
1366 ent->state_previous = ent->state_current;
1367 ent->state_current = defaultstate;
1368 ent->state_current.time = cl.time;
1369 ent->state_current.number = (unsigned short)-1;
1370 ent->state_current.active = true;
1371 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1372 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1373 ent->state_current.flags = RENDER_VIEWMODEL;
1374 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1375 ent->state_current.modelindex = 0;
1376 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1378 if (gamemode == GAME_TRANSFUSION)
1379 ent->state_current.alpha = 128;
1381 ent->state_current.modelindex = 0;
1383 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1384 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1386 // reset animation interpolation on weaponmodel if model changed
1387 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1389 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1390 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1391 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1393 CL_UpdateNetworkEntity(ent, 32, true);
1396 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1397 static void CL_LinkNetworkEntity(entity_t *e)
1399 effectnameindex_t trailtype;
1405 // skip inactive entities and world
1406 if (!e->state_current.active || e == cl.entities)
1408 if (e->state_current.tagentity)
1410 // if the tag entity is currently impossible, skip it
1411 if (e->state_current.tagentity >= cl.num_entities)
1413 // if the tag entity is inactive, skip it
1414 if (!cl.entities[e->state_current.tagentity].state_current.active)
1416 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1418 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1420 // if we get here, it's properly csqc networked and attached
1424 // create entity dlights associated with this entity
1425 if (e->render.model && e->render.model->soundfromcenter)
1427 // bmodels are treated specially since their origin is usually '0 0 0'
1429 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1430 Matrix4x4_Transform(&e->render.matrix, o, origin);
1433 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1434 trailtype = EFFECT_NONE;
1439 // LadyHavoc: if the entity has no effects, don't check each
1440 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1442 if (e->render.effects & EF_BRIGHTFIELD)
1444 if (IS_NEXUIZ_DERIVED(gamemode))
1445 trailtype = EFFECT_TR_NEXUIZPLASMA;
1447 if (e->render.effects & EF_DIMLIGHT)
1449 dlightradius = max(dlightradius, 200);
1450 dlightcolor[0] += 1.50f;
1451 dlightcolor[1] += 1.50f;
1452 dlightcolor[2] += 1.50f;
1454 if (e->render.effects & EF_BRIGHTLIGHT)
1456 dlightradius = max(dlightradius, 400);
1457 dlightcolor[0] += 3.00f;
1458 dlightcolor[1] += 3.00f;
1459 dlightcolor[2] += 3.00f;
1461 // LadyHavoc: more effects
1462 if (e->render.effects & EF_RED) // red
1464 dlightradius = max(dlightradius, 200);
1465 dlightcolor[0] += 1.50f;
1466 dlightcolor[1] += 0.15f;
1467 dlightcolor[2] += 0.15f;
1469 if (e->render.effects & EF_BLUE) // blue
1471 dlightradius = max(dlightradius, 200);
1472 dlightcolor[0] += 0.15f;
1473 dlightcolor[1] += 0.15f;
1474 dlightcolor[2] += 1.50f;
1476 if (e->render.effects & EF_FLAME)
1477 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1478 if (e->render.effects & EF_STARDUST)
1479 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1481 // muzzleflash fades over time, and is offset a bit
1482 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1487 matrix4x4_t tempmatrix;
1488 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1489 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1490 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1491 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1492 Matrix4x4_Scale(&tempmatrix, 150, 1);
1493 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1494 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);
1495 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1497 // LadyHavoc: if the model has no flags, don't check each
1498 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1500 if (e->render.effects & EF_GIB)
1501 trailtype = EFFECT_TR_BLOOD;
1502 else if (e->render.effects & EF_ZOMGIB)
1503 trailtype = EFFECT_TR_SLIGHTBLOOD;
1504 else if (e->render.effects & EF_TRACER)
1505 trailtype = EFFECT_TR_WIZSPIKE;
1506 else if (e->render.effects & EF_TRACER2)
1507 trailtype = EFFECT_TR_KNIGHTSPIKE;
1508 else if (e->render.effects & EF_ROCKET)
1509 trailtype = EFFECT_TR_ROCKET;
1510 else if (e->render.effects & EF_GRENADE)
1512 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1513 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1515 else if (e->render.effects & EF_TRACER3)
1516 trailtype = EFFECT_TR_VORESPIKE;
1518 // LadyHavoc: customizable glow
1519 if (e->state_current.glowsize)
1521 // * 4 for the expansion from 0-255 to 0-1023 range,
1522 // / 255 to scale down byte colors
1523 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1524 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1527 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1529 matrix4x4_t dlightmatrix;
1531 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1532 light[3] = e->state_current.light[3];
1533 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1534 VectorSet(light, 1, 1, 1);
1537 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1538 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1539 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1540 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);
1541 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1543 // make the glow dlight
1544 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1546 matrix4x4_t dlightmatrix;
1547 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1548 // hack to make glowing player light shine on their gun
1549 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1550 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1551 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1552 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);
1553 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1556 if (e->render.flags & RENDER_GLOWTRAIL)
1557 trailtype = EFFECT_TR_GLOWTRAIL;
1558 if (e->state_current.traileffectnum)
1559 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1561 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1563 // don't show entities with no modelindex (note: this still shows
1564 // entities which have a modelindex that resolved to a NULL model)
1565 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1566 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1567 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1568 // Matrix4x4_Print(&e->render.matrix);
1571 static void CL_RelinkWorld(void)
1573 entity_t *ent = &cl.entities[0];
1574 // FIXME: this should be done at load
1575 ent->render.matrix = identitymatrix;
1576 ent->render.flags = RENDER_SHADOW;
1577 if (!r_fullbright.integer)
1578 ent->render.flags |= RENDER_LIGHT;
1579 VectorSet(ent->render.colormod, 1, 1, 1);
1580 VectorSet(ent->render.glowmod, 1, 1, 1);
1581 ent->render.allowdecals = true;
1582 CL_UpdateRenderEntity(&ent->render);
1583 r_refdef.scene.worldentity = &ent->render;
1584 r_refdef.scene.worldmodel = cl.worldmodel;
1586 // if the world is q2bsp, animate the textures
1587 if (ent->render.model && ent->render.model->brush.isq2bsp)
1588 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1591 static void CL_RelinkStaticEntities(void)
1595 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1597 e->render.flags = 0;
1598 // if the model was not loaded when the static entity was created we
1599 // need to re-fetch the model pointer
1600 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1601 // either fullbright or lit
1602 if(!r_fullbright.integer)
1604 if (!(e->render.effects & EF_FULLBRIGHT))
1605 e->render.flags |= RENDER_LIGHT;
1607 // hide player shadow during intermission or nehahra movie
1608 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1609 e->render.flags |= RENDER_SHADOW;
1610 VectorSet(e->render.colormod, 1, 1, 1);
1611 VectorSet(e->render.glowmod, 1, 1, 1);
1612 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1613 e->render.allowdecals = true;
1614 CL_UpdateRenderEntity(&e->render);
1615 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1624 static void CL_RelinkNetworkEntities(void)
1629 // start on the entity after the world
1630 for (i = 1;i < cl.num_entities;i++)
1632 if (cl.entities_active[i])
1634 ent = cl.entities + i;
1635 if (ent->state_current.active)
1636 CL_LinkNetworkEntity(ent);
1638 cl.entities_active[i] = false;
1643 static void CL_RelinkEffects(void)
1647 entity_render_t *entrender;
1650 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1654 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1655 intframe = (int)frame;
1656 if (intframe < 0 || intframe >= e->endframe)
1658 memset(e, 0, sizeof(*e));
1659 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1664 if (intframe != e->frame)
1666 e->frame = intframe;
1667 e->frame1time = e->frame2time;
1668 e->frame2time = cl.time;
1671 // if we're drawing effects, get a new temp entity
1672 // (NewTempEntity adds it to the render entities list for us)
