+ }
+
+// 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 < MAX_LIGHTSTYLES;j++)
+ {
+ if (!cl_lightstyle || !cl_lightstyle[j].length)
+ {
+ r_refdef.lightstylevalue[j] = 256;
+ 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';
+ r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
+ }
+}
+
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
+
+matrix4x4_t viewmodelmatrix;
+
+static int entitylinkframenumber;
+
+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);
+// 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)
+{
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ //matrix4x4_t dlightmatrix;
+ int j, k, l, trailtype, temp;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
+ entity_t *t;
+ model_t *model;
+ trace_t trace;
+ //entity_persistent_t *p = &e->persistent;
+ //entity_render_t *r = &e->render;
+ if (e->persistent.linkframe != entitylinkframenumber)
+ {
+ e->persistent.linkframe = entitylinkframenumber;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
+ 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);
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = e->state_current.colormap;
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ }
+ else if (e->state_current.colormap && cl.scores != NULL)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ }