]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
fix typo
[xonotic/darkplaces.git] / cl_main.c
index 6f8c327601ea614b672c17cb44ab10efb81e6edc..189eddadfac9f410d69d358ac73dfdd44f723568 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -54,7 +54,7 @@ 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" };
+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 r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
@@ -72,6 +72,8 @@ cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1
 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 = how fast the fade is"};
+
 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"};
@@ -86,24 +88,25 @@ cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model wh
 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;
 
-#define MAX_PARTICLES                  32768   // default max # of particles at one time
-#define MAX_DECALS                             32768   // default max # of decals at one time
-#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
-
 /*
 =====================
 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));
@@ -124,31 +127,20 @@ void CL_ClearState(void)
 
        cl.num_entities = 0;
        cl.num_static_entities = 0;
-       cl.num_temp_entities = 0;
        cl.num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
        cl.max_entities = 256;
        cl.max_static_entities = 256;
-       cl.max_temp_entities = 512;
        cl.max_effects = 256;
        cl.max_beams = 256;
        cl.max_dlights = MAX_DLIGHTS;
        cl.max_lightstyle = MAX_LIGHTSTYLES;
        cl.max_brushmodel_entities = MAX_EDICTS;
-       cl.max_particles = MAX_PARTICLES;
-       cl.max_decals = MAX_DECALS;
+       cl.max_particles = 8192; // grows dynamically
+       cl.max_decals = 2048; // grows dynamically
        cl.max_showlmps = 0;
 
-// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
-       i = COM_CheckParm ("-particles");
-       if (i && i < com_argc - 1)
-       {
-               cl.max_particles = (int)(atoi(com_argv[i+1]));
-               if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
-                       cl.max_particles = ABSOLUTE_MIN_PARTICLES;
-       }
-
        cl.num_dlights = 0;
        cl.num_effects = 0;
        cl.num_beams = 0;
@@ -156,7 +148,6 @@ void CL_ClearState(void)
        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.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_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));
@@ -199,6 +190,7 @@ void CL_ClearState(void)
        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
@@ -222,7 +214,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
        if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
                fail = true;
        for (i = 0;key[i];i++)
-               if (key[i] <= ' ' || key[i] == '\"')
+               if (ISWHITESPACE(key[i]) || key[i] == '\"')
                        fail = true;
        for (i = 0;value[i];i++)
                if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
@@ -297,7 +289,6 @@ void CL_ExpandEntities(int num)
        }
 }
 
-void CL_VM_ShutDown (void);
 /*
 =====================
 CL_Disconnect
@@ -311,10 +302,15 @@ 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 ();
@@ -450,7 +446,7 @@ static void CL_PrintEntities_f(void)
                        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.frame2, (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);
+               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);
        }
 }
 
@@ -470,7 +466,7 @@ static void CL_ModelIndexList_f(void)
 
        while(cl.model_precache[i] && i != MAX_MODELS)
        { // Valid Model
-               if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
+               if(cl.model_precache[i]->loaded || i == 1)
                        Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
                else
                        Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
@@ -496,37 +492,18 @@ static void CL_SoundIndexList_f(void)
        }
 }
 
-static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
-{
-       vec3_t tempdiffusenormal;
-
-       // fetch the lighting from the worldmodel data
-       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
-       VectorClear(ent->modellight_diffuse);
-       VectorClear(tempdiffusenormal);
-       if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
-       }
-       else // highly rare
-               VectorSet(ent->modellight_ambient, 1, 1, 1);
-
-       // move the light direction into modelspace coordinates for lighting code
-       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       if(VectorLength2(ent->modellight_lightdir) <= 0)
-               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
-       VectorNormalize(ent->modellight_lightdir);
-}
+/*
+===============
+CL_UpdateRenderEntity
 