1673 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1675 // interpolation stuff
1676 entrender->framegroupblend[0].frame = intframe;
1677 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1678 entrender->framegroupblend[0].start = e->frame1time;
1679 if (intframe + 1 >= e->endframe)
1681 entrender->framegroupblend[1].frame = 0; // disappear
1682 entrender->framegroupblend[1].lerp = 0;
1683 entrender->framegroupblend[1].start = 0;
1687 entrender->framegroupblend[1].frame = intframe + 1;
1688 entrender->framegroupblend[1].lerp = frame - intframe;
1689 entrender->framegroupblend[1].start = e->frame2time;
1693 entrender->model = CL_GetModelByIndex(e->modelindex);
1694 entrender->alpha = 1;
1695 VectorSet(entrender->colormod, 1, 1, 1);
1696 VectorSet(entrender->glowmod, 1, 1, 1);
1698 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1699 CL_UpdateRenderEntity(entrender);
1705 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1707 VectorCopy(b->start, start);
1708 VectorCopy(b->end, end);
1710 // if coming from the player, update the start position
1711 if (b->entity == cl.viewentity)
1713 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1715 // LadyHavoc: this is a stupid hack from Quake that makes your
1716 // lightning appear to come from your waist and cover less of your
1718 // in Quake this hack was applied to all players (causing the
1719 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1720 // only applies to your own lightning, and only in first person
1721 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1723 if (cl_beams_instantaimhack.integer)
1725 vec3_t dir, localend;
1727 // LadyHavoc: this updates the beam direction to match your
1729 VectorSubtract(end, start, dir);
1730 len = VectorLength(dir);
1731 VectorNormalize(dir);
1732 VectorSet(localend, len, 0, 0);
1733 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1738 void CL_RelinkBeams(void)
1742 vec3_t dist, org, start, end;
1744 entity_render_t *entrender;
1747 matrix4x4_t tempmatrix;
1749 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1753 if (b->endtime < cl.time)
1759 CL_Beam_CalculatePositions(b, start, end);
1763 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1765 // FIXME: create a matrix from the beam start/end orientation
1767 VectorSet(dlightcolor, 0.3, 0.7, 1);
1768 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1769 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);
1770 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1772 if (cl_beams_polygons.integer)
1774 CL_Beam_AddPolygons(b);
1779 // calculate pitch and yaw
1780 // (this is similar to the QuakeC builtin function vectoangles)
1781 VectorSubtract(end, start, dist);
1782 if (dist[1] == 0 && dist[0] == 0)
1792 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1796 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1797 pitch = atan2(dist[2], forward) * 180 / M_PI;
1802 // add new entities for the lightning
1803 VectorCopy (start, org);
1804 d = VectorNormalizeLength(dist);
1807 entrender = CL_NewTempEntity (0);
1810 entrender->model = b->model;
1811 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1812 CL_UpdateRenderEntity(entrender);
1813 VectorMA(org, 30, dist, org);
1818 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1822 static void CL_RelinkQWNails(void)
1826 entity_render_t *entrender;
1828 for (i = 0;i < cl.qw_num_nails;i++)
1832 // if we're drawing effects, get a new temp entity
1833 // (NewTempEntity adds it to the render entities list for us)
1834 if (!(entrender = CL_NewTempEntity(0)))
1838 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1839 entrender->alpha = 1;
1840 VectorSet(entrender->colormod, 1, 1, 1);
1841 VectorSet(entrender->glowmod, 1, 1, 1);
1843 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1844 CL_UpdateRenderEntity(entrender);
1848 static void CL_LerpPlayer(float frac)
1852 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1853 for (i = 0;i < 3;i++)
1855 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1856 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1857 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1860 // interpolate the angles if playing a demo or spectating someone
1861 if (cls.demoplayback || cl.fixangle[0])
1863 for (i = 0;i < 3;i++)
1865 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1870 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1875 void CSQC_RelinkAllEntities (int drawmask)
1879 CL_RelinkStaticEntities();
1882 CL_RelinkLightFlashes();
1885 if (drawmask & ENTMASK_ENGINE)
1887 CL_RelinkNetworkEntities();
1888 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1889 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1893 // update view blend
