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cl_main.c

/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// cl_main.c  -- client main loop

#include "quakedef.h"
#include "cl_collision.h"
#include "cl_gecko.h"
#include "cl_video.h"
#include "image.h"
#include "csprogs.h"
#include "r_shadow.h"
#include "libcurl.h"
#include "snd_main.h"

// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.

cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
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"};
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"};

cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
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)"};
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)"};

cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};

cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};

cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};

cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};

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" };
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)" };
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" };

cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};

cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};

cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};

cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
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)"};
cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};

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)"};

cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};

cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};

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)"};

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"};
cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};

cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};

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)"};
cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};

extern cvar_t r_equalize_entities_fullbright;

client_static_t   cls;
client_state_t    cl;

/*
=====================
CL_ClearState

=====================
*/
void CL_VM_ShutDown (void);
void CL_ClearState(void)
{
      int i;
      entity_t *ent;

      CL_VM_ShutDown();

// wipe the entire cl structure
      Mem_EmptyPool(cls.levelmempool);
      memset (&cl, 0, sizeof(cl));

      S_StopAllSounds();

      // reset the view zoom interpolation
      cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
      cl.sensitivityscale = 1.0f;

      // enable rendering of the world and such
      cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
      cl.csqc_vidvars.drawenginesbar = true;
      cl.csqc_vidvars.drawcrosshair = true;

      // set up the float version of the stats array for easier access to float stats
      cl.statsf = (float *)cl.stats;

      cl.num_entities = 0;
      cl.num_static_entities = 0;
      cl.num_brushmodel_entities = 0;

      // tweak these if the game runs out
      cl.max_csqcrenderentities = 0;
      cl.max_entities = MAX_ENITIES_INITIAL;
      cl.max_static_entities = MAX_STATICENTITIES;
      cl.max_effects = MAX_EFFECTS;
      cl.max_beams = MAX_BEAMS;
      cl.max_dlights = MAX_DLIGHTS;
      cl.max_lightstyle = MAX_LIGHTSTYLES;
      cl.max_brushmodel_entities = MAX_EDICTS;
      cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
      cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
      cl.max_showlmps = 0;

      cl.num_dlights = 0;
      cl.num_effects = 0;
      cl.num_beams = 0;

      cl.csqcrenderentities = NULL;
      cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
      cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
      cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
      cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
      cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
      cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
      cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
      cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
      cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
      cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
      cl.showlmps = NULL;

      // LordHavoc: have to set up the baseline info for alpha and other stuff
      for (i = 0;i < cl.max_entities;i++)
      {
            cl.entities[i].state_baseline = defaultstate;
            cl.entities[i].state_previous = defaultstate;
            cl.entities[i].state_current = defaultstate;
      }

      if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
      {
            VectorSet(cl.playerstandmins, -16, -16, -24);
            VectorSet(cl.playerstandmaxs, 16, 16, 45);
            VectorSet(cl.playercrouchmins, -16, -16, -24);
            VectorSet(cl.playercrouchmaxs, 16, 16, 25);
      }
      else
      {
            VectorSet(cl.playerstandmins, -16, -16, -24);
            VectorSet(cl.playerstandmaxs, 16, 16, 24);
            VectorSet(cl.playercrouchmins, -16, -16, -24);
            VectorSet(cl.playercrouchmaxs, 16, 16, 24);
      }

      // disable until we get textures for it
      R_ResetSkyBox();

      ent = &cl.entities[0];
      // entire entity array was cleared, so just fill in a few fields
      ent->state_current.active = true;
      ent->render.model = cl.worldmodel = NULL; // no world model yet
      ent->render.alpha = 1;
      ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
      Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
      ent->render.allowdecals = true;
      CL_UpdateRenderEntity(&ent->render);

      // noclip is turned off at start
      noclip_anglehack = false;

      // mark all frames invalid for delta
      memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));

      // set bestweapon data back to Quake data
      IN_BestWeapon_ResetData();

      CL_Screen_NewMap();
}

void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
{
      int i;
      qboolean fail = false;
      if (!allowstarkey && key[0] == '*')
            fail = true;
      if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
            fail = true;
      for (i = 0;key[i];i++)
            if (ISWHITESPACE(key[i]) || key[i] == '\"')
                  fail = true;
      for (i = 0;value[i];i++)
            if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
                  fail = true;
      if (fail)
      {
            if (!quiet)
                  Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
            return;
      }
      InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
      if (cls.state == ca_connected && cls.netcon)
      {
            if (cls.protocol == PROTOCOL_QUAKEWORLD)
            {
                  MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
                  MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
            }
            else if (!strcasecmp(key, "name"))
            {
                  MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
                  MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
            }
            else if (!strcasecmp(key, "playermodel"))
            {
                  MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
                  MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
            }
            else if (!strcasecmp(key, "playerskin"))
            {
                  MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
                  MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
            }
            else if (!strcasecmp(key, "topcolor"))
            {
                  // don't send anything, the combined color code will be updated manually
            }
            else if (!strcasecmp(key, "bottomcolor"))
            {
                  // don't send anything, the combined color code will be updated manually
            }
            else if (!strcasecmp(key, "rate"))
            {
                  MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
                  MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
            }
      }
}

void CL_ExpandEntities(int num)
{
      int i, oldmaxentities;
      entity_t *oldentities;
      if (num >= cl.max_entities)
      {
            if (!cl.entities)
                  Sys_Error("CL_ExpandEntities: cl.entities not initialized");
            if (num >= MAX_EDICTS)
                  Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
            oldmaxentities = cl.max_entities;
            oldentities = cl.entities;
            cl.max_entities = (num & ~255) + 256;
            cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
            memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
            Mem_Free(oldentities);
            for (i = oldmaxentities;i < cl.max_entities;i++)
            {
                  cl.entities[i].state_baseline = defaultstate;
                  cl.entities[i].state_previous = defaultstate;
                  cl.entities[i].state_current = defaultstate;
            }
      }
}

void CL_ExpandCSQCRenderEntities(int num)
{
      int i;
      int oldmaxcsqcrenderentities;
      entity_render_t *oldcsqcrenderentities;
      if (num >= cl.max_csqcrenderentities)
      {
            if (num >= MAX_EDICTS)
                  Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
            oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
            oldcsqcrenderentities = cl.csqcrenderentities;
            cl.max_csqcrenderentities = (num & ~255) + 256;
            cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
            if (oldcsqcrenderentities)
            {
                  memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
                  for (i = 0;i < r_refdef.scene.numentities;i++)
                        if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
                              r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
                  Mem_Free(oldcsqcrenderentities);
            }
      }
}

/*
=====================
CL_Disconnect

Sends a disconnect message to the server
This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect(void)
{
      if (cls.state == ca_dedicated)
            return;

      if (COM_CheckParm("-profilegameonly"))
            Sys_AllowProfiling(false);

      Curl_Clear_forthismap();

      Con_DPrintf("CL_Disconnect\n");

    Cvar_SetValueQuick(&csqc_progcrc, -1);
      Cvar_SetValueQuick(&csqc_progsize, -1);
      CL_VM_ShutDown();
// stop sounds (especially looping!)
      S_StopAllSounds ();

      cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet

      // clear contents blends
      cl.cshifts[0].percent = 0;
      cl.cshifts[1].percent = 0;
      cl.cshifts[2].percent = 0;
      cl.cshifts[3].percent = 0;

      cl.worldmodel = NULL;

      CL_Parse_ErrorCleanUp();

      if (cls.demoplayback)
            CL_StopPlayback();
      else if (cls.netcon)
      {
            sizebuf_t buf;
            unsigned char bufdata[8];
            if (cls.demorecording)
                  CL_Stop_f();