-//static const vec3_t nomodelmins = {-16, -16, -16};
-//static const vec3_t nomodelmaxs = {16, 16, 16};
+Updates inversematrix, animation interpolation factors, scale, and mins/maxs
+===============
+*/
 void CL_UpdateRenderEntity(entity_render_t *ent)
 {
        vec3_t org;
        vec_t scale;
-       model_t *model = ent->model;
+       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
@@ -573,7 +550,6 @@ void CL_UpdateRenderEntity(entity_render_t *ent)
                ent->maxs[1] = org[1] + 16;
                ent->maxs[2] = org[2] + 16;
        }
-       CL_UpdateRenderEntity_Lighting(ent);
 }
 
 /*
@@ -604,24 +580,26 @@ static float CL_LerpPoint(void)
 
 void CL_ClearTempEntities (void)
 {
-       cl.num_temp_entities = 0;
+       r_refdef.scene.numtempentities = 0;
 }
 
-entity_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
 {
-       entity_t *ent;
+       entity_render_t *render;
 
-       if (r_refdef.numentities >= r_refdef.maxentities)
+       if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
                return NULL;
-       if (cl.num_temp_entities >= cl.max_temp_entities)
+       if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
                return NULL;
-       ent = &cl.temp_entities[cl.num_temp_entities++];
-       memset (ent, 0, sizeof(*ent));
-       r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
-       ent->render.alpha = 1;
-       VectorSet(ent->render.colormod, 1, 1, 1);
-       return ent;
+       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)
@@ -665,35 +643,19 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius,
        int i;
        dlight_t *dl;
 
-       /*
-// first look for an exact key match
-       if (ent)
-       {
-               dl = cl.dlights;
-               for (i = 0;i < cl.num_dlights;i++, dl++)
-                       if (dl->ent == ent)
-                               goto dlightsetup;
-       }
-       */
-
 // then look for anything else
        dl = cl.dlights;
-       for (i = 0;i < cl.num_dlights;i++, dl++)
+       for (i = 0;i < cl.max_dlights;i++, dl++)
                if (!dl->radius)
-                       goto dlightsetup;
-       // if we hit the end of the active dlights and found no gaps, add a new one
-       if (i < MAX_DLIGHTS)
-       {
-               cl.num_dlights = i + 1;
-               goto dlightsetup;
-       }
+                       break;
 
        // unable to find one
-       return;
+       if (i == cl.max_dlights)
+               return;
 
-dlightsetup:
        //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);
@@ -769,17 +731,29 @@ void CL_RelinkLightFlashes(void)
 
        if (r_dynamic.integer)
        {
-               for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
+               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);
-                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+                               // 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;
@@ -787,10 +761,18 @@ void CL_RelinkLightFlashes(void)
        frac = f - i;
        for (j = 0;j < cl.max_lightstyle;j++)
        {
-               if (!cl.lightstyle || !cl.lightstyle[j].length)
+               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.rtlightstylevalue[j] = 1;
-                       r_refdef.lightstylevalue[j] = 256;
+                       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;
@@ -802,61 +784,63 @@ void CL_RelinkLightFlashes(void)
                // 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.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
-               r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
+               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_t *flag;
+       entity_render_t *flagrender;
        matrix4x4_t flagmatrix;
 
        // this code taken from QuakeWorld
        f = 14;
-       if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+       if (frame >= 29 && frame <= 40)
        {
-               if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+               if (frame >= 29 && frame <= 34)
                { //axpain
-                       if      (player->render.frame2 == 29) f = f + 2;
-                       else if (player->render.frame2 == 30) f = f + 8;
-                       else if (player->render.frame2 == 31) f = f + 12;
-                       else if (player->render.frame2 == 32) f = f + 11;
-                       else if (player->render.frame2 == 33) f = f + 10;
-                       else if (player->render.frame2 == 34) f = f + 4;
+                       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 (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+               else if (frame >= 35 && frame <= 40)
                { // pain
-                       if      (player->render.frame2 == 35) f = f + 2;
-                       else if (player->render.frame2 == 36) f = f + 10;
-                       else if (player->render.frame2 == 37) f = f + 10;
-                       else if (player->render.frame2 == 38) f = f + 8;
-                       else if (player->render.frame2 == 39) f = f + 4;
-                       else if (player->render.frame2 == 40) f = f + 2;
+                       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 (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+       else if (frame >= 103 && frame <= 118)
        {
-               if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
-               else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
-               else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
-               else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
+               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
 