1896 CL_MeshEntities_AddToScene();
1903 Update client game world for a new frame
1906 void CL_UpdateWorld(void)
1908 r_refdef.scene.extraupdate = !r_speeds.integer;
1909 r_refdef.scene.numentities = 0;
1910 r_refdef.scene.numlights = 0;
1911 r_refdef.view.matrix = identitymatrix;
1912 r_refdef.view.quality = 1;
1914 cl.num_brushmodel_entities = 0;
1916 if (cls.state == ca_connected && cls.signon == SIGNONS)
1918 // prepare for a new frame
1919 CL_LerpPlayer(CL_LerpPoint());
1920 CL_DecayLightFlashes();
1921 CL_ClearTempEntities();
1925 // if prediction is enabled we have to update all the collidable
1926 // network entities before the prediction code can be run
1927 CL_UpdateNetworkCollisionEntities();
1929 // now update the player prediction
1930 CL_ClientMovement_Replay();
1932 // update the player entity (which may be predicted)
1933 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1935 // now update the view (which depends on that player entity)
1938 // now update all the network entities and create particle trails
1939 // (some entities may depend on the view)
1940 CL_UpdateNetworkEntities();
1942 // update the engine-based viewmodel
1943 CL_UpdateViewModel();
1945 // when csqc is loaded, it will call this in CSQC_UpdateView
1946 if (!cl.csqc_loaded)
1947 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1949 // decals, particles, and explosions will be updated during rneder
1952 r_refdef.scene.time = cl.time;
1955 // LadyHavoc: pausedemo command
1956 static void CL_PauseDemo_f (void)
1958 cls.demopaused = !cls.demopaused;
1960 Con_Print("Demo paused\n");
1962 Con_Print("Demo unpaused\n");
1966 ======================
1968 ======================
1970 static void CL_Fog_f (void)
1972 if (Cmd_Argc () == 1)
1974 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);
1977 FOG_clear(); // so missing values get good defaults
1979 r_refdef.fog_density = atof(Cmd_Argv(1));
1981 r_refdef.fog_red = atof(Cmd_Argv(2));
1983 r_refdef.fog_green = atof(Cmd_Argv(3));
1985 r_refdef.fog_blue = atof(Cmd_Argv(4));
1987 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1989 r_refdef.fog_start = atof(Cmd_Argv(6));
1991 r_refdef.fog_end = atof(Cmd_Argv(7));
1993 r_refdef.fog_height = atof(Cmd_Argv(8));
1995 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1999 ======================
2000 CL_FogHeightTexture_f
2001 ======================
2003 static void CL_Fog_HeightTexture_f (void)
2005 if (Cmd_Argc () < 11)
2007 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);
2010 FOG_clear(); // so missing values get good defaults
2011 r_refdef.fog_density = atof(Cmd_Argv(1));
2012 r_refdef.fog_red = atof(Cmd_Argv(2));
2013 r_refdef.fog_green = atof(Cmd_Argv(3));
2014 r_refdef.fog_blue = atof(Cmd_Argv(4));
2015 r_refdef.fog_alpha = atof(Cmd_Argv(5));
2016 r_refdef.fog_start = atof(Cmd_Argv(6));
2017 r_refdef.fog_end = atof(Cmd_Argv(7));
2018 r_refdef.fog_height = atof(Cmd_Argv(8));
2019 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2020 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2025 ====================
2028 For program optimization
2029 ====================
2031 static void CL_TimeRefresh_f (void)
2034 double timestart, timedelta;
2036 r_refdef.scene.extraupdate = false;
2038 timestart = Sys_DirtyTime();
2039 for (i = 0;i < 128;i++)
2041 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);
2042 r_refdef.view.quality = 1;
2045 timedelta = Sys_DirtyTime() - timestart;
2047 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2050 static void CL_AreaStats_f(void)
2052 World_PrintAreaStats(&cl.world, "client");
2055 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2060 vec3_t nearestpoint;
2061 vec_t dist, bestdist;
2064 for (loc = cl.locnodes;loc;loc = loc->next)
2066 for (i = 0;i < 3;i++)
2067 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2068 dist = VectorDistance2(nearestpoint, point);
2069 if (bestdist > dist || !best)
2080 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2083 loc = CL_Locs_FindNearest(point);
2085 strlcpy(buffer, loc->name, buffersize);
2087 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2090 static void CL_Locs_FreeNode(cl_locnode_t *node)
2092 cl_locnode_t **pointer, **next;
2093 for (pointer = &cl.locnodes;*pointer;pointer = next)
2095 next = &(*pointer)->next;
2096 if (*pointer == node)
2098 *pointer = node->next;
2103 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2106 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2108 cl_locnode_t *node, **pointer;
2112 namelen = (int)strlen(name);