            // send disconnect message 3 times to improve chances of server
            // receiving it (but it still fails sometimes)
            memset(&buf, 0, sizeof(buf));
            buf.data = bufdata;
            buf.maxsize = sizeof(bufdata);
            if (cls.protocol == PROTOCOL_QUAKEWORLD)
            {
                  Con_DPrint("Sending drop command\n");
                  MSG_WriteByte(&buf, qw_clc_stringcmd);
                  MSG_WriteString(&buf, "drop");
            }
            else
            {
                  Con_DPrint("Sending clc_disconnect\n");
                  MSG_WriteByte(&buf, clc_disconnect);
            }
            NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
            NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
            NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
            NetConn_Close(cls.netcon);
            cls.netcon = NULL;
      }
      cls.state = ca_disconnected;

      cls.demoplayback = cls.timedemo = false;
      cls.signon = 0;
}

void CL_Disconnect_f(void)
{
      CL_Disconnect ();
      if (sv.active)
            Host_ShutdownServer ();
}




/*
=====================
CL_EstablishConnection

Host should be either "local" or a net address
=====================
*/
void CL_EstablishConnection(const char *host, int firstarg)
{
      if (cls.state == ca_dedicated)
            return;

      // don't connect to a server if we're benchmarking a demo
      if (COM_CheckParm("-benchmark"))
            return;

      // clear menu's connect error message
      M_Update_Return_Reason("");
      cls.demonum = -1;

      // stop demo loop in case this fails
      if (cls.demoplayback)
            CL_StopPlayback();

      // if downloads are running, cancel their finishing action
      Curl_Clear_forthismap();

      // make sure the client ports are open before attempting to connect
      NetConn_UpdateSockets();

      // run a network frame
      //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();

      if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
      {
            cls.connect_trying = true;
            cls.connect_remainingtries = 3;
            cls.connect_nextsendtime = 0;

            // only NOW, set connect_userinfo
            if(firstarg >= 0)
            {
                  int i;
                  *cls.connect_userinfo = 0;
                  for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
                        InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
            }
            else if(firstarg < -1)
            {
                  // -1: keep as is (reconnect)
                  // -2: clear
                  *cls.connect_userinfo = 0;
            }

            M_Update_Return_Reason("Trying to connect...");

            // run several network frames to jump into the game quickly
            //if (sv.active)
            //{
            //    NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
            //    NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
            //    NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
            //    NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
            //}
      }
      else
      {
            Con_Print("Unable to find a suitable network socket to connect to server.\n");
            M_Update_Return_Reason("No network");
      }
}

/*
==============
CL_PrintEntities_f
==============
*/
static void CL_PrintEntities_f(void)
{
      entity_t *ent;
      int i;

      for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
      {
            const char* modelname;

            if (!ent->state_current.active)
                  continue;

            if (ent->render.model)
                  modelname = ent->render.model->name;
            else
                  modelname = "--no model--";
            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);
      }
}

/*
===============
CL_ModelIndexList_f

List information on all models in the client modelindex
===============
*/
static void CL_ModelIndexList_f(void)
{
      int i;
      dp_model_t *model;

      // Print Header
      Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");

      for (i = -MAX_MODELS;i < MAX_MODELS;i++)
      {
            model = CL_GetModelByIndex(i);
            if(model->loaded || i == 1)
                  Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
            else
                  Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
            i++;
      }
}

/*
===============
CL_SoundIndexList_f

List all sounds in the client soundindex
===============
*/
static void CL_SoundIndexList_f(void)
{
      int i = 1;

      while(cl.sound_precache[i] && i != MAX_SOUNDS)
      { // Valid Sound
            Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
            i++;
      }
}

/*
===============
CL_UpdateRenderEntity

Updates inversematrix, animation interpolation factors, scale, and mins/maxs
===============
*/
void CL_UpdateRenderEntity(entity_render_t *ent)
{
      vec3_t org;
      vec_t scale;
      dp_model_t *model = ent->model;
      // update the inverse matrix for the renderer
      Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
      // update the animation blend state
      VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
      // we need the matrix origin to center the box
      Matrix4x4_OriginFromMatrix(&ent->matrix, org);
      // update entity->render.scale because the renderer needs it
      ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
      if (model)
      {
            // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
#ifdef MATRIX4x4_OPENGLORIENTATION
            if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
#else
            if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
#endif
            {
                  // pitch or roll
                  VectorMA(org, scale, model->rotatedmins, ent->mins);
                  VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
            }
#ifdef MATRIX4x4_OPENGLORIENTATION
            else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
#else
            else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
#endif
            {
                  // yaw
                  VectorMA(org, scale, model->yawmins, ent->mins);
                  VectorMA(org, scale, model->yawmaxs, ent->maxs);
            }
            else
            {
                  VectorMA(org, scale, model->normalmins, ent->mins);
                  VectorMA(org, scale, model->normalmaxs, ent->maxs);
            }
      }
      else
      {
            ent->mins[0] = org[0] - 16;
            ent->mins[1] = org[1] - 16;
            ent->mins[2] = org[2] - 16;
            ent->maxs[0] = org[0] + 16;
            ent->maxs[1] = org[1] + 16;
            ent->maxs[2] = org[2] + 16;
      }
}

/*
===============
CL_LerpPoint

Determines the fraction between the last two messages that the objects
should be put at.
===============
*/
static float CL_LerpPoint(void)
{
      float f;

      if (cl_nettimesyncboundmode.integer == 1)
            cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);

      // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
      if (cl.mtime[0] <= cl.mtime[1])
      {
            cl.time = cl.mtime[0];
            return 1;
      }

      f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
      return bound(0, f, 1 + cl_lerpexcess.value);
}

void CL_ClearTempEntities (void)
{
      r_refdef.scene.numtempentities = 0;
      // grow tempentities buffer on request
      if (r_refdef.scene.expandtempentities)
      {
            Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
            r_refdef.scene.maxtempentities *= 2;
            r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
            r_refdef.scene.expandtempentities = false;
      }
}

entity_render_t *CL_NewTempEntity(double shadertime)
{
      entity_render_t *render;

      if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
            return NULL;
      if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
      {
            r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
            return NULL;
      }
      render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
      memset (render, 0, sizeof(*render));
      r_refdef.scene.entities[r_refdef.scene.numentities++] = render;

      render->shadertime = shadertime;
      render->alpha = 1;
      VectorSet(render->colormod, 1, 1, 1);
      VectorSet(render->glowmod, 1, 1, 1);
      return render;
}

void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
{
      int i;
      cl_effect_t *e;
      if (!modelindex) // sanity check
            return;
      if (framerate < 1)
      {
            Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
            return;
      }
      if (framecount < 1)
      {
            Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
            return;
      }
      for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
      {
            if (e->active)
                  continue;
            e->active = true;
            VectorCopy(org, e->origin);
            e->modelindex = modelindex;
            e->starttime = cl.time;
            e->startframe = startframe;
            e->endframe = startframe + framecount;
            e->framerate = framerate;

            e->frame = 0;
            e->frame1time = cl.time;
            e->frame2time = cl.time;
            cl.num_effects = max(cl.num_effects, i + 1);
            break;
      }
}

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)
{
      int i;
      dlight_t *dl;

// then look for anything else
      dl = cl.dlights;
      for (i = 0;i < cl.max_dlights;i++, dl++)
            if (!dl->radius)
                  break;

      // unable to find one
      if (i == cl.max_dlights)
            return;

      //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
      memset (dl, 0, sizeof(*dl));
      cl.num_dlights = max(cl.num_dlights, i + 1);
      Matrix4x4_Normalize(&dl->matrix, matrix);
      dl->ent = ent;
      Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
      CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
      Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
      dl->radius = radius;
      dl->color[0] = red;
      dl->color[1] = green;
      dl->color[2] = blue;
      dl->initialradius = radius;
      dl->initialcolor[0] = red;
      dl->initialcolor[1] = green;
      dl->initialcolor[2] = blue;
      dl->decay = decay / radius; // changed decay to be a percentage decrease
      dl->intensity = 1; // this is what gets decayed
      if (lifetime)
            dl->die = cl.time + lifetime;
      else
            dl->die = 0;
      if (cubemapnum > 0)
            dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
      else
            dl->cubemapname[0] = 0;
      dl->style = style;
      dl->shadow = shadowenable;
      dl->corona = corona;
      dl->flags = flags;
      dl->coronasizescale = coronasizescale;
      dl->ambientscale = ambientscale;
      dl->diffusescale = diffusescale;
      dl->specularscale = specularscale;
}

void CL_DecayLightFlashes(void)
{
      int i, oldmax;
      dlight_t *dl;
      float time;

      time = bound(0, cl.time - cl.oldtime, 0.1);
      oldmax = cl.num_dlights;
      cl.num_dlights = 0;
      for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
      {
            if (dl->radius)
            {
                  dl->intensity -= time * dl->decay;
                  if (cl.time < dl->die && dl->intensity > 0)
                  {
                        if (cl_dlights_decayradius.integer)
                              dl->radius = dl->initialradius * dl->intensity;
                        else
                              dl->radius = dl->initialradius;
                        if (cl_dlights_decaybrightness.integer)
                              VectorScale(dl->initialcolor, dl->intensity, dl->color);
                        else
                              VectorCopy(dl->initialcolor, dl->color);
                        cl.num_dlights = i + 1;
                  }
                  else
                        dl->radius = 0;
            }
      }
}