-       flag = CL_NewTempEntity();
-       if (!flag)
+       flagrender = CL_NewTempEntity(player->render.shadertime);
+       if (!flagrender)
                return;
 
-       flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
-       flag->render.skinnum = skin;
-       flag->render.alpha = 1;
-       VectorSet(flag->render.colormod, 1, 1, 1);
+       flagrender->model = cl.model_precache[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(&flag->render.matrix, &player->render.matrix, &flagmatrix);
-       CL_UpdateRenderEntity(&flag->render);
+       Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
+       CL_UpdateRenderEntity(flagrender);
 }
 
 matrix4x4_t viewmodelmatrix;
@@ -890,10 +874,9 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
 {
        const matrix4x4_t *matrix;
        matrix4x4_t blendmatrix, tempmatrix, matrix2;
-       int j, k, l, frame;
-       float origin[3], angles[3], delta[3], lerp, d;
+       int frame;
+       float origin[3], angles[3], lerp;
        entity_t *t;
-       model_t *model;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        // skip inactive entities and world
@@ -906,7 +889,11 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        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);
-       e->render.entitynumber = e - cl.entities;
+       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)
@@ -932,30 +919,22 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
                // if a valid tagindex is used, make it relative to that tag instead
                // FIXME: use a model function to get tag info (need to handle skeletal)
-               if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+               if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
                {
-                       // blend the matrices
-                       memset(&blendmatrix, 0, sizeof(blendmatrix));
-                       for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                       if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
                        {
-                               matrix4x4_t tagmatrix;
-                               Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
-                               d = t->render.frameblend[j].lerp;
-                               for (l = 0;l < 4;l++)
-                                       for (k = 0;k < 4;k++)
-                                               blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
+                               // concat the tag matrices onto the entity matrix
+                               Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+                               // use the constructed tag matrix
+                               matrix = &tempmatrix;
                        }
-                       // concat the tag matrices onto the entity matrix
-                       Matrix4x4_Concat(&tempmatrix, &t->render.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 = &r_view.matrix; // really attached to view
+                       matrix = &r_refdef.view.matrix; // really attached to view
                else
                        matrix = &viewmodelmatrix; // attached to gun bob matrix
        }
@@ -975,11 +954,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                interpolate = false;
        if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
        {
-               lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
-               lerp = bound(0, lerp, 1);
-               if (!interpolate)
-                       lerp = 1;
-               VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+               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)
@@ -987,11 +962,23 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                // 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
        {
@@ -1020,11 +1007,15 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                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))
        {
@@ -1034,27 +1025,29 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        }
 
        // animation lerp
-       if (e->render.frame2 == frame)
+       if (e->render.framegroupblend[0].frame == frame)
        {
                // update frame lerp fraction
-               e->render.framelerp = 1;
-               if (e->render.frame2time > e->render.frame1time)
+               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)
-                       e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
-                       e->render.framelerp = bound(0, e->render.framelerp, 1);
+                       e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+                       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.frame1 = e->render.frame2;
-               e->render.frame1time = e->render.frame2time;
-               e->render.frame2 = frame;
-               e->render.frame2time = cl.time;
-               e->render.framelerp = 0;
+               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
@@ -1076,13 +1069,18 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
 
        // tenebrae's sprites are all additive mode (weird)
        if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-               e->render.effects |= EF_ADDITIVE;
+               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 (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
-               e->render.flags |= RENDER_LIGHT;
+       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)
@@ -1091,8 +1089,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                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);
 }
 
