glquake/source/cl_main.c
2023-10-18 15:22:04 -04:00

950 lines
20 KiB
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"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
// these two are not intended to be set directly
cvar_t waypoint_mode = {"waypoint_mode", "0", false};// waypoint mode active
cvar_t autosave_waypoint = {"autosave_waypoint", "0", false};// waypoint mode active
cvar_t cl_name = {"_cl_name", "player", true};
cvar_t cl_color = {"_cl_color", "0", true};
cvar_t cl_shownet = {"cl_shownet","0"}; // can be 0, 1, or 2
cvar_t cl_nolerp = {"cl_nolerp","0"};
cvar_t lookspring = {"lookspring","0", true};
cvar_t lookstrafe = {"lookstrafe","0", true};
cvar_t sensitivity = {"sensitivity","8", true};
cvar_t in_tolerance = {"tolerance","0.25", true};
cvar_t in_acceleration = {"acceleration","1.0", true};
cvar_t in_analog_strafe = {"in_analog_strafe", "0", true};
cvar_t m_pitch = {"m_pitch","-0.22", true};
cvar_t m_yaw = {"m_yaw","0", true};
cvar_t m_forward = {"m_forward","0", true};
cvar_t m_side = {"m_side","0", true};
client_static_t cls;
client_state_t cl;
// FIXME: put these on hunk?
modelindex_t cl_modelindex[NUM_MODELINDEX];
char *cl_modelnames[NUM_MODELINDEX];
efrag_t cl_efrags[MAX_EFRAGS];
entity_t cl_entities[MAX_EDICTS];
entity_t cl_static_entities[MAX_STATIC_ENTITIES];
lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
dlight_t cl_dlights[MAX_DLIGHTS];
int cl_numvisedicts;
entity_t *cl_visedicts[MAX_VISEDICTS];
int cl_numstaticbrushmodels;
entity_t *cl_staticbrushmodels[MAX_VISEDICTS];
/*
=====================
CL_ClearState
=====================
*/
void CL_ClearState (void)
{
int i;
if (!sv.active)
Host_ClearMemory ();
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
// clear other arrays
memset (cl_efrags, 0, sizeof(cl_efrags));
memset (cl_entities, 0, sizeof(cl_entities));
memset (cl_dlights, 0, sizeof(cl_dlights));
memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
memset (cl_beams, 0, sizeof(cl_beams));
//
// allocate the efrags and chain together into a free list
//
cl.free_efrags = cl_efrags;
for (i=0 ; i<MAX_EFRAGS-1 ; i++)
cl.free_efrags[i].entnext = &cl.free_efrags[i+1];
cl.free_efrags[i].entnext = NULL;
}
/*
=====================
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)
{
// stop sounds (especially looping!)
S_StopAllSounds (true);
// bring the console down and fade the colors back to normal
// SCR_BringDownConsole ();
// if running a local server, shut it down
if (cls.demoplayback)
CL_StopPlayback ();
else if (cls.state == ca_connected)
{
if (cls.demorecording)
CL_Stop_f ();
Con_DPrintf ("Sending clc_disconnect\n");
SZ_Clear (&cls.message);
MSG_WriteByte (&cls.message, clc_disconnect);
NET_SendUnreliableMessage (cls.netcon, &cls.message);
SZ_Clear (&cls.message);
NET_Close (cls.netcon);
cls.state = ca_disconnected;
if (sv.active)
Host_ShutdownServer(false);
}
cls.demoplayback = cls.timedemo = false;
cls.signon = 0;
}
void CL_Disconnect_f (void)
{
CL_Disconnect ();
if (sv.active)
Host_ShutdownServer (false);
}
/*
=====================
CL_EstablishConnection
Host should be either "local" or a net address to be passed on
=====================
*/
void CL_EstablishConnection (char *host)
{
if (cls.state == ca_dedicated)
return;
if (cls.demoplayback)
return;
CL_Disconnect ();
cls.netcon = NET_Connect (host);
if (!cls.netcon)
Host_Error ("CL_Connect: connect failed\n");
Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
cls.demonum = -1; // not in the demo loop now
cls.state = ca_connected;
cls.signon = 0; // need all the signon messages before playing
}
/*
=====================
CL_SignonReply
An svc_signonnum has been received, perform a client side setup
=====================
*/
void CL_SignonReply (void)
{
char str[8192];
Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
switch (cls.signon)
{
case 1:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "prespawn");
break;
case 2:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string));
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15));
MSG_WriteByte (&cls.message, clc_stringcmd);