// called before entity relinking
void CL_RelinkLightFlashes(void)
{
      int i, j, k, l;
      dlight_t *dl;
      float frac, f;
      matrix4x4_t tempmatrix;

      if (r_dynamic.integer)
      {
            for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
            {
                  if (dl->radius)
                  {
                        tempmatrix = dl->matrix;
                        Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
                        // we need the corona fading to be persistent
                        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);
                        r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
                  }
            }
      }

      if (!cl.lightstyle)
      {
            for (j = 0;j < cl.max_lightstyle;j++)
            {
                  r_refdef.scene.rtlightstylevalue[j] = 1;
                  r_refdef.scene.lightstylevalue[j] = 256;
            }
            return;
      }

// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
      f = cl.time * 10;
      i = (int)floor(f);
      frac = f - i;
      for (j = 0;j < cl.max_lightstyle;j++)
      {
            if (!cl.lightstyle[j].length)
            {
                  r_refdef.scene.rtlightstylevalue[j] = 1;
                  r_refdef.scene.lightstylevalue[j] = 256;
                  continue;
            }
            // static lightstyle "=value"
            if (cl.lightstyle[j].map[0] == '=')
            {
                  r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
                  if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
                        r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
                  continue;
            }
            k = i % cl.lightstyle[j].length;
            l = (i-1) % cl.lightstyle[j].length;
            k = cl.lightstyle[j].map[k] - 'a';
            l = cl.lightstyle[j].map[l] - 'a';
            // rtlightstylevalue is always interpolated because it has no bad
            // consequences for performance
            // lightstylevalue is subject to a cvar for performance reasons;
            // skipping lightmap updates on most rendered frames substantially
            // improves framerates (but makes light fades look bad)
            r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
            r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
      }
}

void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
      int frame = player->render.framegroupblend[0].frame;
      float f;
      entity_render_t *flagrender;
      matrix4x4_t flagmatrix;

      // this code taken from QuakeWorld
      f = 14;
      if (frame >= 29 && frame <= 40)
      {
            if (frame >= 29 && frame <= 34)
            { //axpain
                  if      (frame == 29) f = f + 2;
                  else if (frame == 30) f = f + 8;
                  else if (frame == 31) f = f + 12;
                  else if (frame == 32) f = f + 11;
                  else if (frame == 33) f = f + 10;
                  else if (frame == 34) f = f + 4;
            }
            else if (frame >= 35 && frame <= 40)
            { // pain
                  if      (frame == 35) f = f + 2;
                  else if (frame == 36) f = f + 10;
                  else if (frame == 37) f = f + 10;
                  else if (frame == 38) f = f + 8;
                  else if (frame == 39) f = f + 4;
                  else if (frame == 40) f = f + 2;
            }
      }
      else if (frame >= 103 && frame <= 118)
      {
            if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
            else if (frame >= 105 && frame <= 106) f = f + 6;  //light
            else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
            else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
      }
      // end of code taken from QuakeWorld

      flagrender = CL_NewTempEntity(player->render.shadertime);
      if (!flagrender)
            return;

      flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
      flagrender->skinnum = skin;
      flagrender->alpha = 1;
      VectorSet(flagrender->colormod, 1, 1, 1);
      VectorSet(flagrender->glowmod, 1, 1, 1);
      // attach the flag to the player matrix
      Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
      Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
      CL_UpdateRenderEntity(flagrender);
}

matrix4x4_t viewmodelmatrix_withbob;
matrix4x4_t viewmodelmatrix_nobob;

static const vec3_t muzzleflashorigin = {18, 0, 0};

extern void V_DriftPitch(void);
extern void V_FadeViewFlashs(void);
extern void V_CalcViewBlend(void);
extern void V_CalcRefdef(void);

void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
{
      const unsigned char *cbcolor;
      if (colormap >= 0)
      {
            cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
            VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
            cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
            VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
      }
      else
      {
            VectorClear(ent->colormap_pantscolor);
            VectorClear(ent->colormap_shirtcolor);
      }
}

// note this is a recursive function, recursionlimit should be 32 or so on the initial call
void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
      const matrix4x4_t *matrix;
      matrix4x4_t blendmatrix, tempmatrix, matrix2;
      int frame;
      float origin[3], angles[3], lerp;
      entity_t *t;
      entity_render_t *r;
      //entity_persistent_t *p = &e->persistent;
      //entity_render_t *r = &e->render;
      // skip inactive entities and world
      if (!e->state_current.active || e == cl.entities)
            return;
      if (recursionlimit < 1)
            return;
      e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
      e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
      e->render.flags = e->state_current.flags;
      e->render.effects = e->state_current.effects;
      VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
      VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
      if(e >= cl.entities && e < cl.entities + cl.num_entities)
            e->render.entitynumber = e - cl.entities;
      else
            e->render.entitynumber = 0;
      if (e->state_current.flags & RENDER_COLORMAPPED)
            CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
      else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
            CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
      else
            CL_SetEntityColormapColors(&e->render, -1);
      e->render.skinnum = e->state_current.skin;
      if (e->state_current.tagentity)
      {
            // attached entity (gun held in player model's hand, etc)
            // if the tag entity is currently impossible, skip it
            if (e->state_current.tagentity >= cl.num_entities)
                  return;
            t = cl.entities + e->state_current.tagentity;
            // if the tag entity is inactive, skip it
            if (t->state_current.active)
            {
                  // update the parent first
                  CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
                  r = &t->render;
            }
            else
            {
                  // it may still be a CSQC entity... trying to use its
                  // info from last render frame (better than nothing)
                  if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
                        return;
                  r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
                  if(!r->entitynumber)
                        return; // neither CSQC nor legacy entity... can't attach
            }
            // make relative to the entity
            matrix = &r->matrix;
            // some properties of the tag entity carry over
            e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
            // if a valid tagindex is used, make it relative to that tag instead
            if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
            {
                  if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
                  {
                        // concat the tag matrices onto the entity matrix
                        Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
                        // use the constructed tag matrix
                        matrix = &tempmatrix;
                  }
            }
      }
      else if (e->render.flags & RENDER_VIEWMODEL)
      {
            // view-relative entity (guns and such)
            if (e->render.effects & EF_NOGUNBOB)
                  matrix = &viewmodelmatrix_nobob; // really attached to view
            else
                  matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
      }
      else
      {
            // world-relative entity (the normal kind)
            matrix = &identitymatrix;
      }

      // movement lerp
      // if it's the predicted player entity, update according to client movement
      // but don't lerp if going through a teleporter as it causes a bad lerp
      // also don't use the predicted location if fixangle was set on both of
      // the most recent server messages, as that cause means you are spectating
      // someone or watching a cutscene of some sort
      if (cl_nolerp.integer || cls.timedemo)
            interpolate = false;
      if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
      {
            VectorCopy(cl.movement_origin, origin);
            VectorSet(angles, 0, cl.viewangles[1], 0);
      }
      else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
      {
            // interpolate the origin and angles
            lerp = max(0, lerp);
            VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
#if 0
            // this fails at the singularity of euler angles
            VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
            if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
            if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
            if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
            VectorMA(e->persistent.oldangles, lerp, delta, angles);
#else
            {
                  vec3_t f0, u0, f1, u1;
                  AngleVectors(e->persistent.oldangles, f0, NULL, u0);
                  AngleVectors(e->persistent.newangles, f1, NULL, u1);
                  VectorMAM(1-lerp, f0, lerp, f1, f0);
                  VectorMAM(1-lerp, u0, lerp, u1, u0);
                  AnglesFromVectors(angles, f0, u0, false);
            }
#endif
      }
      else
      {
            // no interpolation
            VectorCopy(e->persistent.neworigin, origin);
            VectorCopy(e->persistent.newangles, angles);
      }