@@ -1231,6 +1238,8 @@ void CL_UpdateNetworkCollisionEntities(void)
        }
 }
 
+extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+
 /*
 ===============
 CL_UpdateNetworkEntities
@@ -1255,7 +1264,10 @@ void CL_UpdateNetworkEntities(void)
                                        CL_UpdateNetworkEntityTrail(ent);
                        }
                        else
+                       {
+                               R_DecalSystem_Reset(&ent->render.decalsystem);
                                cl.entities_active[i] = false;
+                       }
                }
        }
 }
@@ -1267,7 +1279,7 @@ void CL_UpdateViewModel(void)
        ent->state_previous = ent->state_current;
        ent->state_current = defaultstate;
        ent->state_current.time = cl.time;
-       ent->state_current.number = -1;
+       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];
@@ -1287,9 +1299,9 @@ void CL_UpdateViewModel(void)
        // reset animation interpolation on weaponmodel if model changed
        if (ent->state_previous.modelindex != ent->state_current.modelindex)
        {
-               ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
-               ent->render.frame1time = ent->render.frame2time = cl.time;
-               ent->render.framelerp = 1;
+               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);
 }
@@ -1373,19 +1385,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                        CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
        }
        // muzzleflash fades over time, and is offset a bit
-       if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+       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_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+               trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, 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.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               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++];
        }
        // LordHavoc: if the model has no flags, don't check each
        if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
@@ -1416,19 +1429,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
        }
-       // make the glow dlight
-       if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.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.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       }
        // custom rtlight
-       if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+       if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
        {
                matrix4x4_t dlightmatrix;
                float light[4];
@@ -1441,7 +1443,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                // 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.lights[r_refdef.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_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++];
+       }
+       // 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++];
        }
        // do trail light
        if (e->render.flags & RENDER_GLOWTRAIL)
@@ -1455,8 +1470,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        return;
        // 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.numentities < r_refdef.maxentities)
-               r_refdef.entities[r_refdef.numentities++] = &e->render;
+       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);
 }
@@ -1470,31 +1485,40 @@ void CL_RelinkWorld(void)
        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.worldentity = &ent->render;
-       r_refdef.worldmodel = cl.worldmodel;
+       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.numentities < r_refdef.maxentities;i++, 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.model_precache[e->state_baseline.modelindex];
                // either fullbright or lit
-               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
-                       e->render.flags |= RENDER_LIGHT;
+               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);
                R_LerpAnimation(&e->render);
+               e->render.allowdecals = true;
                CL_UpdateRenderEntity(&e->render);
-               r_refdef.entities[r_refdef.numentities++] = &e->render;
+               r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
        }
 }
 
@@ -1526,7 +1550,7 @@ static void CL_RelinkEffects(void)
 {
        int i, intframe;
        cl_effect_t *e;
-       entity_t *ent;
+       entity_render_t *entrender;
        float frame;
 
        for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
@@ -1552,27 +1576,36 @@ static void CL_RelinkEffects(void)
 
                        // if we're drawing effects, get a new temp entity
                        // (NewTempEntity adds it to the render entities list for us)
-                       if (r_draweffects.integer && (ent = CL_NewTempEntity()))
+                       if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
                        {
                                // interpolation stuff
-                               ent->render.frame1 = intframe;
-                               ent->render.frame2 = intframe + 1;
-                               if (ent->render.frame2 >= e->endframe)
-                                       ent->render.frame2 = -1; // disappear
-                               ent->render.framelerp = frame - intframe;
-                               ent->render.frame1time = e->frame1time;
-                               ent->render.frame2time = e->frame2time;
+                               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
                                if(e->modelindex < MAX_MODELS)
-                                       ent->render.model = cl.model_precache[e->modelindex];
+                                       entrender->model = cl.model_precache[e->modelindex];
                                else
-                                       ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
-                               ent->render.alpha = 1;
-                               VectorSet(ent->render.colormod, 1, 1, 1);
+                                       entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
+                               entrender->alpha = 1;
+                               VectorSet(entrender->colormod, 1, 1, 1);
+                               VectorSet(entrender->glowmod, 1, 1, 1);
 