sprintf (str, "spawn %s", cls.spawnparms);
MSG_WriteString (&cls.message, str);
break;
case 3:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "begin");
Cache_Report (); // print remaining memory
break;
case 4:
SCR_EndLoadingPlaque (); // allow normal screen updates
break;
}
}
/*
=====================
CL_NextDemo
Called to play the next demo in the demo loop
=====================
*/
void CL_NextDemo (void)
{
char str[1024];
if (cls.demonum == -1)
return; // don't play demos
SCR_BeginLoadingPlaque ();
if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
{
cls.demonum = 0;
if (!cls.demos[cls.demonum][0])
{
Con_Printf ("No demos listed with startdemos\n");
cls.demonum = -1;
return;
}
}
sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
Cbuf_InsertText (str);
cls.demonum++;
}
/*
==============
CL_PrintEntities_f
==============
*/
void CL_PrintEntities_f (void)
{
entity_t *ent;
int i;
for (i=0,ent=cl_entities ; i<cl.num_entities ; i++,ent++)
{
Con_Printf ("%3i:",i);
if (!ent->model)
{
Con_Printf ("EMPTY\n");
continue;
}
Con_Printf ("%s:%2i (%5.1f,%5.1f,%5.1f) [%5.1f %5.1f %5.1f]\n"
,ent->model->name,ent->frame, ent->origin[0], ent->origin[1], ent->origin[2], ent->angles[0], ent->angles[1], ent->angles[2]);
}
}
/*
===============
SetPal
Debugging tool, just flashes the screen
===============
*/
void SetPal (int i)
{
#if 0
static int old;
byte pal[768];
int c;
if (i == old)
return;
old = i;
if (i==0)
VID_SetPalette (host_basepal);
else if (i==1)
{
for (c=0 ; c<768 ; c+=3)
{
pal[c] = 0;
pal[c+1] = 255;
pal[c+2] = 0;
}
VID_SetPalette (pal);
}
else
{
for (c=0 ; c<768 ; c+=3)
{
pal[c] = 0;
pal[c+1] = 0;
pal[c+2] = 255;
}
VID_SetPalette (pal);
}
#endif
}
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i;
dlight_t *dl;
// first look for an exact key match
if (key)
{
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; //johnfitz -- lit support via lordhavoc
return dl;
}
}
}
// then look for anything else
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; //johnfitz -- lit support via lordhavoc
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; //johnfitz -- lit support via lordhavoc
return dl;
}
void CL_NewDlight (int key, vec3_t origin, float radius, float time, int type)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
VectorCopy (origin, dl->origin);
dl->radius = radius;
dl->die = cl.time + time;
dl->type = type;
}
dlighttype_t SetDlightColor (float f, dlighttype_t def, qboolean random)
{
dlighttype_t colors[NUM_DLIGHTTYPES-4] = {lt_red, lt_blue, lt_redblue, lt_green};
if ((int)f == 1)
return lt_red;
else if ((int)f == 2)
return lt_blue;
else if ((int)f == 3)
return lt_redblue;
else if ((int)f == 4)
return lt_green;
else if (((int)f == NUM_DLIGHTTYPES - 3) && random)
return colors[rand()%(NUM_DLIGHTTYPES-4)];
else
return def;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
float time;
time = cl.time - cl.oldtime;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time || !dl->radius)
continue;
dl->radius -= time*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
}
}
/*
===============
CL_LerpPoint
Determines the fraction between the last two messages that the objects
should be put at.
===============
*/
float CL_LerpPoint (void)
{
float f, frac;
f = cl.mtime[0] - cl.mtime[1];
if (!f || cl_nolerp.value || cls.timedemo || sv.active)
{
cl.ctime = cl.time = cl.mtime[0];
return 1;
}
if (f > 0.1)
{ // dropped packet, or start of demo
cl.mtime[1] = cl.mtime[0] - 0.1;
f = 0.1;
}
frac = (cl.ctime - cl.mtime[1]) / f;
//Con_Printf ("frac: %f\n",frac);
if (frac < 0)
{
if (frac < -0.01)
{
SetPal(1);
cl.ctime = cl.time = cl.mtime[1];
// Con_Printf ("low frac\n");
}
frac = 0;
}
else if (frac > 1)
{
if (frac > 1.01)
{
SetPal(2);
cl.ctime = cl.time = cl.mtime[0];
// Con_Printf ("high frac\n");
}
frac = 1;
}
else
SetPal(0);
return frac;
}
/*
===============
CL_RelinkEntities
===============
*/
void CL_RelinkEntities (void)
{
entity_t *ent;
int i, j;
float frac, f, d;
vec3_t delta;
float bobjrotate;
vec3_t oldorg;
dlight_t *dl;
// determine partial update time
frac = CL_LerpPoint ();
cl_numvisedicts = 0;
cl_numstaticbrushmodels = 0;
//