2113 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2114 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2115 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2116 node->name = (char *)(node + 1);
2117 memcpy(node->name, name, namelen);
2118 node->name[namelen] = 0;
2119 // link it into the tail of the list to preserve the order
2120 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2125 static void CL_Locs_Add_f(void)
2128 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2130 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2133 mins[0] = atof(Cmd_Argv(1));
2134 mins[1] = atof(Cmd_Argv(2));
2135 mins[2] = atof(Cmd_Argv(3));
2136 if (Cmd_Argc() == 8)
2138 maxs[0] = atof(Cmd_Argv(4));
2139 maxs[1] = atof(Cmd_Argv(5));
2140 maxs[2] = atof(Cmd_Argv(6));
2141 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2144 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2147 static void CL_Locs_RemoveNearest_f(void)
2150 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2152 CL_Locs_FreeNode(loc);
2154 Con_Printf("no loc point or box found for your location\n");
2157 static void CL_Locs_Clear_f(void)
2160 CL_Locs_FreeNode(cl.locnodes);
2163 static void CL_Locs_Save_f(void)
2167 char locfilename[MAX_QPATH];
2170 Con_Printf("No loc points/boxes exist!\n");
2173 if (cls.state != ca_connected || !cl.worldmodel)
2175 Con_Printf("No level loaded!\n");
2178 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2180 outfile = FS_OpenRealFile(locfilename, "w", false);
2183 // if any boxes are used then this is a proquake-format loc file, which
2184 // allows comments, so add some relevant information at the start
2185 for (loc = cl.locnodes;loc;loc = loc->next)
2186 if (!VectorCompare(loc->mins, loc->maxs))
2190 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);
2191 for (loc = cl.locnodes;loc;loc = loc->next)
2192 if (VectorCompare(loc->mins, loc->maxs))
2195 Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2197 for (loc = cl.locnodes;loc;loc = loc->next)
2199 if (VectorCompare(loc->mins, loc->maxs))
2203 const char *in = loc->name;
2204 char name[MAX_INPUTLINE];
2205 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2207 if (*in == ' ') {s = "$loc_name_separator";in++;}
2208 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2209 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2210 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2211 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2212 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2213 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2214 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2215 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2216 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2217 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2221 while (len < (int)sizeof(name) - 1 && *s)
2225 name[len++] = *in++;
2228 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2231 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);
2236 void CL_Locs_Reload_f(void)
2238 int i, linenumber, limit, len;
2240 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2241 fs_offset_t filesize;
2243 char locfilename[MAX_QPATH];
2244 char name[MAX_INPUTLINE];
2246 if (cls.state != ca_connected || !cl.worldmodel)
2248 Con_Printf("No level loaded!\n");
2254 // try maps/something.loc first (LadyHavoc: where I think they should be)
2255 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2256 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2259 // try proquake name as well (LadyHavoc: I hate path mangling)
2260 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2261 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2266 textend = filedata + filesize;
2267 for (linenumber = 1;text < textend;linenumber++)
2270 for (;text < textend && *text != '\r' && *text != '\n';text++)
2273 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2277 // trim trailing whitespace
2278 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2280 // trim leading whitespace
2281 while (linestart < lineend && ISWHITESPACE(*linestart))
2283 // check if this is a comment
2284 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2286 linetext = linestart;
2288 for (i = 0;i < limit;i++)
2290 if (linetext >= lineend)
2292 // note: a missing number is interpreted as 0
2294 mins[i] = atof(linetext);
2296 maxs[i - 3] = atof(linetext);
2297 // now advance past the number
2298 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2300 // advance through whitespace
2301 if (linetext < lineend)
2303 if (*linetext == ',')
2307 // note: comma can be followed by whitespace
2309 if (ISWHITESPACE(*linetext))
2312 while (linetext < lineend && ISWHITESPACE(*linetext))