-                               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
-                               CL_UpdateRenderEntity(&ent->render);
+                               Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+                               CL_UpdateRenderEntity(entrender);
                        }
                }
        }
@@ -1606,7 +1639,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
                        len = VectorLength(dir);
                        VectorNormalize(dir);
                        VectorSet(localend, len, 0, 0);
-                       Matrix4x4_Transform(&r_view.matrix, localend, end);
+                       Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
                }
        }
 }
@@ -1617,7 +1650,7 @@ void CL_RelinkBeams(void)
        beam_t *b;
        vec3_t dist, org, start, end;
        float d;
-       entity_t *ent;
+       entity_render_t *entrender;
        double yaw, pitch;
        float forward;
        matrix4x4_t tempmatrix;
@@ -1636,13 +1669,14 @@ void CL_RelinkBeams(void)
 
                if (b->lightning)
                {
-                       if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
+                       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.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                               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++];
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1676,17 +1710,17 @@ void CL_RelinkBeams(void)
                d = VectorNormalizeLength(dist);
                while (d > 0)
                {
-                       ent = CL_NewTempEntity ();
-                       if (!ent)
+                       entrender = CL_NewTempEntity (0);
+                       if (!entrender)
                                return;
                        //VectorCopy (org, ent->render.origin);
-                       ent->render.model = b->model;
+                       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(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
-                       CL_UpdateRenderEntity(&ent->render);
+                       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;
                }
@@ -1700,7 +1734,7 @@ static void CL_RelinkQWNails(void)
 {
        int i;
        vec_t *v;
-       entity_t *ent;
+       entity_render_t *entrender;
 
        for (i = 0;i < cl.qw_num_nails;i++)
        {
@@ -1708,16 +1742,17 @@ static void CL_RelinkQWNails(void)
 
                // if we're drawing effects, get a new temp entity
                // (NewTempEntity adds it to the render entities list for us)
-               if (!(ent = CL_NewTempEntity()))
+               if (!(entrender = CL_NewTempEntity(0)))
                        continue;
 
                // normal stuff
-               ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
-               ent->render.alpha = 1;
-               VectorSet(ent->render.colormod, 1, 1, 1);
+               entrender->model = cl.model_precache[cl.qw_modelindex_spike];
+               entrender->alpha = 1;
+               VectorSet(entrender->colormod, 1, 1, 1);
+               VectorSet(entrender->glowmod, 1, 1, 1);
 
-               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
-               CL_UpdateRenderEntity(&ent->render);
+               Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+               CL_UpdateRenderEntity(entrender);
        }
 }
 
@@ -1778,10 +1813,11 @@ Update client game world for a new frame
 */
 void CL_UpdateWorld(void)
 {
-       r_refdef.extraupdate = !r_speeds.integer;
-       r_refdef.numentities = 0;
-       r_refdef.numlights = 0;
-       r_view.matrix = identitymatrix;
+       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;
 
@@ -1817,13 +1853,10 @@ void CL_UpdateWorld(void)
                CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
-               // move decals, particles, and any other effects
-               CL_MoveDecals();
-               CL_MoveParticles();
-               R_MoveExplosions();
+               // decals, particles, and explosions will be updated during rneder
        }
 
-       r_refdef.time = cl.time;
+       r_refdef.scene.time = cl.time;
 }
 
 // LordHavoc: pausedemo command
@@ -1845,11 +1878,10 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf("\"fog\" is \"%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);
+               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;
        }
-       r_refdef.fog_start = 0;
-       r_refdef.fog_alpha = 1;
+       FOG_clear(); // so missing values get good defaults
        if(Cmd_Argc() > 1)
                r_refdef.fog_density = atof(Cmd_Argv(1));
        if(Cmd_Argc() > 2)
@@ -1864,6 +1896,10 @@ static void CL_Fog_f (void)
                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));
 }
 
 /*
@@ -1878,12 +1914,13 @@ static void CL_TimeRefresh_f (void)
        int i;
        float timestart, timedelta;
 