      // model setup and some modelflags
      frame = e->state_current.frame;
      e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
      if (e->render.model)
      {
            if (e->render.skinnum >= e->render.model->numskins)
                  e->render.skinnum = 0;
            if (frame >= e->render.model->numframes)
                  frame = 0;
            // models can set flags such as EF_ROCKET
            // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
            if (!(e->render.effects & 0xFF800000))
                  e->render.effects |= e->render.model->effects;
            // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
            if (e->render.model->type == mod_alias)
                  angles[0] = -angles[0];
            if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
            {
                  VectorScale(e->render.colormod, 2, e->render.colormod);
                  VectorScale(e->render.glowmod, 2, e->render.glowmod);
            }
      }
      // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
      else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
            angles[0] = -angles[0];
            // NOTE: this must be synced to SV_GetPitchSign!

      if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
      {
            angles[1] = ANGLEMOD(100*cl.time);
            if (cl_itembobheight.value)
                  origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
      }

      // animation lerp
      e->render.skeleton = NULL;
      if (e->render.flags & RENDER_COMPLEXANIMATION)
      {
            e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
            e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
            e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
            e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
            if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
                  e->render.skeleton = &e->state_current.skeletonobject;
      }
      else if (e->render.framegroupblend[0].frame == frame)
      {
            // update frame lerp fraction
            e->render.framegroupblend[0].lerp = 1;
            e->render.framegroupblend[1].lerp = 0;
            if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
            {
                  // make sure frame lerp won't last longer than 100ms
                  // (this mainly helps with models that use framegroups and
                  // switch between them infrequently)
                  float maxdelta = cl_lerpanim_maxdelta_server.value;
                  if(e->render.model)
                  if(e->render.model->animscenes)
                  if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
                        maxdelta = cl_lerpanim_maxdelta_framegroups.value;
                  maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
                  e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
                  e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
                  e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
            }
      }
      else
      {
            // begin a new frame lerp
            e->render.framegroupblend[1] = e->render.framegroupblend[0];
            e->render.framegroupblend[1].lerp = 1;
            e->render.framegroupblend[0].frame = frame;
            e->render.framegroupblend[0].start = cl.time;
            e->render.framegroupblend[0].lerp = 0;
      }

      // set up the render matrix
      if (matrix)
      {
            // attached entity, this requires a matrix multiply (concat)
            // FIXME: e->render.scale should go away
            Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
            // concat the matrices to make the entity relative to its tag
            Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
            // get the origin from the new matrix
            Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
      }
      else
      {
            // unattached entities are faster to process
            Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
      }

      // tenebrae's sprites are all additive mode (weird)
      if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
            e->render.flags |= RENDER_ADDITIVE;
      // player model is only shown with chase_active on
      if (e->state_current.number == cl.viewentity)
            e->render.flags |= RENDER_EXTERIORMODEL;
      // either fullbright or lit
      if(!r_fullbright.integer)
      {
            if (!(e->render.effects & EF_FULLBRIGHT))
                  e->render.flags |= RENDER_LIGHT;
            else if(r_equalize_entities_fullbright.integer)
                  e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
      }
      // hide player shadow during intermission or nehahra movie
      if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
       && (e->render.alpha >= 1)
       && !(e->render.flags & RENDER_VIEWMODEL)
       && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
            e->render.flags |= RENDER_SHADOW;
      if (e->render.flags & RENDER_VIEWMODEL)
            e->render.flags |= RENDER_NOSELFSHADOW;
      if (e->render.effects & EF_NOSELFSHADOW)
            e->render.flags |= RENDER_NOSELFSHADOW;
      if (e->render.effects & EF_NODEPTHTEST)
            e->render.flags |= RENDER_NODEPTHTEST;
      if (e->render.effects & EF_ADDITIVE)
            e->render.flags |= RENDER_ADDITIVE;
      if (e->render.effects & EF_DOUBLESIDED)
            e->render.flags |= RENDER_DOUBLESIDED;

      // make the other useful stuff
      e->render.allowdecals = true;
      CL_UpdateRenderEntity(&e->render);
}

// creates light and trails from an entity
void CL_UpdateNetworkEntityTrail(entity_t *e)
{
      effectnameindex_t trailtype;
      vec3_t origin;

      // bmodels are treated specially since their origin is usually '0 0 0' and
      // their actual geometry is far from '0 0 0'
      if (e->render.model && e->render.model->soundfromcenter)
      {
            vec3_t o;
            VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
            Matrix4x4_Transform(&e->render.matrix, o, origin);
      }
      else
            Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);

      // handle particle trails and such effects now that we know where this
      // entity is in the world...
      trailtype = EFFECT_NONE;
      // LordHavoc: if the entity has no effects, don't check each
      if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
      {
            if (e->render.effects & EF_BRIGHTFIELD)
            {
                  if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
                        trailtype = EFFECT_TR_NEXUIZPLASMA;
                  else
                        CL_EntityParticles(e);
            }
            if (e->render.effects & EF_FLAME)
                  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);
            if (e->render.effects & EF_STARDUST)
                  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);
      }
      if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
      {
            // these are only set on player entities
            CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
      }
      // muzzleflash fades over time
      if (e->persistent.muzzleflash > 0)
            e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
      // LordHavoc: if the entity has no effects, don't check each
      if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
      {
            if (e->render.effects & EF_GIB)
                  trailtype = EFFECT_TR_BLOOD;
            else if (e->render.effects & EF_ZOMGIB)
                  trailtype = EFFECT_TR_SLIGHTBLOOD;
            else if (e->render.effects & EF_TRACER)
                  trailtype = EFFECT_TR_WIZSPIKE;
            else if (e->render.effects & EF_TRACER2)
                  trailtype = EFFECT_TR_KNIGHTSPIKE;
            else if (e->render.effects & EF_ROCKET)
                  trailtype = EFFECT_TR_ROCKET;
            else if (e->render.effects & EF_GRENADE)
            {
                  // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
                  trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
            }
            else if (e->render.effects & EF_TRACER3)
                  trailtype = EFFECT_TR_VORESPIKE;
      }
      // do trails
      if (e->render.flags & RENDER_GLOWTRAIL)
            trailtype = EFFECT_TR_GLOWTRAIL;
      if (e->state_current.traileffectnum)
            trailtype = (effectnameindex_t)e->state_current.traileffectnum;
      // check if a trail is allowed (it is not after a teleport for example)
      if (trailtype && e->persistent.trail_allowed)
      {
            float len;
            vec3_t vel;
            VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
            len = e->state_current.time - e->state_previous.time;
            if (len > 0)
                  len = 1.0f / len;
            VectorScale(vel, len, vel);
            CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
      }
      // now that the entity has survived one trail update it is allowed to
      // leave a real trail on later frames
      e->persistent.trail_allowed = true;
      VectorCopy(origin, e->persistent.trail_origin);
}


/*
===============
CL_UpdateViewEntities
===============
*/
void CL_UpdateViewEntities(void)
{
      int i;
      // update any RENDER_VIEWMODEL entities to use the new view matrix
      for (i = 1;i < cl.num_entities;i++)
      {
            if (cl.entities_active[i])
            {
                  entity_t *ent = cl.entities + i;
                  if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
                        CL_UpdateNetworkEntity(ent, 32, true);
            }
      }
      // and of course the engine viewmodel needs updating as well
      CL_UpdateNetworkEntity(&cl.viewent, 32, true);
}