2317 // if this is a quoted name, remove the quotes
2320 if (linetext >= lineend || *linetext != '"')
2321 continue; // proquake location names are always quoted
2324 len = min(lineend - linetext, (int)sizeof(name) - 1);
2325 memcpy(name, linetext, len);
2327 // add the box to the list
2328 CL_Locs_AddNode(mins, maxs, name);
2330 // if a point was parsed, it needs to be scaled down by 8 (since
2331 // point-based loc files were invented by a proxy which dealt
2332 // directly with quake protocol coordinates, which are *8), turn
2336 // interpret silly fuhquake macros
2337 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2339 if (*linetext == '$')
2341 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2342 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2343 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2344 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2345 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2346 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2347 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2348 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2349 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2350 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2351 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2355 while (len < (int)sizeof(name) - 1 && *s)
2360 name[len++] = *linetext++;
2363 // add the point to the list
2364 VectorScale(mins, (1.0 / 8.0), mins);
2365 CL_Locs_AddNode(mins, mins, name);
2372 entity_t cl_meshentities[NUM_MESHENTITIES];
2373 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2374 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2377 "MESH_CSQC_POLYGONS",
2382 static void CL_MeshEntities_Restart(void)
2386 for (i = 0; i < NUM_MESHENTITIES; i++)
2388 ent = cl_meshentities + i;
2389 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2393 static void CL_MeshEntities_Init(void)
2397 for (i = 0; i < NUM_MESHENTITIES; i++)
2399 ent = cl_meshentities + i;
2400 ent->state_current.active = true;
2401 ent->render.model = cl_meshentitymodels + i;
2402 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2403 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2404 ent->render.framegroupblend[0].lerp = 1;
2405 ent->render.frameblend[0].lerp = 1;
2406 VectorSet(ent->render.colormod, 1, 1, 1);
2407 VectorSet(ent->render.glowmod, 1, 1, 1);
2408 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2409 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2410 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2411 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2412 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2413 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2414 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2415 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2416 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2417 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2418 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2419 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2420 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2421 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2423 Matrix4x4_CreateIdentity(&ent->render.matrix);
2424 CL_UpdateRenderEntity(&ent->render);
2426 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2429 void CL_MeshEntities_AddToScene(void)
2433 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2435 ent = cl_meshentities + i;
2436 if (ent->render.model->num_surfaces == 0)
2438 Mod_Mesh_Finalize(ent->render.model);
2439 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2440 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2441 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2445 void CL_MeshEntities_Reset(void)
2449 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2451 ent = cl_meshentities + i;
2452 Mod_Mesh_Reset(ent->render.model);
2456 static void CL_MeshEntities_Shutdown(void)
2460 extern cvar_t r_overheadsprites_pushback;
2461 extern cvar_t r_fullbright_directed_pitch_relative;
2462 extern cvar_t r_fullbright_directed_pitch;
2463 extern cvar_t r_fullbright_directed_ambient;
2464 extern cvar_t r_fullbright_directed_diffuse;
2465 extern cvar_t r_fullbright_directed;
2466 extern cvar_t r_hdr_glowintensity;
2468 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2472 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2473 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2475 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2476 // same for all stereo views, and to better handle pitches outside
2477 // [-90, 90] (in_pitch_* cvars allow that).