-       r_refdef.extraupdate = false;
+       r_refdef.scene.extraupdate = false;
 
        timestart = Sys_DoubleTime();
        for (i = 0;i < 128;i++)
        {
-               Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
+               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;
@@ -1941,9 +1978,10 @@ void CL_Locs_FreeNode(cl_locnode_t *node)
                {
                        *pointer = node->next;
                        Mem_Free(node);
+                       return;
                }
        }
-       Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+       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)
@@ -1953,7 +1991,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
        if (!name)
                name = "";
        namelen = strlen(name);
-       node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+       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);
@@ -1990,7 +2028,7 @@ void CL_Locs_Add_f(void)
 void CL_Locs_RemoveNearest_f(void)
 {
        cl_locnode_t *loc;
-       loc = CL_Locs_FindNearest(r_view.origin);
+       loc = CL_Locs_FindNearest(r_refdef.view.origin);
        if (loc)
                CL_Locs_FreeNode(loc);
        else
@@ -2021,7 +2059,7 @@ void CL_Locs_Save_f(void)
        FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
        strlcat(locfilename, ".loc", sizeof(locfilename));
 
-       outfile = FS_Open(locfilename, "w", false, false);
+       outfile = FS_OpenRealFile(locfilename, "w", false);
        if (!outfile)
                return;
        // if any boxes are used then this is a proquake-format loc file, which
@@ -2121,10 +2159,10 @@ void CL_Locs_Reload_f(void)
                if (text < textend)
                        text++;
                // trim trailing whitespace
-               while (lineend > linestart && lineend[-1] <= ' ')
+               while (lineend > linestart && ISWHITESPACE(lineend[-1]))
                        lineend--;
                // trim leading whitespace
-               while (linestart < lineend && *linestart <= ' ')
+               while (linestart < lineend && ISWHITESPACE(*linestart))
                        linestart++;
                // check if this is a comment
                if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
@@ -2141,7 +2179,7 @@ void CL_Locs_Reload_f(void)
                        else
                                maxs[i - 3] = atof(linetext);
                        // now advance past the number
-                       while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+                       while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
                                linetext++;
                        // advance through whitespace
                        if (linetext < lineend)
@@ -2152,10 +2190,10 @@ void CL_Locs_Reload_f(void)
                                        limit = 6;
                                        // note: comma can be followed by whitespace
                                }
-                               if (*linetext <= ' ')
+                               if (ISWHITESPACE(*linetext))
                                {
                                        // skip whitespace
-                                       while (linetext < lineend && *linetext <= ' ')
+                                       while (linetext < lineend && ISWHITESPACE(*linetext))
                                                linetext++;
                                }
                        }
@@ -2242,8 +2280,11 @@ void CL_Init (void)
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
-       r_refdef.maxentities = MAX_EDICTS + 256 + 512;
-       r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+       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);
+
+       r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
+       r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
 
        CL_InitInput ();
 
@@ -2260,6 +2301,7 @@ void CL_Init (void)
        Cvar_RegisterVariable (&cl_anglespeedkey);
        Cvar_RegisterVariable (&cl_shownet);
        Cvar_RegisterVariable (&cl_nolerp);
+       Cvar_RegisterVariable (&cl_deathfade);
        Cvar_RegisterVariable (&lookspring);
        Cvar_RegisterVariable (&lookstrafe);
        Cvar_RegisterVariable (&sensitivity);
@@ -2288,7 +2330,7 @@ void CL_Init (void)
        Cvar_RegisterVariable (&cl_autodemo);
        Cvar_RegisterVariable (&cl_autodemo_nameformat);
 
-       Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue mindist alpha)");
+       Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
 
        // 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)");
@@ -2334,9 +2376,7 @@ void CL_Init (void)
        CL_Screen_Init();
 
        CL_Video_Init();
-#ifdef SUPPORT_GECKO
        CL_Gecko_Init();
-#endif
 }