// interpolate player info
//
for (i=0 ; i<3 ; i++)
cl.velocity[i] = cl.mvelocity[1][i] +
frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
if (cls.demoplayback)
{
// interpolate the angles
for (j=0 ; j<3 ; j++)
{
d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
}
}
bobjrotate = anglemod(100*cl.time);
// start on the entity after the world
for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
{
if (!ent->model)
{ // empty slot
if (ent->forcelink)
R_RemoveEfrags (ent); // just became empty
continue;
}
// if the object wasn't included in the last packet, remove it
if (ent->msgtime != cl.mtime[0])
{
ent->model = NULL;
continue;
}
// shpuld: if brush model is at 0 with no angle changes, we can draw it with world
if (ent->model->type == mod_brush && cl_numstaticbrushmodels < MAX_VISEDICTS)
{
if (ent->msg_origins[0][0] == 0 &&
ent->msg_origins[0][1] == 0 &&
ent->msg_origins[0][2] == 0 &&
ent->msg_angles[0][0] == 0 &&
ent->msg_angles[0][1] == 0 &&
ent->msg_angles[0][2] == 0) {
cl_staticbrushmodels[cl_numstaticbrushmodels] = ent;
cl_numstaticbrushmodels++;
continue;
}
}
VectorCopy (ent->origin, oldorg);
if (ent->forcelink)
{ // the entity was not updated in the last message
// so move to the final spot
VectorCopy (ent->msg_origins[0], ent->origin);
VectorCopy (ent->msg_angles[0], ent->angles);
}
else
{ // if the delta is large, assume a teleport and don't lerp
f = frac;
for (j=0 ; j<3 ; j++)
{
delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
if (delta[j] > 100 || delta[j] < -100)
f = 1; // assume a teleportation, not a motion
}
// interpolate the origin and angles
for (j=0 ; j<3 ; j++)
{
ent->origin[j] = ent->msg_origins[1][j] + f*delta[j];
d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
ent->angles[j] = ent->msg_angles[1][j] + f*d;
}
}
// rotate binary objects locally
if (ent->model->flags & EF_ROTATE)
ent->angles[1] = bobjrotate;
if (ent->effects & EF_MUZZLEFLASH)
{
if (i == cl.viewentity && qmb_initialized && r_part_muzzleflash.value)
{
vec3_t start, smokeorg, v_forward, v_right, v_up;
vec3_t tempangles;
float forward_offset, up_offset, right_offset;
VectorAdd(cl.viewangles,CWeaponRot,tempangles);
VectorAdd(tempangles,cl.gun_kick,tempangles);
AngleVectors (tempangles, v_forward, v_right, v_up);
VectorCopy (cl_entities[cl.viewentity].origin, smokeorg);
smokeorg[2] += 32;
VectorCopy(smokeorg,start);
right_offset = sv_player->v.Flash_Offset[0];
up_offset = sv_player->v.Flash_Offset[1];
forward_offset = sv_player->v.Flash_Offset[2];
right_offset = right_offset/1000;
up_offset = up_offset/1000;
forward_offset = forward_offset/1000;
VectorMA (start, forward_offset, v_forward ,smokeorg);
VectorMA (smokeorg, up_offset, v_up ,smokeorg);
VectorMA (smokeorg, right_offset, v_right ,smokeorg);
VectorAdd(smokeorg,CWeaponOffset,smokeorg);
if (sv_player->v.weapon != W_RAY && sv_player->v.weapon != W_PORTER) {
QMB_MuzzleFlash (smokeorg);
} else {
QMB_RayFlash(smokeorg, sv_player->v.weapon);
}
}
}
if (ent->effects & EF_BLUELIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 0.25;
dl->color[1] = 0.25;
dl->color[2] = 2;
}
if (ent->effects & EF_REDLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 2;
dl->color[1] = 0.25;
dl->color[2] = 0.25;
}
if (ent->effects & EF_ORANGELIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 2;
dl->color[1] = 1;
dl->color[2] = 0;
}
if (ent->effects & EF_GREENLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 0.25;
dl->color[1] = 2;
dl->color[2] = 0.25;
}
if (ent->effects & EF_PURPLELIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 2;
dl->color[1] = 0.25;
dl->color[2] = 2;
}
if (ent->effects & EF_CYANLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 0.765;
dl->color[1] = 1.40;
dl->color[2] = 1.95;
}
if (ent->effects & EF_PINKLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 2.37;
dl->color[1] = 1.35;
dl->color[2] = 1.35;
}
if (ent->effects & EF_LIMELIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 1;
dl->color[1] = 2;
dl->color[2] = 1;
}
if (ent->effects & EF_YELLOWLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->die = cl.time + 0.001;
dl->radius = 100;