2478 VectorCopy(cl.viewangles, angles);
2479 if (r_fullbright_directed_pitch_relative.integer) {
2480 angles[PITCH] += r_fullbright_directed_pitch.value;
2483 angles[PITCH] = r_fullbright_directed_pitch.value;
2485 AngleVectors(angles, worldspacenormal, NULL, NULL);
2486 VectorNegate(worldspacenormal, worldspacenormal);
2489 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2491 float shadingorigin[3], a[3], c[3], dir[3];
2494 for (q = 0; q < 3; q++)
2495 a[q] = c[q] = dir[q] = 0;
2497 ent->render_modellight_forced = false;
2498 ent->render_rtlight_disabled = false;
2500 // pick an appropriate value for render_modellight_origin - if this is an
2501 // attachment we want to use the parent's render_modellight_origin so that
2502 // shading is the same (also important for r_shadows to cast shadows in the
2504 if (VectorLength2(ent->custommodellight_origin))
2506 // CSQC entities always provide this (via CL_GetTagMatrix)
2507 for (q = 0; q < 3; q++)
2508 shadingorigin[q] = ent->custommodellight_origin[q];
2510 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2512 // network entity - follow attachment chain back to a root entity,
2513 int entnum = ent->entitynumber, recursion;
2514 for (recursion = 32; recursion > 0; --recursion)
2516 int parentnum = cl.entities[entnum].state_current.tagentity;
2517 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2521 // grab the root entity's origin
2522 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2526 // not a CSQC entity (which sets custommodellight_origin), not a network
2527 // entity - so it's probably not attached to anything
2528 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2531 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2533 // intentionally EF_FULLBRIGHT entity
2534 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2535 // CSQC can still provide its own customized modellight values
2536 ent->render_rtlight_disabled = true;
2537 ent->render_modellight_forced = true;
2538 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2540 // custom colors provided by CSQC
2541 for (q = 0; q < 3; q++)
2543 a[q] = ent->custommodellight_ambient[q];
2544 c[q] = ent->custommodellight_diffuse[q];
2545 dir[q] = ent->custommodellight_lightdir[q];
2548 else if (r_fullbright_directed.integer)
2549 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2551 for (q = 0; q < 3; q++)
2556 // fetch the lighting from the worldmodel data
2558 // CSQC can provide its own customized modellight values
2559 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2561 ent->render_modellight_forced = true;
2562 for (q = 0; q < 3; q++)
2564 a[q] = ent->custommodellight_ambient[q];
2565 c[q] = ent->custommodellight_diffuse[q];
2566 dir[q] = ent->custommodellight_lightdir[q];
2569 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2571 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2572 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2573 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2574 ent->render_modellight_forced = true;
2575 ent->render_rtlight_disabled = true;
2577 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2578 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2579 else if (r_fullbright_directed.integer)
2580 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2582 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2585 for (q = 0; q < 3; q++)
2587 ent->render_fullbright[q] = ent->colormod[q];
2588 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2589 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2590 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2591 ent->render_modellight_specular[q] = c[q];
2592 ent->render_modellight_lightdir[q] = dir[q];
2593 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2594 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2595 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2596 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2597 ent->render_rtlight_specular[q] = 1;
2600 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2601 if (ent->render_modellight_forced)
2602 for (q = 0; q < 3; q++)
2603 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2604 if (ent->render_rtlight_disabled)
2605 for (q = 0; q < 3; q++)
2606 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2608 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2609 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2610 VectorNormalize(ent->render_modellight_lightdir);
2614 void CL_UpdateEntityShading(void)