/*
===============
CL_UpdateNetworkCollisionEntities
===============
*/
void CL_UpdateNetworkCollisionEntities(void)
{
      entity_t *ent;
      int i;

      // start on the entity after the world
      cl.num_brushmodel_entities = 0;
      for (i = cl.maxclients + 1;i < cl.num_entities;i++)
      {
            if (cl.entities_active[i])
            {
                  ent = cl.entities + i;
                  if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
                  {
                        // do not interpolate the bmodels for this
                        CL_UpdateNetworkEntity(ent, 32, false);
                        cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
                  }
            }
      }
}

extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);

/*
===============
CL_UpdateNetworkEntities
===============
*/
void CL_UpdateNetworkEntities(void)
{
      entity_t *ent;
      int i;

      // start on the entity after the world
      for (i = 1;i < cl.num_entities;i++)
      {
            if (cl.entities_active[i])
            {
                  ent = cl.entities + i;
                  if (ent->state_current.active)
                  {
                        CL_UpdateNetworkEntity(ent, 32, true);
                        // view models should never create light/trails
                        if (!(ent->render.flags & RENDER_VIEWMODEL))
                              CL_UpdateNetworkEntityTrail(ent);
                  }
                  else
                  {
                        R_DecalSystem_Reset(&ent->render.decalsystem);
                        cl.entities_active[i] = false;
                  }
            }
      }
}

void CL_UpdateViewModel(void)
{
      entity_t *ent;
      ent = &cl.viewent;
      ent->state_previous = ent->state_current;
      ent->state_current = defaultstate;
      ent->state_current.time = cl.time;
      ent->state_current.number = (unsigned short)-1;
      ent->state_current.active = true;
      ent->state_current.modelindex = cl.stats[STAT_WEAPON];
      ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
      ent->state_current.flags = RENDER_VIEWMODEL;
      if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
            ent->state_current.modelindex = 0;
      else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
      {
            if (gamemode == GAME_TRANSFUSION)
                  ent->state_current.alpha = 128;
            else
                  ent->state_current.modelindex = 0;
      }
      ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
      ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));

      // reset animation interpolation on weaponmodel if model changed
      if (ent->state_previous.modelindex != ent->state_current.modelindex)
      {
            ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
            ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
            ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
      }
      CL_UpdateNetworkEntity(ent, 32, true);
}

// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
void CL_LinkNetworkEntity(entity_t *e)
{
      effectnameindex_t trailtype;
      vec3_t origin;
      vec3_t dlightcolor;
      vec_t dlightradius;

      // skip inactive entities and world
      if (!e->state_current.active || e == cl.entities)
            return;
      if (e->state_current.tagentity)
      {
            // if the tag entity is currently impossible, skip it
            if (e->state_current.tagentity >= cl.num_entities)
                  return;
            // if the tag entity is inactive, skip it
            if (!cl.entities[e->state_current.tagentity].state_current.active)
            {
                  if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
                        return;
                  if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
                        return;
                  // if we get here, it's properly csqc networked and attached
            }
      }

      // create entity dlights associated with this entity
      if (e->render.model && e->render.model->soundfromcenter)
      {
            // bmodels are treated specially since their origin is usually '0 0 0'
            vec3_t o;
            VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
            Matrix4x4_Transform(&e->render.matrix, o, origin);
      }
      else
            Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
      trailtype = EFFECT_NONE;
      dlightradius = 0;
      dlightcolor[0] = 0;
      dlightcolor[1] = 0;
      dlightcolor[2] = 0;
      // LordHavoc: if the entity has no effects, don't check each
      if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
      {
            if (e->render.effects & EF_BRIGHTFIELD)
            {
                  if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
                        trailtype = EFFECT_TR_NEXUIZPLASMA;
            }
            if (e->render.effects & EF_DIMLIGHT)
            {
                  dlightradius = max(dlightradius, 200);
                  dlightcolor[0] += 1.50f;
                  dlightcolor[1] += 1.50f;
                  dlightcolor[2] += 1.50f;
            }
            if (e->render.effects & EF_BRIGHTLIGHT)
            {
                  dlightradius = max(dlightradius, 400);
                  dlightcolor[0] += 3.00f;
                  dlightcolor[1] += 3.00f;
                  dlightcolor[2] += 3.00f;
            }
            // LordHavoc: more effects
            if (e->render.effects & EF_RED) // red
            {
                  dlightradius = max(dlightradius, 200);
                  dlightcolor[0] += 1.50f;
                  dlightcolor[1] += 0.15f;
                  dlightcolor[2] += 0.15f;
            }
            if (e->render.effects & EF_BLUE) // blue
            {
                  dlightradius = max(dlightradius, 200);
                  dlightcolor[0] += 0.15f;
                  dlightcolor[1] += 0.15f;
                  dlightcolor[2] += 1.50f;
            }
            if (e->render.effects & EF_FLAME)
                  CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
            if (e->render.effects & EF_STARDUST)
                  CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
      }
      // muzzleflash fades over time, and is offset a bit
      if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
      {
            vec3_t v2;
            vec3_t color;
            trace_t trace;
            matrix4x4_t tempmatrix;
            Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
            trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
            Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
            Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
            Matrix4x4_Scale(&tempmatrix, 150, 1);
            VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
            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);
            r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
      }
      // LordHavoc: if the model has no flags, don't check each
      if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
      {
            if (e->render.effects & EF_GIB)
                  trailtype = EFFECT_TR_BLOOD;
            else if (e->render.effects & EF_ZOMGIB)
                  trailtype = EFFECT_TR_SLIGHTBLOOD;
            else if (e->render.effects & EF_TRACER)
                  trailtype = EFFECT_TR_WIZSPIKE;
            else if (e->render.effects & EF_TRACER2)
                  trailtype = EFFECT_TR_KNIGHTSPIKE;
            else if (e->render.effects & EF_ROCKET)
                  trailtype = EFFECT_TR_ROCKET;
            else if (e->render.effects & EF_GRENADE)
            {
                  // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
                  trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
            }
            else if (e->render.effects & EF_TRACER3)
                  trailtype = EFFECT_TR_VORESPIKE;
      }
      // LordHavoc: customizable glow
      if (e->state_current.glowsize)
      {
            // * 4 for the expansion from 0-255 to 0-1023 range,
            // / 255 to scale down byte colors
            dlightradius = max(dlightradius, e->state_current.glowsize * 4);
            VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
      }
      // custom rtlight
      if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
      {
            matrix4x4_t dlightmatrix;
            float light[4];
            VectorScale(e->state_current.light, (1.0f / 256.0f), light);
            light[3] = e->state_current.light[3];
            if (light[0] == 0 && light[1] == 0 && light[2] == 0)
                  VectorSet(light, 1, 1, 1);
            if (light[3] == 0)
                  light[3] = 350;
            // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
            Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
            Matrix4x4_Scale(&dlightmatrix, light[3], 1);
            R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("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);
            r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
      }
      // make the glow dlight
      else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
      {
            matrix4x4_t dlightmatrix;
            Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
            // hack to make glowing player light shine on their gun
            //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
            //    Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
            Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
            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);
            r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
      }
      // do trail light
      if (e->render.flags & RENDER_GLOWTRAIL)
            trailtype = EFFECT_TR_GLOWTRAIL;
      if (e->state_current.traileffectnum)
            trailtype = (effectnameindex_t)e->state_current.traileffectnum;
      if (trailtype)
            CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);