dl->color[0] = 2;
dl->color[1] = 2;
dl->color[2] = 1;
}
if (ent->effects & EF_RAYGREEN)
{
R_RocketTrail (oldorg, ent->origin, 12);
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 25;
dl->die = cl.time + 0.01;
dl->color[0] = 0;
dl->color[1] = 255;
dl->color[2] = 0;
dl->type = SetDlightColor (2, lt_rocket, true);
}
if (ent->effects & EF_RAYRED)
{
R_RocketTrail (oldorg, ent->origin, 13);
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 25;
dl->die = cl.time + 0.01;
dl->color[0] = 255;
dl->color[1] = 0;
dl->color[2] = 0;
dl->type = SetDlightColor (2, lt_rocket, true);
}
if (ent->model->flags)
{
if (ent->model->flags & EF_GIB)
R_RocketTrail (oldorg, ent->origin, 2);
else if (ent->model->flags & EF_ZOMGIB)
R_RocketTrail (oldorg, ent->origin, 4);
else if (ent->model->flags & EF_TRACER)
R_RocketTrail (oldorg, ent->origin, 3);
else if (ent->model->flags & EF_TRACER2)
R_RocketTrail (oldorg, ent->origin, 5);
else if (ent->model->flags & EF_ROCKET)
{
R_RocketTrail (oldorg, ent->origin, 0);
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.01;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.5;
dl->type = SetDlightColor (2, lt_rocket, true);
}
else if (ent->model->flags & EF_GRENADE)
R_RocketTrail (oldorg, ent->origin, 1);
else if (ent->model->flags & EF_TRACER3)
R_RocketTrail (oldorg, ent->origin, 6);
}
// Tomaz - QC Glow Begin
if (ISLMPOINT(ent))
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 150;
dl->die = cl.time + 0.001;
dl->color[0] = ent->rendercolor[0];
dl->color[1] = ent->rendercolor[1];
dl->color[2] = ent->rendercolor[2];
}
// Tomaz - QC Glow End
ent->forcelink = false;
if (i == cl.viewentity && !chase_active.value)
continue;
#ifdef QUAKE2
if ( ent->effects & EF_NODRAW )
continue;
#endif
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
}
}
/*
===============
CL_ReadFromServer
Read all incoming data from the server
===============
*/
int CL_ReadFromServer (void)
{
int ret;
cl.oldtime = cl.time;
cl.time += host_frametime;
do
{
ret = CL_GetMessage ();
if (ret == -1)
Host_Error ("CL_ReadFromServer: lost server connection");
if (!ret)
break;
cl.last_received_message = realtime;
CL_ParseServerMessage ();
} while (ret && cls.state == ca_connected);
if (cl_shownet.value)
Con_Printf ("\n");
CL_RelinkEntities ();
CL_UpdateTEnts ();
//
// bring the links up to date
//
return 0;
}
/*
=================
CL_SendCmd
=================
*/
void CL_SendCmd (void)
{
usercmd_t cmd;
if (cls.state != ca_connected)
return;
if (cls.signon == SIGNONS)
{
// get basic movement from keyboard
CL_BaseMove (&cmd);
// allow mice or other external controllers to add to the move
IN_Move (&cmd);
// send the unreliable message
CL_SendMove (&cmd);
}
if (cls.demoplayback)
{
SZ_Clear (&cls.message);
return;
}
// send the reliable message
if (!cls.message.cursize)
return; // no message at all
if (!NET_CanSendMessage (cls.netcon))
{
Con_DPrintf ("CL_WriteToServer: can't send\n");
return;
}
if (NET_SendMessage (cls.netcon, &cls.message) == -1)
Host_Error ("CL_WriteToServer: lost server connection");
SZ_Clear (&cls.message);
}
/*
=================
CL_Init
=================
*/
void CL_Init (void)
{
SZ_Alloc (&cls.message, 1024);
CL_InitInput ();
CL_InitTEnts ();
//
// register our commands
//
Cvar_RegisterVariable (&cl_name);
Cvar_RegisterVariable (&cl_color);
Cvar_RegisterVariable (&cl_upspeed);
//Cvar_RegisterVariable (&cl_backspeed);
//Cvar_RegisterVariable (&cl_forwardspeed);
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 (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&sensitivity);
Cvar_RegisterVariable (&in_tolerance);
Cvar_RegisterVariable (&in_acceleration);
Cvar_RegisterVariable (&in_aimassist);
Cvar_RegisterVariable (&m_pitch);
Cvar_RegisterVariable (&m_yaw);
Cvar_RegisterVariable (&m_forward);
Cvar_RegisterVariable (&m_side);
Cvar_RegisterVariable (&in_mlook);
// Cvar_RegisterVariable (&cl_autofire);
Cmd_AddCommand ("entities", CL_PrintEntities_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("record", CL_Record_f);
Cmd_AddCommand ("stop", CL_Stop_f);
Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
}