2617 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2618 for (i = 0; i < r_refdef.scene.numentities; i++)
2619 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2627 void CL_Shutdown (void)
2629 CL_Screen_Shutdown();
2630 CL_Particles_Shutdown();
2631 CL_Parse_Shutdown();
2632 CL_MeshEntities_Shutdown();
2634 Mem_FreePool (&cls.permanentmempool);
2635 Mem_FreePool (&cls.levelmempool);
2646 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2647 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2649 memset(&r_refdef, 0, sizeof(r_refdef));
2650 // max entities sent to renderer per frame
2651 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2652 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2654 // max temp entities
2655 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2656 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2661 // register our commands
2663 Cvar_RegisterVariable (&cl_upspeed);
2664 Cvar_RegisterVariable (&cl_forwardspeed);
2665 Cvar_RegisterVariable (&cl_backspeed);
2666 Cvar_RegisterVariable (&cl_sidespeed);
2667 Cvar_RegisterVariable (&cl_movespeedkey);
2668 Cvar_RegisterVariable (&cl_yawspeed);
2669 Cvar_RegisterVariable (&cl_pitchspeed);
2670 Cvar_RegisterVariable (&cl_anglespeedkey);
2671 Cvar_RegisterVariable (&cl_shownet);
2672 Cvar_RegisterVariable (&cl_nolerp);
2673 Cvar_RegisterVariable (&cl_lerpexcess);
2674 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2675 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2676 Cvar_RegisterVariable (&cl_deathfade);
2677 Cvar_RegisterVariable (&lookspring);
2678 Cvar_RegisterVariable (&lookstrafe);
2679 Cvar_RegisterVariable (&sensitivity);
2680 Cvar_RegisterVariable (&freelook);
2682 Cvar_RegisterVariable (&m_pitch);
2683 Cvar_RegisterVariable (&m_yaw);
2684 Cvar_RegisterVariable (&m_forward);
2685 Cvar_RegisterVariable (&m_side);
2687 Cvar_RegisterVariable (&cl_itembobspeed);
2688 Cvar_RegisterVariable (&cl_itembobheight);
2690 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2691 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2692 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2693 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2694 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2695 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2697 // Support Client-side Model Index List
2698 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2699 // Support Client-side Sound Index List
2700 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2702 Cvar_RegisterVariable (&cl_autodemo);
2703 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2704 Cvar_RegisterVariable (&cl_autodemo_delete);
2706 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2707 Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2709 // LadyHavoc: added pausedemo
2710 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2712 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2714 Cvar_RegisterVariable(&r_draweffects);
2715 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2716 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2717 Cvar_RegisterVariable(&cl_explosions_size_start);
2718 Cvar_RegisterVariable(&cl_explosions_size_end);
2719 Cvar_RegisterVariable(&cl_explosions_lifetime);
2720 Cvar_RegisterVariable(&cl_stainmaps);
2721 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2722 Cvar_RegisterVariable(&cl_beams_polygons);
2723 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2724 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2725 Cvar_RegisterVariable(&cl_beams_lightatend);
2726 Cvar_RegisterVariable(&cl_noplayershadow);
2727 Cvar_RegisterVariable(&cl_dlights_decayradius);
2728 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2730 Cvar_RegisterVariable(&cl_prydoncursor);
2731 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2733 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2735 // for QW connections
2736 Cvar_RegisterVariable(&qport);
2737 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2739 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2741 Cvar_RegisterVariable(&cl_locs_enable);
2742 Cvar_RegisterVariable(&cl_locs_show);
2743 Cmd_AddCommand("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)");
2744 Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2745 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2746 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2747 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2750 CL_Particles_Init();
2752 CL_MeshEntities_Init();