      // don't show entities with no modelindex (note: this still shows
      // entities which have a modelindex that resolved to a NULL model)
      if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
            r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
      //if (cl.viewentity && e->state_current.number == cl.viewentity)
      //    Matrix4x4_Print(&e->render.matrix);
}

void CL_RelinkWorld(void)
{
      entity_t *ent = &cl.entities[0];
      // FIXME: this should be done at load
      ent->render.matrix = identitymatrix;
      ent->render.flags = RENDER_SHADOW;
      if (!r_fullbright.integer)
            ent->render.flags |= RENDER_LIGHT;
      VectorSet(ent->render.colormod, 1, 1, 1);
      VectorSet(ent->render.glowmod, 1, 1, 1);
      ent->render.allowdecals = true;
      CL_UpdateRenderEntity(&ent->render);
      r_refdef.scene.worldentity = &ent->render;
      r_refdef.scene.worldmodel = cl.worldmodel;
}

static void CL_RelinkStaticEntities(void)
{
      int i;
      entity_t *e;
      for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
      {
            e->render.flags = 0;
            // if the model was not loaded when the static entity was created we
            // need to re-fetch the model pointer
            e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
            // either fullbright or lit
            if(!r_fullbright.integer)
            {
                  if (!(e->render.effects & EF_FULLBRIGHT))
                        e->render.flags |= RENDER_LIGHT;
                  else if(r_equalize_entities_fullbright.integer)
                        e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
            }
            // hide player shadow during intermission or nehahra movie
            if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
                  e->render.flags |= RENDER_SHADOW;
            VectorSet(e->render.colormod, 1, 1, 1);
            VectorSet(e->render.glowmod, 1, 1, 1);
            VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
            e->render.allowdecals = true;
            CL_UpdateRenderEntity(&e->render);
            r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
      }
}

/*
===============
CL_RelinkEntities
===============
*/
static void CL_RelinkNetworkEntities(void)
{
      entity_t *ent;
      int i;

      // start on the entity after the world
      for (i = 1;i < cl.num_entities;i++)
      {
            if (cl.entities_active[i])
            {
                  ent = cl.entities + i;
                  if (ent->state_current.active)
                        CL_LinkNetworkEntity(ent);
                  else
                        cl.entities_active[i] = false;
            }
      }
}

static void CL_RelinkEffects(void)
{
      int i, intframe;
      cl_effect_t *e;
      entity_render_t *entrender;
      float frame;

      for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
      {
            if (e->active)
            {
                  frame = (cl.time - e->starttime) * e->framerate + e->startframe;
                  intframe = (int)frame;
                  if (intframe < 0 || intframe >= e->endframe)
                  {
                        memset(e, 0, sizeof(*e));
                        while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
                              cl.num_effects--;
                        continue;
                  }

                  if (intframe != e->frame)
                  {
                        e->frame = intframe;
                        e->frame1time = e->frame2time;
                        e->frame2time = cl.time;
                  }

                  // if we're drawing effects, get a new temp entity
                  // (NewTempEntity adds it to the render entities list for us)
                  if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
                  {
                        // interpolation stuff
                        entrender->framegroupblend[0].frame = intframe;
                        entrender->framegroupblend[0].lerp = 1 - frame - intframe;
                        entrender->framegroupblend[0].start = e->frame1time;
                        if (intframe + 1 >= e->endframe)
                        {
                              entrender->framegroupblend[1].frame = 0; // disappear
                              entrender->framegroupblend[1].lerp = 0;
                              entrender->framegroupblend[1].start = 0;
                        }
                        else
                        {
                              entrender->framegroupblend[1].frame = intframe + 1;
                              entrender->framegroupblend[1].lerp = frame - intframe;
                              entrender->framegroupblend[1].start = e->frame2time;
                        }

                        // normal stuff
                        entrender->model = CL_GetModelByIndex(e->modelindex);
                        entrender->alpha = 1;
                        VectorSet(entrender->colormod, 1, 1, 1);
                        VectorSet(entrender->glowmod, 1, 1, 1);

                        Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                        CL_UpdateRenderEntity(entrender);
                  }
            }
      }
}

void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
{
      VectorCopy(b->start, start);
      VectorCopy(b->end, end);

      // if coming from the player, update the start position
      if (b->entity == cl.viewentity)
      {
            if (cl_beams_quakepositionhack.integer && !chase_active.integer)
            {
                  // LordHavoc: this is a stupid hack from Quake that makes your
                  // lightning appear to come from your waist and cover less of your
                  // view
                  // in Quake this hack was applied to all players (causing the
                  // infamous crotch-lightning), but in darkplaces and QuakeWorld it
                  // only applies to your own lightning, and only in first person
                  Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
            }
            if (cl_beams_instantaimhack.integer)
            {
                  vec3_t dir, localend;
                  vec_t len;
                  // LordHavoc: this updates the beam direction to match your
                  // viewangles
                  VectorSubtract(end, start, dir);
                  len = VectorLength(dir);
                  VectorNormalize(dir);
                  VectorSet(localend, len, 0, 0);
                  Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
            }
      }
}

void CL_RelinkBeams(void)
{
      int i;
      beam_t *b;
      vec3_t dist, org, start, end;
      float d;
      entity_render_t *entrender;
      double yaw, pitch;
      float forward;
      matrix4x4_t tempmatrix;

      for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
      {
            if (!b->model)
                  continue;
            if (b->endtime < cl.time)
            {
                  b->model = NULL;
                  continue;
            }

            CL_Beam_CalculatePositions(b, start, end);

            if (b->lightning)
            {
                  if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
                  {
                        // FIXME: create a matrix from the beam start/end orientation
                        vec3_t dlightcolor;
                        VectorSet(dlightcolor, 0.3, 0.7, 1);
                        Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
                        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);
                        r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
                  }
                  if (cl_beams_polygons.integer)
                        continue;
            }

            // calculate pitch and yaw
            // (this is similar to the QuakeC builtin function vectoangles)
            VectorSubtract(end, start, dist);
            if (dist[1] == 0 && dist[0] == 0)
            {
                  yaw = 0;
                  if (dist[2] > 0)
                        pitch = 90;
                  else
                        pitch = 270;
            }
            else
            {
                  yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
                  if (yaw < 0)
                        yaw += 360;

                  forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
                  pitch = atan2(dist[2], forward) * 180 / M_PI;
                  if (pitch < 0)
                        pitch += 360;
            }

            // add new entities for the lightning
            VectorCopy (start, org);
            d = VectorNormalizeLength(dist);
            while (d > 0)
            {
                  entrender = CL_NewTempEntity (0);
                  if (!entrender)
                        return;
                  //VectorCopy (org, ent->render.origin);
                  entrender->model = b->model;
                  //ent->render.effects = EF_FULLBRIGHT;
                  //ent->render.angles[0] = pitch;
                  //ent->render.angles[1] = yaw;
                  //ent->render.angles[2] = rand()%360;
                  Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                  CL_UpdateRenderEntity(entrender);
                  VectorMA(org, 30, dist, org);
                  d -= 30;
            }
      }

      while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
            cl.num_beams--;
}

static void CL_RelinkQWNails(void)
{
      int i;
      vec_t *v;
      entity_render_t *entrender;

      for (i = 0;i < cl.qw_num_nails;i++)
      {
            v = cl.qw_nails[i];

            // if we're drawing effects, get a new temp entity
            // (NewTempEntity adds it to the render entities list for us)
            if (!(entrender = CL_NewTempEntity(0)))
                  continue;

            // normal stuff
            entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
            entrender->alpha = 1;
            VectorSet(entrender->colormod, 1, 1, 1);
            VectorSet(entrender->glowmod, 1, 1, 1);

            Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
            CL_UpdateRenderEntity(entrender);
      }
}

void CL_LerpPlayer(float frac)
{
      int i;

      cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
      for (i = 0;i < 3;i++)
      {
            cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
            cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
            cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
      }

      // interpolate the angles if playing a demo or spectating someone
      if (cls.demoplayback || cl.fixangle[0])
      {
            for (i = 0;i < 3;i++)
            {
                  float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
                  if (d > 180)
                        d -= 360;
                  else if (d < -180)
                        d += 360;
                  cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
            }
      }
}

void CSQC_RelinkAllEntities (int drawmask)
{
      // link stuff
      CL_RelinkWorld();
      CL_RelinkStaticEntities();
      CL_RelinkBeams();
      CL_RelinkEffects();

      // link stuff
      if (drawmask & ENTMASK_ENGINE)
      {
            CL_RelinkNetworkEntities();
            if (drawmask & ENTMASK_ENGINEVIEWMODELS)
                  CL_LinkNetworkEntity(&cl.viewent); // link gun model
            CL_RelinkQWNails();
      }

      // update view blend
      V_CalcViewBlend();
}

/*
===============
CL_UpdateWorld

Update client game world for a new frame
===============
*/
void CL_UpdateWorld(void)
{
      r_refdef.scene.extraupdate = !r_speeds.integer;
      r_refdef.scene.numentities = 0;
      r_refdef.scene.numlights = 0;
      r_refdef.view.matrix = identitymatrix;
      r_refdef.view.quality = 1;
            
      cl.num_brushmodel_entities = 0;

      if (cls.state == ca_connected && cls.signon == SIGNONS)
      {
            // prepare for a new frame
            CL_LerpPlayer(CL_LerpPoint());
            CL_DecayLightFlashes();
            CL_ClearTempEntities();
            V_DriftPitch();
            V_FadeViewFlashs();

            // if prediction is enabled we have to update all the collidable
            // network entities before the prediction code can be run
            CL_UpdateNetworkCollisionEntities();

            // now update the player prediction
            CL_ClientMovement_Replay();

            // update the player entity (which may be predicted)
            CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);

            // now update the view (which depends on that player entity)
            V_CalcRefdef();

            // now update all the network entities and create particle trails
            // (some entities may depend on the view)
            CL_UpdateNetworkEntities();

            // update the engine-based viewmodel
            CL_UpdateViewModel();

            CL_RelinkLightFlashes();
            CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);

            // decals, particles, and explosions will be updated during rneder
      }

      r_refdef.scene.time = cl.time;
}

// LordHavoc: pausedemo command
static void CL_PauseDemo_f (void)
{
      cls.demopaused = !cls.demopaused;
      if (cls.demopaused)
            Con_Print("Demo paused\n");
      else
            Con_Print("Demo unpaused\n");
}

/*
======================
CL_Fog_f
======================
*/
static void CL_Fog_f (void)
{
      if (Cmd_Argc () == 1)
      {
            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);
            return;
      }
      FOG_clear(); // so missing values get good defaults
      if(Cmd_Argc() > 1)
            r_refdef.fog_density = atof(Cmd_Argv(1));
      if(Cmd_Argc() > 2)
            r_refdef.fog_red = atof(Cmd_Argv(2));
      if(Cmd_Argc() > 3)
            r_refdef.fog_green = atof(Cmd_Argv(3));
      if(Cmd_Argc() > 4)
            r_refdef.fog_blue = atof(Cmd_Argv(4));
      if(Cmd_Argc() > 5)
            r_refdef.fog_alpha = atof(Cmd_Argv(5));
      if(Cmd_Argc() > 6)
            r_refdef.fog_start = atof(Cmd_Argv(6));
      if(Cmd_Argc() > 7)
            r_refdef.fog_end = atof(Cmd_Argv(7));
      if(Cmd_Argc() > 8)
            r_refdef.fog_height = atof(Cmd_Argv(8));
      if(Cmd_Argc() > 9)
            r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
}

/*
======================
CL_FogHeightTexture_f
======================
*/
static void CL_Fog_HeightTexture_f (void)
{
      if (Cmd_Argc () < 11)
      {
            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);
            return;
      }
      FOG_clear(); // so missing values get good defaults
      r_refdef.fog_density = atof(Cmd_Argv(1));
      r_refdef.fog_red = atof(Cmd_Argv(2));
      r_refdef.fog_green = atof(Cmd_Argv(3));
      r_refdef.fog_blue = atof(Cmd_Argv(4));
      r_refdef.fog_alpha = atof(Cmd_Argv(5));
      r_refdef.fog_start = atof(Cmd_Argv(6));
      r_refdef.fog_end = atof(Cmd_Argv(7));
      r_refdef.fog_height = atof(Cmd_Argv(8));
      r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
      strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
}


/*
====================
CL_TimeRefresh_f

For program optimization
====================
*/
static void CL_TimeRefresh_f (void)
{
      int i;
      float timestart, timedelta;

      r_refdef.scene.extraupdate = false;

      timestart = Sys_DoubleTime();
      for (i = 0;i < 128;i++)
      {
            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);
            r_refdef.view.quality = 1;
            CL_UpdateScreen();
      }
      timedelta = Sys_DoubleTime() - timestart;

      Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}

void CL_AreaStats_f(void)
{
      World_PrintAreaStats(&cl.world, "client");
}

cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
{
      int i;
      cl_locnode_t *loc;
      cl_locnode_t *best;
      vec3_t nearestpoint;
      vec_t dist, bestdist;
      best = NULL;
      bestdist = 0;
      for (loc = cl.locnodes;loc;loc = loc->next)
      {
            for (i = 0;i < 3;i++)
                  nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
            dist = VectorDistance2(nearestpoint, point);
            if (bestdist > dist || !best)
            {
                  bestdist = dist;
                  best = loc;
                  if (bestdist < 1)
                        break;
            }
      }
      return best;
}

void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
{
      cl_locnode_t *loc;
      loc = CL_Locs_FindNearest(point);
      if (loc)
            strlcpy(buffer, loc->name, buffersize);
      else
            dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
}

void CL_Locs_FreeNode(cl_locnode_t *node)
{
      cl_locnode_t **pointer, **next;
      for (pointer = &cl.locnodes;*pointer;pointer = next)
      {
            next = &(*pointer)->next;
            if (*pointer == node)
            {
                  *pointer = node->next;
                  Mem_Free(node);
                  return;
            }
      }
      Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
}

void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
{
      cl_locnode_t *node, **pointer;
      int namelen;
      if (!name)
            name = "";
      namelen = strlen(name);
      node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
      VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
      VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
      node->name = (char *)(node + 1);
      memcpy(node->name, name, namelen);
      node->name[namelen] = 0;
      // link it into the tail of the list to preserve the order
      for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
            ;
      *pointer = node;
}

void CL_Locs_Add_f(void)
{
      vec3_t mins, maxs;
      if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
      {
            Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
            return;
      }
      mins[0] = atof(Cmd_Argv(1));
      mins[1] = atof(Cmd_Argv(2));
      mins[2] = atof(Cmd_Argv(3));
      if (Cmd_Argc() == 8)
      {
            maxs[0] = atof(Cmd_Argv(4));
            maxs[1] = atof(Cmd_Argv(5));
            maxs[2] = atof(Cmd_Argv(6));
            CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
      }
      else
            CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
}

void CL_Locs_RemoveNearest_f(void)
{
      cl_locnode_t *loc;
      loc = CL_Locs_FindNearest(r_refdef.view.origin);
      if (loc)
            CL_Locs_FreeNode(loc);
      else
            Con_Printf("no loc point or box found for your location\n");
}

void CL_Locs_Clear_f(void)
{
      while (cl.locnodes)
            CL_Locs_FreeNode(cl.locnodes);
}

void CL_Locs_Save_f(void)
{
      cl_locnode_t *loc;
      qfile_t *outfile;
      char locfilename[MAX_QPATH];
      if (!cl.locnodes)
      {
            Con_Printf("No loc points/boxes exist!\n");
            return;
      }
      if (cls.state != ca_connected || !cl.worldmodel)
      {
            Con_Printf("No level loaded!\n");
            return;
      }
      dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);

      outfile = FS_OpenRealFile(locfilename, "w", false);
      if (!outfile)
            return;
      // if any boxes are used then this is a proquake-format loc file, which
      // allows comments, so add some relevant information at the start
      for (loc = cl.locnodes;loc;loc = loc->next)
            if (!VectorCompare(loc->mins, loc->maxs))
                  break;
      if (loc)
      {
            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);
            for (loc = cl.locnodes;loc;loc = loc->next)
                  if (VectorCompare(loc->mins, loc->maxs))
                        break;
            if (loc)
                  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");
      }
      for (loc = cl.locnodes;loc;loc = loc->next)
      {
            if (VectorCompare(loc->mins, loc->maxs))
            {
                  int len;
                  const char *s;
                  const char *in = loc->name;
                  char name[MAX_INPUTLINE];
                  for (len = 0;len < (int)sizeof(name) - 1 && *in;)
                  {
                        if (*in == ' ') {s = "$loc_name_separator";in++;}
                        else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
                        else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
                        else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
                        else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
                        else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
                        else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
                        else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
                        else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
                        else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
                        else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
                        else s = NULL;
                        if (s)
                        {
                              while (len < (int)sizeof(name) - 1 && *s)
                                    name[len++] = *s++;
                              continue;
                        }
                        name[len++] = *in++;
                  }
                  name[len] = 0;
                  FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
            }
            else
                  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);
      }
      FS_Close(outfile);
}

void CL_Locs_Reload_f(void)
{
      int i, linenumber, limit, len;
      const char *s;
      char *filedata, *text, *textend, *linestart, *linetext, *lineend;
      fs_offset_t filesize;
      vec3_t mins, maxs;
      char locfilename[MAX_QPATH];
      char name[MAX_INPUTLINE];

      if (cls.state != ca_connected || !cl.worldmodel)
      {
            Con_Printf("No level loaded!\n");
            return;
      }

      CL_Locs_Clear_f();

      // try maps/something.loc first (LordHavoc: where I think they should be)
      dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
      filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
      if (!filedata)
      {
            // try proquake name as well (LordHavoc: I hate path mangling)
            dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
            filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
            if (!filedata)
                  return;
      }
      text = filedata;
      textend = filedata + filesize;
      for (linenumber = 1;text < textend;linenumber++)
      {
            linestart = text;
            for (;text < textend && *text != '\r' && *text != '\n';text++)
                  ;
            lineend = text;
            if (text + 1 < textend && *text == '\r' && text[1] == '\n')
                  text++;
            if (text < textend)
                  text++;
            // trim trailing whitespace
            while (lineend > linestart && ISWHITESPACE(lineend[-1]))
                  lineend--;
            // trim leading whitespace
            while (linestart < lineend && ISWHITESPACE(*linestart))
                  linestart++;
            // check if this is a comment
            if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
                  continue;
            linetext = linestart;
            limit = 3;
            for (i = 0;i < limit;i++)
            {
                  if (linetext >= lineend)
                        break;
                  // note: a missing number is interpreted as 0
                  if (i < 3)
                        mins[i] = atof(linetext);
                  else
                        maxs[i - 3] = atof(linetext);
                  // now advance past the number
                  while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
                        linetext++;
                  // advance through whitespace
                  if (linetext < lineend)
                  {
                        if (*linetext == ',')
                        {
                              linetext++;
                              limit = 6;
                              // note: comma can be followed by whitespace
                        }
                        if (ISWHITESPACE(*linetext))
                        {
                              // skip whitespace
                              while (linetext < lineend && ISWHITESPACE(*linetext))
                                    linetext++;
                        }
                  }
            }
            // if this is a quoted name, remove the quotes
            if (i == 6)
            {
                  if (linetext >= lineend || *linetext != '"')
                        continue; // proquake location names are always quoted
                  lineend--;
                  linetext++;
                  len = min(lineend - linetext, (int)sizeof(name) - 1);
                  memcpy(name, linetext, len);
                  name[len] = 0;
                  // add the box to the list
                  CL_Locs_AddNode(mins, maxs, name);
            }
            // if a point was parsed, it needs to be scaled down by 8 (since
            // point-based loc files were invented by a proxy which dealt
            // directly with quake protocol coordinates, which are *8), turn
            // it into a box
            else if (i == 3)
            {
                  // interpret silly fuhquake macros
                  for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
                  {
                        if (*linetext == '$')
                        {
                              if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
                              else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
                              else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
                              else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
                              else s = NULL;
                              if (s)
                              {
                                    while (len < (int)sizeof(name) - 1 && *s)
                                          name[len++] = *s++;
                                    continue;
                              }
                        }
                        name[len++] = *linetext++;
                  }
                  name[len] = 0;
                  // add the point to the list
                  VectorScale(mins, (1.0 / 8.0), mins);
                  CL_Locs_AddNode(mins, mins, name);
            }
            else
                  continue;
      }
}

/*
===========
CL_Shutdown
===========
*/
void CL_Shutdown (void)
{
      CL_Screen_Shutdown();
      CL_Particles_Shutdown();
      CL_Parse_Shutdown();

      Mem_FreePool (&cls.permanentmempool);
      Mem_FreePool (&cls.levelmempool);
}

/*
=================
CL_Init
=================
*/
void CL_Init (void)
{

      cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
      cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);

      memset(&r_refdef, 0, sizeof(r_refdef));
      // max entities sent to renderer per frame
      r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
      r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);

      // max temp entities
      r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
      r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);

      CL_InitInput ();

//
// register our commands
//
      Cvar_RegisterVariable (&cl_upspeed);
      Cvar_RegisterVariable (&cl_forwardspeed);
      Cvar_RegisterVariable (&cl_backspeed);
      Cvar_RegisterVariable (&cl_sidespeed);
      Cvar_RegisterVariable (&cl_movespeedkey);
      Cvar_RegisterVariable (&cl_yawspeed);
      Cvar_RegisterVariable (&cl_pitchspeed);
      Cvar_RegisterVariable (&cl_anglespeedkey);
      Cvar_RegisterVariable (&cl_shownet);
      Cvar_RegisterVariable (&cl_nolerp);
      Cvar_RegisterVariable (&cl_lerpexcess);
      Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
      Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
      Cvar_RegisterVariable (&cl_deathfade);
      Cvar_RegisterVariable (&lookspring);
      Cvar_RegisterVariable (&lookstrafe);
      Cvar_RegisterVariable (&sensitivity);
      Cvar_RegisterVariable (&freelook);

      Cvar_RegisterVariable (&m_pitch);
      Cvar_RegisterVariable (&m_yaw);
      Cvar_RegisterVariable (&m_forward);
      Cvar_RegisterVariable (&m_side);

      Cvar_RegisterVariable (&cl_itembobspeed);
      Cvar_RegisterVariable (&cl_itembobheight);

      Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
      Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
      Cmd_AddCommand ("record", CL_Record_f, "record a demo");
      Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
      Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
      Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");

      // Support Client-side Model Index List
      Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
      // Support Client-side Sound Index List
      Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");

      Cvar_RegisterVariable (&cl_autodemo);
      Cvar_RegisterVariable (&cl_autodemo_nameformat);
      Cvar_RegisterVariable (&cl_autodemo_delete);

      Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
      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)");

      // LordHavoc: added pausedemo
      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)");

      Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");

      Cvar_RegisterVariable(&r_draweffects);
      Cvar_RegisterVariable(&cl_explosions_alpha_start);
      Cvar_RegisterVariable(&cl_explosions_alpha_end);
      Cvar_RegisterVariable(&cl_explosions_size_start);
      Cvar_RegisterVariable(&cl_explosions_size_end);
      Cvar_RegisterVariable(&cl_explosions_lifetime);
      Cvar_RegisterVariable(&cl_stainmaps);
      Cvar_RegisterVariable(&cl_stainmaps_clearonload);
      Cvar_RegisterVariable(&cl_beams_polygons);
      Cvar_RegisterVariable(&cl_beams_quakepositionhack);
      Cvar_RegisterVariable(&cl_beams_instantaimhack);
      Cvar_RegisterVariable(&cl_beams_lightatend);
      Cvar_RegisterVariable(&cl_noplayershadow);
      Cvar_RegisterVariable(&cl_dlights_decayradius);
      Cvar_RegisterVariable(&cl_dlights_decaybrightness);

      Cvar_RegisterVariable(&cl_prydoncursor);
      Cvar_RegisterVariable(&cl_prydoncursor_notrace);

      Cvar_RegisterVariable(&cl_deathnoviewmodel);

      // for QW connections
      Cvar_RegisterVariable(&qport);
      Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);

      Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");

      Cvar_RegisterVariable(&cl_locs_enable);
      Cvar_RegisterVariable(&cl_locs_show);
      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)");
      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)");
      Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
      Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
      Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");

      CL_Parse_Init();
      CL_Particles_Init();
      CL_Screen_Init();

      CL_Video_Init();
      CL_Gecko_Init();
}




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